Jump to content

TheZombiesPro115

Member
  • Posts

    99
  • Joined

  • Last visited

Reputation Activity

  1. Pie
    TheZombiesPro115 got a reaction from Pandorea in 4 for 1 bug report special!   
    4 bugs for the price of one! What a deal!
     
    1:Fill saucepan with water, toss it in the oven, use up all the water disinfecting bandages/sheets, saucepan is now full condition.
     
    2:After ripping clothes from a zombies inventory, the game will automatically attempt to put the now destroyed clothes back into the zombie's inventory.
     
    3:Save game by returning to main menu, wait about 10+ hours, load back into the game, save the game again, close the application, run it & load the save file. The TV will now be playing a skill show on the life & living channel, regardless of what time it is.
     
    4:House alarm audio is seriously whack. I play with zombies triggering house alarms and environmental attacks, a zombie triggered an alarm, sounded like it was coming from the north-west, about a couple blocks away by the old standard. Which I assumed meant it the house in question would be visible while zoomed all the way out, since they're so quiet nowadays. The house in question was literally next-door to the house I was in, directly to the north, as well. When not standing right beside the house, house alarm audio ranges from just baaaarely being audible, with headphones in & the volume turned all the way up, to being completely inaudible. Zombies can hear them fine, though. for blocks & blocks, meanwhile I can barely hear them once they're outside the field of a fully zoomed out camera. The only reliable way to know if a house alarm is going off, and where it's coming from, is to observe the zombies.
  2. Like
    TheZombiesPro115 reacted to PseudonymousEd in [RESOLVED - NOT A BUG] FastHealer and SlowHealer doesn't affect Vehicle Crash Fractures   
    The FastHealer and SlowHealer traits affect how much time it takes to heal a fracture caused by landing from a high distance.
                    float f2 = Rand.Next(50, 80);                 if (this.Traits.FastHealer.isSet()) {                     f2 = Rand.Next(30, 50);                 } else if (this.Traits.SlowHealer.isSet()) {                     f2 = Rand.Next(80, 150);                 }                 switch (SandboxOptions.instance.InjurySeverity.getValue()) {                     case 1: {                         f2 *= 0.5f;                         break;                     }                     case 3: {                         f2 *= 1.5f;                     }                 }                 this.getBodyDamage().getBodyPart(BodyPartType.FromIndex(Rand.Next(BodyPartType.ToIndex(BodyPartType.UpperLeg_L), BodyPartType.ToIndex(BodyPartType.Foot_R) + 1))).setFractureTime(f2);  
    EDIT:  FastHealer and SlowHealer ARE factors in how much time it takes to heal a fracture caused by a vehicle accident.  It's just higher up in the code than where I was looking!
     
    But FastHealer and SlowHealer aren't factors in how much time it takes to heal a fracture caused by a vehicle accident.
    In the BaseVehicle class:
    else if (f2 > 50.0f && Rand.Next(10) == 0 && SandboxOptions.instance.BoneFracture.getValue()) {                 if (bodyPart.getType() == BodyPartType.Neck || bodyPart.getType() == BodyPartType.Groin) {                     bodyPart.generateDeepWound();                 } else {                     bodyPart.setFractureTime(Rand.Next(Rand.Next(10.0f, f2 + 10.0f), Rand.Next(f2 + 20.0f, f2 + 30.0f)));                 }             } There is no reference to FastHealer or SlowHealer.
  3. Pie
    TheZombiesPro115 got a reaction from Pandorea in Life and living episode plays twice   
    The day 2 episode of life and living, the one that relates to the construction of wood walls, just played a second time. The first time, at the intended 12:00, the second time, at 17:10. I saved the game at like around 17:09 or something presumably, as I recall the clock red 17:00 when I saved. Alt tabbed & left the client running for probably about 12-18 hours, long enough that when I reloaded the lighting was all glitched out the way it gets when the client runs for tens of hours on end, then walked in my FOB and the episode was just playing at 17:10. (The TV is always on & tuned into life & living.)
  4. Spiffo
    TheZombiesPro115 got a reaction from EnigmaGrey in IWBUMS 41.50 released   
    Alright, hopefully my last post in regards to this, I was able to capture some footage of the glitch occurring while sneak-sprinting
    very underweight, 0 fitness, 0 sprinting, 0 sneaking.
     
