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Shinjitsu noDeshi

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Posts posted by Shinjitsu noDeshi

  1. 3 hours ago, Cool_Fox said:

    That happened to me last night when I attempted to drive through a narrow gap(was large enough) thought it was a one time thing

    edit:: I have weird bug happening when I go upstairs in the lower left storage/maintenance area of the mall(with roof access) on pitch black darkness settings none of my light sources ever work unless I reload the game

    I've lost count of the number of vehicles I've flipped on their sides; but it's always been due to running zombies over...

     

    Shin

  2. 1 minute ago, Capt.Motty said:

    Maybe they've added food "experition/good-by" mechanics. Which is better for gameplay since it's realistic. I mean, food doesn't last forever, even if refrigerated, it only helps it last longer than if not refrigerated.

    There's a mod which does what you are thinking of - I *just* noticed it in the steam workshop.

     

    Shin

  3. 2 hours ago, Dreacon78 said:

    So I have been finding several food items that are in the refrigerators that have gone rotten while there is still power available.

    I understand the food that is outside of a fridge or freezer, but why would they go rotten in the fridge?

    Is there a time frame where all food will go rotten even if it is inside of a fridge?

    They'll go rotten in a freezer too. The fridge slows down the decay rate, and the freezer almost stops it, but neither will completely stop nature.

     

    How long it takes depends on the food, and even if it's been cut up or not (e.g. watermelon slices.)

     

    Shin

  4. 2 hours ago, Elorh said:

    Suggestions:

    • Why vans have this "beep" when you're moving backward? At least in my country is impossible to hear a van doing that haha, Is it common in UK/EEUU? Here is only mandatory for tractors, lorries, or big machinery, but sounds so weird to me for a van. 

     

     

    In the U.S., commercial vans and delivery trucks have a "back up alarm" to alert people behind the vehicle that it's moving backwards.

     

    Shin

  5. 1 minute ago, trombonaught said:

    When i started running into this problem (i.e. when I learned how play and "beat" the game), reducing loot spawn and respawn (my go-to is no respawn) does a lot to keep you moving/keep it interesting.

    Shortly after I started playing (a couple of years ago), I got it in my head to make Kentucky a zombie-free state. Adding vehicles has been a welcome addition to this end - I no longer have to spend days running across the map to find my prey!

     

    Shin

  6. 2 minutes ago, Pandorea said:

     

    Nearly 3 hours later... Yes, they can bite you from inside a car! 

     

    4) Scenario and Difficulty levels affect Z response range. The easier settings = the less responsive zombies. Initial infection requires character to be 4-5 tiles away from zombies for them to respond. Survival mode was summoning them from far, far away. 

    6) In this situation you're driving through a horde. Very slowly. Less kinetic energy = less power to knock anything down, right(?) 

    8) One word for ya': Teamwork. Zombies have it, too ;) Plus, they're very motivated to get to the delicious meal inside the metal box. 

     

    I appreciate you checking these out!

     

    4) I'll double check my sandbox settings; most likely they got messed up at some point.

    6) I agree with this sentiment; I just think it's tuned a bit too low. I don't know the numbers, but my gut would say a car traveling at 10mph would knock down a normal person, so it should definitely bowl over a corpse that really can't control itself. Currently, even at higher speeds, they almost always just pinwheel backwards (like a failed push)

    8) Just to clarify - the vehicles don't rock and then roll over. They BOUNCE, like wheels coming off the ground to stomach height bounce. Literally, like a low rider does; and it only happens when the wheels go over the zombies.  Again, I think this just needs a bit of tuning; a bunch of meatsacks shouldn't make a 3000lb vehicle jump up and down, especially if the vehicle is moving slowly.

     

    Shin

     

  7. 25 minutes ago, Capt.Motty said:

    Any anims news about how close we are to using them in a test branch? If not then that's all good. Just curious to see how close vehicles are done at this  point.

     

    EDIT: Never mind. I just read the newest and latest great Thursdoid page! Nice, closer and closer to it. Um, also on a side note, did anyone notice the issue I am still having with something wrong on Sandbox? It's the constant lag hiccups that happen every 2 seconds after 5 minutes of starting a custom survival setting. (More details on my comment from like 2 days ago.)

    The only suggestion I have for you is to try different sandbox settings in order to see if you can narrow down what is causing the problem. My first inclination would be there are too many zombies trying to spawn in at the same time...

     

    Shin

  8. 36 minutes ago, Pandorea said:

     

    I've been trying to reproduce this for a while with no success...

