Jump to content

Walter Sullivan

Member
  • Posts

    23
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Walter Sullivan reacted to lemmy101 in IWBUMS 41.17 RELEASED!   
    NEW
    All characters now start with a belt - giving them a "Back" slot & two belt (left/right) belt slots.
    You can either right click a slot, or drag & drop a weapon to it.  Or, alternatively, click a weapon in your inventory to attach it to the hotbar.
    Weapons will be shown on the player. Pressing a hotkey (from 1 to 5) will auto equip the weapon assigned to each slot.
    This is a work in progress system that we'd love feedback on!
    Added holsters
    Holsters have a chance to spawn on police/policestate zombies (automatic get one if he had a gun)
    - Rebuilt ProjectZomboid.exe as a gui application, no more console window. Should work with Steam remote play together now.
    - Added player Bob_VaultOverToFall animation when climbing over fences.
    - Added zombie Zombie_WalkTrees animation for walktoward and pathfind states.
    - Zombie lunge animations played at 50% speed in trees.

    BALANCE

    - Boosted wood axe damage, speed, amount of time you can move during strafe, to make it a viable (but still quite slow) heavy damage weapon
    - Force standing when drinking/filling items from sink.
    - Reduced handgun model size (+ muzzle redone)
    - Added Chipped stone to craft lance recipe.
    - Made tall fences transparent when the player is behind them
    - Disabled Hypochondriac trait until it can be fully reworked
    - Reload XP now given when inserting bullets in clip (small chance) and when reloading (bigger chance).
    - Added spear fishing.
    - Now equip in 2 hands shovel when taking dirt/sands..
    - Added Griddle pan for stir-fry.

    FIXES

    - Fixed zombies spawning in buildings long after a player has entered the building. 
    - Fixed Double-barrel shotgun issues.
      1) Missing inventory icon.
      2) Removed chamber, which allowed 3 shells to be loaded.
      3) Racking not required.
    - Fixed blob/suitcase Zeds on spawn
    - Fixed FMOD crash on 64-bit.
     Java_fmod_javafmodJNI_FMOD_1System_1CreateChannelGroup() was casting a pointer to 'long' when it needed to be a 64-bit 'long long'.
     SoundManager was calling FMOD_Channel_SetPaused() instead of FMOD_ChannelGroup_SetPaused().
    - Fixed zombies getting stuck in the air after climbing through a window.
    - Fixed exception after renaming food to have a dollar-sign character in it.
    - Fixed lua error when taking compost from a composter.
    - Fixed zombified players interacting with doors/windows/etc by left-clicking.
    - Fixed new shovels not being useable for taking dirt/gravel/sand.
    - Fixed hammering animation when pouring dirt/gravel/sand from a bag.
    - Fixed Logs.zip console.txts are limited to all of 2 lines during most crashes
    - Fixed issues pressing Escape while entering or exiting a vehicle, or switching seats.
    - Fixed players going through a wall when run-vaulting over a fence adjacent to the wall.
    - Fixed issue: Unhandled Thread exception by the SQLDB in a non UTF8 environ.
    - Fixed Protection screen not working with a controller.
    - Fixed Info hair/beard buttons not working with a controller.
    - Fixed clothing dryer and washer continuing to play sound after the power goes out.
    - Fixed weather mask not updating when the zoom level changes.
    - Fixed weather mask not rendering for splitscreen players.
    - Fixed zombies get stuck after climbing over a fence with no floor on the other side.
    - Fixed some files being closed via garbage collection.
    - Crouch key only affects player 0 which fixes split-screen shared crouch
    - Fixed "Sit On Ground" context-menu option is available when already sitting.
    - Fixed "Sit On Ground" context-menu option is not available when using a controller.
    - Fixed adding frozen food into recipes.
    - Fixed old Socks still existing.
  2. Like
    Walter Sullivan got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    Did that and it's now working, thanks!
     
    The movement is way better since the last time I played(no more stopping and looking at the wrong direction), which is great! But I found the Controller Binding screen kinda confusing: it says that melee is on LT, but LT does nothing and I actually have to use RB, which shows as "ToggleMode". Oh, and it seems tha minimizing/maximizing the game makes the game not recognize the controller anymore, but weirdly I can still "use" it on the test controller screen, but not in the menus or in the game.
  3. Like
    Walter Sullivan reacted to Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    Have you deleted Gamepads / Joypads folders and that gamepadBinding.config file?
  4. Like
    Walter Sullivan reacted to Stas from general arcade in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    Hi there! 5 update is here. Most important bugs were resolved. Change list:
    Fixed: Game options window doesn't resize correctly when changing resolution Fixed: Char turns away when stops moving Fixed: Game closes on entering a driver's seat in a vehicle Fixed: Not possible to play with controller from the get-go; must go via F1 Fixed: move and aim actions inverted by Y axis. Fixed: Not possible to change any Controller settings using controller
  5. Like
    Walter Sullivan got a reaction from nasKo in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    What controller are you using?
    Wired XBOX 360. Gonna try a wireless XBOX 360 one later.
     