    https://drive.google.com/file/d/1oSUM3fOSTG3f_jcjTceTgnD1IFt1xoVy/view?usp=sharing
  5. Like
    TheZombiesPro115 got a reaction from InsaXXPZ in Marijuana mod: Cultivate it yourself!   
    I hereby pronounce this mod dead.
  6. Like
    TheZombiesPro115 got a reaction from Kuren in RELEASED: Vehicle Test 41   
    I was pretty sure all the roofs are made of black tiles when you actually get on the same level of elevation as them. I know thats the case for the police station in muldraugh, anyway. Had to lay down an extra 300 wooden flooring pieces because the roof had no texture, just solid black tiles.
  7. Like
    TheZombiesPro115 got a reaction from DramaSetter in ORGM Rechambered   
    Hey, fernis. What about some new things that explode? So far it's been "Pipe bomb" if you spawn as engineer and that's your lot for as far back as i can remember
  8. Like
    TheZombiesPro115 got a reaction from RealHumanBeing in ORGM Rechambered   
    Hey, fernis. What about some new things that explode? So far it's been "Pipe bomb" if you spawn as engineer and that's your lot for as far back as i can remember
  9. Pie
    TheZombiesPro115 reacted to Fenris_Wolf in ORGM Rechambered   
    I played around a bit (more like limited experiments) a while back trying to get incendiary rounds to work, and the possibility of adding grenade launcher addons to some of the military weapons but I didn't have much luck at the time...but really I only spent about 5-10 minutes on the task just to test the difficulty.  I'm not sure I'd want to actually add explosives to ORGM though its kinda going off topic. I'm still tempted on the incendiary rounds though...
    Hydrocraft has grenades and a rocket launcher (if i recall right)...watched most of west point burn down because my friend kept using them on hordes.  More explosives would be a great idea for a separate mod though.
    Unfortunately I'm really trying hard not to start working on any others until ORGM is perfected, which is difficult I REALLY want to code a NPC framework for my next project.
     