     

    Any more details? What happened? What vehicle was it? What game difficulty settings? ( I can go on :) )

    Here's what I was doing on this last build and the new one:

     

    Custom sandbox, zombie count insane, distribution urban focused.

     

    1) Grab a Franklin Valuline or Chevalier Step Van

    2) Drive up alongside a building, so the driver side door is flush against the wall.

    3) Honk your horn to draw all the zombies in the neighborhood to your vehicle (should be about 1500+/)

    4) Realize that horn ranges are broken, so restart on a new map setup with vehicle sounds cranked up to 10 or 20. Repeat 2 & 3.

    5) When a large horde of zombies is behind or in front of the vehicle, slowly drive towards them, trying to knock them down under the vehicle.

    6) Realize that this is very difficult because vehicles really only push zombies and don't knock them down. Wait for more zombies to come and sandwich those closest to the vehicle, so you can knock them down.

    7) If lucky, you should be able to run over the zombies with the wheels, since the car base doesn't injure them.

    8) Make sure you have your seatbelt on, and have grabbed hold of your "OhJESUS handles", because once you start getting the zombies under your wheels, the vehicle will bounce and buck like a mexican lowrider in a dance-off competition. Chances are high that you will be thrown from the vehicle, or you will tip the vehicle on it's side.

     

    Hope this helps! - (and maybe if you get a chance, you can look into 4, 6, and 8 while you are at it? :D )

     

    Shin

     

  9. Not to add any more suggestions to the already long list of ... suggestions, *but*

     

    It'd be nice to have a reefer truck - perhaps take the step van chassy and make the cargo area smaller size and consume more gas to compensate for the freezer capability. I think it might add a neat gameplay dynamic by enabling some deep woods living for an extended period of time.

     

    Shin

  10. 5 minutes ago, Kuren said:

     

    Oh interesting! I watched a show talking about making stairs and another carpentry type one as well as I believe a show that talked about making a certain trap (but that one may have only been there to teach a recipe for a trap and I took trapping traits so I would already have them all). I didn't notice anything but I thought it was an exp boost like books gave, does it actually just give you a small amount of exp? Cause that might be why I didn't notice anything then lol

     

    That being said, the boredom system for it certainly doesn't work for me as my character starts to bore after only a couple shows/news updates lol

    The cooking show is the only one I've "watched" so far, so I'm not sure how the others work. But, it basically walked you through the steps for making chicken soup, and each time it told you what to do ("cook the chicken") it gave you a small exp boost. On the screen it briefly flashed a "+5 Cooking" above my toons head.

     

    IMO it's pretty easy to miss when it's happening, but you could definitely see the xp in the cooking skill after the show was done. For a couple of games I was like "where did I get that cooking skill from?!"

     

    Now when I start a new game, the first thing I do is turn the tv to the skills channel and listen while I loot the house :D

    Shin

  11. 37 minutes ago, Kuren said:

     

     

    I can confirm that TVs are not working as intended in single player as well. Watched a few programs that should have given some kind of exp boost and got nothing, as well as my character starts to get bored when I'm watching them or glued to the news.

    I got cooking experience from watching a cooking show in single player. I haven't checked boredom.

     

    Shin

  12. 2 minutes ago, EnigmaGrey said:

    Try it on survival 

     

    The first week is intentionally easy.

    I normally play on survival level (well the equivalent of that with a custom setup.) All my previous reports on the issue were based on that, and my thinking was there were too many zombies being overloaded with method calls.

     

    So I thought I'd give it a whirl with significantly fewer zombies around. Same results.

     

    But to be thorough, I'll give your suggestion a try.

     

    Shin

  13. I am still getting random game pauses - but otherwise great job on the performance. Initial play testing shows the UI and game are running very smooth!

     

    The horn range on cars is continues to also be an issue. I still can't get zombies more than 7-8 squares away to respond to honking. :( I tried this on a SP, "The First Week, Normal" game with the same results - so it doesn't *seem* to be related to the number of zombies around.

     

    I just realized, the current horn range is about the same as the shout range. Is is possible the horn is actually using the shout logic?

    Shin

  14. On 3/26/2018 at 9:07 AM, Pandorea said:

     

    Regarding "direct answer/reply is easier/more straightforward since you can also request for more details about an issue" - it's a matter of preference, I guess. Most of the time provided info is sufficient to check / reproduce the bug / add it to the bug tracker / answer player's question. In case more details are needed we just ask and the players are nice enough to share further details. That said, I like the idea of having more emoticons to communicate the state of things because it is faster than typing and doesn't take up space in the thread :). One day...