    Does the controller work?
    Yes.
     
    Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved?
    It's good enough for me.
     
    How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with?
    First of all, I don't know if the problem is with the controller or the game, but I feel like everytime I stop moving, my character faces the wrong direction. It's annoying as heck, since I need to manually aim with the right stick to be able to interact with stuff after I stop moving. Also, opening doors with A is really frustrating.
     
    How would you like your gamepad play further improved?
    A better door detection would go a long way. And the character facing the direction he is supposed to after I stop moving.
     
    Do you play in split-screen? If so, how is this beta playing?
    Haven't tried split-screen yet.
     
    In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style?
    I don't think it's a good idea to stop being able to move, since the game doesn't pause when you are messing with the UI. So no, this is not a very good idea.
     
    What other gamepad bugs or weirdness have you noticed in this build?
    After I entered a car, the game sent me back to the main menu. I pressed continue there, for some reason spawned in the house next to the car and the controller acted weird as heck, with the directions all inverted. I went to the menu, but none of the checkboxes for invert axis were checked.
     
    This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions?
    It's been a long while since I've played, so I can't really say if there were any performance gains. The game seems to be running fine here.
     
    What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta?
    Well, if it's really a bug and not just my controller, I would like the character to actually face the direction I was moving when I stop moving. It's annoying to move to a container, stop and the character face the other direction, so I have to manually aim to the container to be able to open it. I tried putting the sensitivy all the way up on the options, and it didn't seem to fix it.
    The 2nd most annoying thing is defintely opening doors with A.
  6. Like
    Walter Sullivan got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    What controller are you using?
    Wired XBOX 360. Gonna try a wireless XBOX 360 one later.
     
    Does the controller work?
    Yes.
     
    Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved?
    It's good enough for me.
     
    How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with?
    First of all, I don't know if the problem is with the controller or the game, but I feel like everytime I stop moving, my character faces the wrong direction. It's annoying as heck, since I need to manually aim with the right stick to be able to interact with stuff after I stop moving. Also, opening doors with A is really frustrating.
     
    How would you like your gamepad play further improved?
    A better door detection would go a long way. And the character facing the direction he is supposed to after I stop moving.
     
    Do you play in split-screen? If so, how is this beta playing?
    Haven't tried split-screen yet.
     
    In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style?
    I don't think it's a good idea to stop being able to move, since the game doesn't pause when you are messing with the UI. So no, this is not a very good idea.
     
    What other gamepad bugs or weirdness have you noticed in this build?
    After I entered a car, the game sent me back to the main menu. I pressed continue there, for some reason spawned in the house next to the car and the controller acted weird as heck, with the directions all inverted. I went to the menu, but none of the checkboxes for invert axis were checked.
     
    This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions?
    It's been a long while since I've played, so I can't really say if there were any performance gains. The game seems to be running fine here.
     
    What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta?
    Well, if it's really a bug and not just my controller, I would like the character to actually face the direction I was moving when I stop moving. It's annoying to move to a container, stop and the character face the other direction, so I have to manually aim to the container to be able to open it. I tried putting the sensitivy all the way up on the options, and it didn't seem to fix it.
    The 2nd most annoying thing is defintely opening doors with A.
  7. Like
    Walter Sullivan got a reaction from NuclearSharkhead in Multiplayer Server List   
    Yes, I'm still there, hehe. Oh, and I just saw your comment on steam and I added you to my friend list   
  8. Like
    Walter Sullivan got a reaction from NuclearSharkhead in Multiplayer Server List   
    Hey eliakoh, thank you very much for hosting! I had a great time playing on your server, it was really fun. This game gets 1000x more fun in multiplayer, that's for sure 
  9. Like
    Walter Sullivan reacted to LeoIvanov in Mondoid 16.12.13   
    What was that game again? I think it was mentioned once, something scavenger.. Can't find it on mondoid blog anymore because of how hidden it was beneath all other text.
  10. Like
    Walter Sullivan reacted to RoboMat in Mondoid's Mondoid: Your Questions Answered   
    I would just love to hear some more general info about how the whole npc-system is developing.
  11. Like
    Walter Sullivan reacted to LeoIvanov in Mondoid's Mondoid: Your Questions Answered   
    My question :
     
    Is the current inventory system going to be as it is, or is it a placeholder and will be changed into something awesome in the future?
×
×
  • Create New...