  10. Pie
    TheZombiesPro115 got a reaction from Tatty in RELEASED: Vehicle Test 41   
    It was worse in earlier versions, definitely an improvement if they have to be knee-high now. Before it was like woops i crashed into a pebble.
  11. Spiffo
    TheZombiesPro115 reacted to Batsphinx in RELEASED: Vehicle Test 41   
    Yeah it'll be the fires - I believe we have this fixed in the next build so don't nullpointerexcept yourself on our account
  12. Like
    TheZombiesPro115 got a reaction from trombonaught in Balance concerns over vehicles 31 mechanics   
    oh my gosh nevermind this thursdoid is a hotfix oh my days
  13. Like
    TheZombiesPro115 got a reaction from trombonaught in Balance concerns over vehicles 31 mechanics   
    Fuck it, i was all stoned, it's a new thursdoid lets hope for greatness
  14. Like
    TheZombiesPro115 got a reaction from Spikelord in Balance concerns over vehicles 31 mechanics   
    Like, I should hope to be able to remove a tire from a car after a week of training, it's not a hard thing to do. I think you should have a magazine for that or something, I don't like the magazine concept just because it's RNG whether you find one in 1 months or 1 day but whatever. Cars with 100% condition engines shouldnt take 5+ tries to turn over, It shouldn't take much longer than 1 or 2 weeks tops to learn from hands on experience and books and shit how to replace a car's brakes, the mechanics skill is totally fucked with the recent builds in terms of balance. Like, people say "oh, well, all the skills take a long time to level from 0" but like not really, and nothing is as brutal as mechanics xp after you removed the headlights xp trick, bring it back or something, this skill as absolutely terrible to level from 0. You'll never make it, not even to 100% replace car seat chance and hotwire with level 1 electrical in time for the helicopter. And that's, well, look, before levels 2 and 3 and 4 took 3 days to 1 week to hammer out, now, it's like, 2 months. crazy talk. and people are saying the mechanics book doesn't even work, I havent tested that just because so many people said it happened i didn't bother. Obviously that will be addressed but basically, like, each car, should be equal to 10 experience points with no boosts, or something. Right now, from 0 mechanics, running around swapping whatever parts I can, I get 3 xp per car. crazy talk! Level 1 is gonna take all the cars in muldraugh on low spawn settings. Also, like probably 30% of the windows have a side where the right click prompt to barricade will either not show up or you click on it and the character fails to path to the required area. Right click prompts for certain things just feel clunky in vehicles 31, in previous builds I was experiencing big problems with removing broken glass but now it's mostly fixed so I don't wanna bring anything up n have it get worse but I've still gotten a couple injuries I didn't deserve because of the remove glass prompt like not showing up in time n I really needed to get out that window in the next 3 seconds. And the zombies get stuck on things really easy even within short range since vehicles 31, and I think 30 as well, can't remember. Also, zombies are much more non-responsive to stimuli in general, they barely even hear you unless you have clumsy and conspicuous, and sometimes even then they don't notice you. If you guys have been tweaking the short range AI, it's not really working out.
  15. Like
    TheZombiesPro115 got a reaction from Minnigin in Balance concerns over vehicles 31 mechanics   
    Like, I should hope to be able to remove a tire from a car after a week of training, it's not a hard thing to do. I think you should have a magazine for that or something, I don't like the magazine concept just because it's RNG whether you find one in 1 months or 1 day but whatever. Cars with 100% condition engines shouldnt take 5+ tries to turn over, It shouldn't take much longer than 1 or 2 weeks tops to learn from hands on experience and books and shit how to replace a car's brakes, the mechanics skill is totally fucked with the recent builds in terms of balance. Like, people say "oh, well, all the skills take a long time to level from 0" but like not really, and nothing is as brutal as mechanics xp after you removed the headlights xp trick, bring it back or something, this skill as absolutely terrible to level from 0. You'll never make it, not even to 100% replace car seat chance and hotwire with level 1 electrical in time for the helicopter. And that's, well, look, before levels 2 and 3 and 4 took 3 days to 1 week to hammer out, now, it's like, 2 months. crazy talk. and people are saying the mechanics book doesn't even work, I havent tested that just because so many people said it happened i didn't bother. Obviously that will be addressed but basically, like, each car, should be equal to 10 experience points with no boosts, or something. Right now, from 0 mechanics, running around swapping whatever parts I can, I get 3 xp per car. crazy talk! Level 1 is gonna take all the cars in muldraugh on low spawn settings. Also, like probably 30% of the windows have a side where the right click prompt to barricade will either not show up or you click on it and the character fails to path to the required area. Right click prompts for certain things just feel clunky in vehicles 31, in previous builds I was experiencing big problems with removing broken glass but now it's mostly fixed so I don't wanna bring anything up n have it get worse but I've still gotten a couple injuries I didn't deserve because of the remove glass prompt like not showing up in time n I really needed to get out that window in the next 3 seconds. And the zombies get stuck on things really easy even within short range since vehicles 31, and I think 30 as well, can't remember. Also, zombies are much more non-responsive to stimuli in general, they barely even hear you unless you have clumsy and conspicuous, and sometimes even then they don't notice you. If you guys have been tweaking the short range AI, it's not really working out.
  16. Like
    TheZombiesPro115 got a reaction from Lucas in Balance concerns over vehicles 31 mechanics   