     

    I asked awhile back what the different reaction symbols meant, and never got a straight answer. I've always thought they were a way of showing "like" or "dislike" for someones post - it'd be great if someone from the forum/dev staff could post a prominent sticky for what they mean, so we are all on the same page?

     

    Shin

  15. 7 hours ago, SonaGX said:

    The only performance issue I'm seeing is when driving around large sections of the map and loading many map chunks at once, I start to lock up for seconds at a time.  Is this expected behavior or a known issue?  If not I'll play with my settings more to see if I can fix it locally.

     

    I think I may have spoken a bit too soon in my last post. The game play is smooth as silk, most of the time, but now I'm getting what you are describing here. The only difference is I'm not going anywhere, just doing odd jobs around my safe house. There don't seem to be a ton of zombies in the immediate area, but I *did* pull the majority of Muldraugh's business strip (300?) to the north end of town. (Apparently setting vehicle noise to "20" is... loud.)

     

    It's acting like it's accessing the disk temp file or GCing... maybe I've been running the game too long (memory leak?) or there are too many active zombies for the engine to process smoothly?

     

    Shin

  16. 4 hours ago, Pandorea said:

     

    Hey, Shin, which scenario and starting conditions you've got in your game?

     

    Hi Pandorea -

     

    SP, Muldraugh

     

    Custom Sandbox - based on "First Week" settings with the following changes:

    Population:

       Count = Insane

    Nature:

       Erosion Speed = Fast (50 days)

    Sadistic AI Director:

       Helicopter = Sometimes

    Vehicle:

       Zombie Attraction Multiplier = 1.0  (default)

       Locked Frequency = Sometimes

       Car Alarms Frequency = Never

    Zombie Lore:

       Cognition = Navigate (default)

       Hearing = Poor (default)

       Zombie House Alarm Triggering = checked

    Advanced Zombie Options:

        Population Mult = 4.0

        Respawn Hours = 0.0

     

    Cognition under zombie lore looks new since I last checked? What does that setting do? (Tooltips on the dropdown boxes would be a great addition!)

    Note - I've been using these settings since the vehicle patch came out (except of course those settings added since that point.)

     

    And of further note - house alarms seem to work quite well. On some other playthroughs after my post above, I've had zombies dragged from far off right screen to far off left screen due to an alarm.

     

    Is there a way I could attach my game setup?

     

    Shin

  17. 6 hours ago, Shinjitsu noDeshi said:

    I thought that might have something to do with it too - and it certainly might - but I was parked in that same position for the entire honk test, and had actually been there longer, just idling, before starting the test.

     

    I've had zombies come up to where I just was and stop entirely, and another couple further off (which were idling) begin to move towards me. Even though the first group was just within arms length of my vehicle, they wouldn't move any closer until the group further away got "closer". It's almost like there are too many actions queued up for the game to process at the same time.

     

    Before the zombie pathing was changed, the car horn used to bring everything on screen and a good chunk of off screen straight to my vehicle.

     

    Edit -

    This is with insane hordes on the older versions and in the recent screenshot.

     

    Shin

    I did some further testing on this, and firearms still work wonders for attracting hordes. A shotgun blast will bring everything to your locale that's on the screen, and even some stuff that's off the edge. It seems to be something related specifically to vehicle noises and horns (and possibly house/car alarms.)

     

    Shin

  18. 18 minutes ago, SonaGX said:

    @shin - I wonder if that's a lag issue.  For me zombies come across the map for house alarms.  IMO it's too big of a range.  I've always noticed an odd lag with zombie behavior when honking the horn and moving.  Like for a while they go to where they first heard the sound before switching to the most recent horn honk location.

    I thought that might have something to do with it too - and it certainly might - but I was parked in that same position for the entire honk test, and had actually been there longer, just idling, before starting the test.

     

    I've had zombies come up to where I just was and stop entirely, and another couple further off (which were idling) begin to move towards me. Even though the first group was just within arms length of my vehicle, they wouldn't move any closer until the group further away got "closer". It's almost like there are too many actions queued up for the game to process at the same time.

     

    Before the zombie pathing was changed, the car horn used to bring everything on screen and a good chunk of off screen straight to my vehicle.

     

    Edit -

    This is with insane hordes on the older versions and in the recent screenshot.

     

    Shin

  19. Horns and alarms seem to have too short of an activation range on the zombies. In the attached screenshot, I had been honking the white station wagon's horn for a minute (alternating between short and long bursts) and the zombies to the top and left of the screen hadn't moved at all.

     

    Somewhere off screen towards the bottom right, a house alarm went off, with no effect on them either.

     

    Shin

    180324-Horn.jpg

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