    Like, I should hope to be able to remove a tire from a car after a week of training, it's not a hard thing to do. I think you should have a magazine for that or something, I don't like the magazine concept just because it's RNG whether you find one in 1 months or 1 day but whatever. Cars with 100% condition engines shouldnt take 5+ tries to turn over, It shouldn't take much longer than 1 or 2 weeks tops to learn from hands on experience and books and shit how to replace a car's brakes, the mechanics skill is totally fucked with the recent builds in terms of balance. Like, people say "oh, well, all the skills take a long time to level from 0" but like not really, and nothing is as brutal as mechanics xp after you removed the headlights xp trick, bring it back or something, this skill as absolutely terrible to level from 0. You'll never make it, not even to 100% replace car seat chance and hotwire with level 1 electrical in time for the helicopter. And that's, well, look, before levels 2 and 3 and 4 took 3 days to 1 week to hammer out, now, it's like, 2 months. crazy talk. and people are saying the mechanics book doesn't even work, I havent tested that just because so many people said it happened i didn't bother. Obviously that will be addressed but basically, like, each car, should be equal to 10 experience points with no boosts, or something. Right now, from 0 mechanics, running around swapping whatever parts I can, I get 3 xp per car. crazy talk! Level 1 is gonna take all the cars in muldraugh on low spawn settings. Also, like probably 30% of the windows have a side where the right click prompt to barricade will either not show up or you click on it and the character fails to path to the required area. Right click prompts for certain things just feel clunky in vehicles 31, in previous builds I was experiencing big problems with removing broken glass but now it's mostly fixed so I don't wanna bring anything up n have it get worse but I've still gotten a couple injuries I didn't deserve because of the remove glass prompt like not showing up in time n I really needed to get out that window in the next 3 seconds. And the zombies get stuck on things really easy even within short range since vehicles 31, and I think 30 as well, can't remember. Also, zombies are much more non-responsive to stimuli in general, they barely even hear you unless you have clumsy and conspicuous, and sometimes even then they don't notice you. If you guys have been tweaking the short range AI, it's not really working out.
  17. Like
    TheZombiesPro115 got a reaction from Tails in Balance concerns over vehicles 31 mechanics   
    Like, I should hope to be able to remove a tire from a car after a week of training, it's not a hard thing to do. I think you should have a magazine for that or something, I don't like the magazine concept just because it's RNG whether you find one in 1 months or 1 day but whatever. Cars with 100% condition engines shouldnt take 5+ tries to turn over, It shouldn't take much longer than 1 or 2 weeks tops to learn from hands on experience and books and shit how to replace a car's brakes, the mechanics skill is totally fucked with the recent builds in terms of balance. Like, people say "oh, well, all the skills take a long time to level from 0" but like not really, and nothing is as brutal as mechanics xp after you removed the headlights xp trick, bring it back or something, this skill as absolutely terrible to level from 0. You'll never make it, not even to 100% replace car seat chance and hotwire with level 1 electrical in time for the helicopter. And that's, well, look, before levels 2 and 3 and 4 took 3 days to 1 week to hammer out, now, it's like, 2 months. crazy talk. and people are saying the mechanics book doesn't even work, I havent tested that just because so many people said it happened i didn't bother. Obviously that will be addressed but basically, like, each car, should be equal to 10 experience points with no boosts, or something. Right now, from 0 mechanics, running around swapping whatever parts I can, I get 3 xp per car. crazy talk! Level 1 is gonna take all the cars in muldraugh on low spawn settings. Also, like probably 30% of the windows have a side where the right click prompt to barricade will either not show up or you click on it and the character fails to path to the required area. Right click prompts for certain things just feel clunky in vehicles 31, in previous builds I was experiencing big problems with removing broken glass but now it's mostly fixed so I don't wanna bring anything up n have it get worse but I've still gotten a couple injuries I didn't deserve because of the remove glass prompt like not showing up in time n I really needed to get out that window in the next 3 seconds. And the zombies get stuck on things really easy even within short range since vehicles 31, and I think 30 as well, can't remember. Also, zombies are much more non-responsive to stimuli in general, they barely even hear you unless you have clumsy and conspicuous, and sometimes even then they don't notice you. If you guys have been tweaking the short range AI, it's not really working out.
  18. Pie
    TheZombiesPro115 reacted to Lucas in RELEASED: Vehicle Test 41   
    Bugs I discovered so far:
    Most annoying ones:
    1. Sometimes I can't enter the car, even if I have key and the green square shows that I should be able to enter inside (I press "E" many times), no matter in which direction I turn my character, it doesn't work at all, this bug appears mostly in cars parked in irregular way diagonally, when part of the car is on grass, and the other part of the car is at the road (not sure if it matters). Maybe it should be right click option to enter to car as driver if it's not possible to fix this issue?
    2. When my character is bleeding and I want to apply bandage then bandage is pulled from backpack first, instead of using the one is already in inventory, it's so waste of time, especially when horde is chasing me.
    Odd bug:
    (Not sure if it matters, but I played character with luck trait, and that character died, I started with new one, without luck trait).
    3. All parked cars that I discovered with this new character having 0 fuel. Previous character was able to discover a car with some fuel, and now all cars I discover having no fuel at all, even on very crowd parking lot. And it's just one week after apocalypse.
     
    Less annoying bug:
    4. Burned card are flying above the ground.
  19. Like
    TheZombiesPro115 got a reaction from Kuren in RELEASED: Vehicle Test 41   
    For me the alarm would only go off the second I stepped foot inside. No matter how many door and windows are fucked over.
  20. Like
    TheZombiesPro115 got a reaction from Kuren in RELEASED: Vehicle Test 41   
    38.30 is the most current stable build
    vehicles 30.3 is the most current public beta, as I believe IWBUMS is not getting updates atm.
    If you want to access the vehicles beta then you need the steam version. Project zomboid > Properties > Beta's > Vehicles - work in progress on vehicles.
  21. Like
    TheZombiesPro115 got a reaction from Kuren in RELEASED: Vehicle Test 41   
    I haven't had a zombie trip an alarm yet, but I did have an alarm trip after I smashed a window to this one house so hopefully this is by design, I was always annoyed that zomboids could smash every window in, shuffle past all the motion sensors and beat all the doors down and the alarm would only go off once I showed up.
  22. Pie
    TheZombiesPro115 reacted to Brex in RELEASED: Vehicle Test 41   
    Okay so FINALLY i got a chance to test out Build 30. Here are my notes:
     
    - Car wrecks are floating a few feet off the ground with noticeable shadows underneath
    - FPS has definitely improved, still stutters when there are large hordes or in urban areas but that's probably just my weak system
    - Pressing H to honk the horn in vehicles also brings up the Health tab, which is annoying. Speaking of which...
    - The horn is still f*cking awful, for every vehicle. It's glitchy and scratchy and tinny. It's just horrible. 
    - The whole interior/exterior cutaway thing, in my opinion, just isn't working out. Too often I lose sight of my character behind buildings that haven't cut away resulting in my guy blundering into an unseen zombie and getting killed. Plus it's super frustrating when trying to barricade windows, whenever you move the building keeps flashing full/cut away. It's a nightmare on the eyes. I honestly had no problem with how it was before. 
    - Certain items and textures like trash piles still overlap vehicles
    - I am unable to build an effective wall around my base due to a vehicle in the way, a vehicle that doesn't have a key. The best I could try to do right now is move it with another vehicle, but that might be more trouble than it's worth. There needs to be an option to physically push cars out of the way. It would be slow, yeah, but it could definitely help with stuff like wrecks blocking the highway. 
     
    That's all for now
     
  23. Like
    TheZombiesPro115 got a reaction from trombonaught in RELEASED: Vehicle Test 41   
    I always suspected that the alarms thing was a bug just from the way they addressed feedback about it, they said they plan to improve the way it happens or whatever I'm too lazy to go find the quote, just gotta hope build 31 does things better. It's a beta feature, they can abandon it whenever. They respond to the community here on the forms pretty good so if it's too AIDS they'll probably take it out. You can always pick up a gun or hop in a car to start making counter noise after the alarm if Z's migrating to wherever you were hunkering down is a problem. 
  24. Like
    TheZombiesPro115 got a reaction from trombonaught in RELEASED: Vehicle Test 41   
    I haven't had a zombie trip an alarm yet, but I did have an alarm trip after I smashed a window to this one house so hopefully this is by design, I was always annoyed that zomboids could smash every window in, shuffle past all the motion sensors and beat all the doors down and the alarm would only go off once I showed up.
  25. Like
    TheZombiesPro115 got a reaction from trombonaught in Muffled Scream   
    Don't forget our other claim to fame, nicknames for the streets being like "Scaryland", "Gangside" or, my personal favorite, "Sellcrack".
×
×
  • Create New...