Jump to content

TheZombiesPro115

Member
  • Posts

    99
  • Joined

  • Last visited

Reputation Activity

  1. Like
    TheZombiesPro115 got a reaction from trombonaught in RELEASED: Vehicle Test 41   
    Yeah, coming on too strong is a bad personality trait of mine, and when I posted the whole bigger cars thing I couldn't actually see that other people had posted about it
     
    Also, I'd argue that metalworking carpentry first aid cooking and electrical are all really easy to train from zero. 
     
    For me, engine loudness was on average a little over 100 in vehicles 29, and now I'm seeing engine loudnesses of like 160 with the addition of mufflers. I mean, I know there's severe balance concerns with cars, but can you really hear a car from the early 90's from so far away? Like, when i left fully gassed up cars with as poor of an engine as I could find running, it would already bring the whole entire block and half of the neighboring one's to the car assuming nobody got stuck, now the engines are even louder, are we ever going to be able to sort out a car that's actually quiet enough to use? I feel like if you manage to find a high quality engine and muffler and repair it all to 100% with nice wheels n suspension and everything all decked out that you should be able to drive from one side of the city to the other and only alert maybe 3000 zombies at most.
  2. Spiffo
    TheZombiesPro115 reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 30:
     
    [New]
    Optimization to map streaming, removing locks between game threads when it comes to chunk loading. WIP collision detection and damaged road furniture sprites. This work isn't complete, and we'd like any weird behaviour reported. Mail boxes, stop signs, garbage bins etc will now appear as damaged when hit at the correct speed. Outside temperature displayed on car dashboard. Added books for mechanic skill. Added Lug Wrench item. This is now required to remove/install tires. Updated many icons. Car key colour now matches the colour of the individual car they work in. A car key icon appear on top of player's head if they are near a car that they have the key for. Dashboard is now bit wider on-screen. You can now use game speed hotkey (F3,F4...) while inside the Mechanic or crafting UI. Added Muffler car part. This influences engine loudness, as most other parts, come in three varieties. Added Repair Engine ability: Mechanics can get Spare Engine Parts from other engines - cannibalizing them and setting condition to 0. The number of Spare Parts retrieved depends on your skill level and the engine condition. These parts can then be used to patch up your own engine through a right click of the engine on the Mechanic Skills menu. Now recaculate the general condition of the car after changing one of it's part.  
    [Balance]
    Balanced how Mechanic XP is given. It is now dependent on the difficulty of what you're doing - so replacing a headlight won't give XP, tire changes will only give a small amount etc. Lowered the chance to lower tire conditions. Increased texture resolution when rendering a model. Factorised vehicle scripts with templates. Lowered the odds of getting random small car crash on the road.  
    [Bug Fix]
    Fixed player entering the car onto the wrong rear seat. Fixed bug with player temperature calculation. Fixed uninstalling tire on some cars requiring a screwdriver instead of a jack. Fixed middle seats appearing as shelves in inventory. Clicking the heater icon on the dashboard now close the current heater UI instead of opening new one. Fixed rear car door having the wrong seat. Fixed some parts disapearing when installing them. Fixed Van Special not having a name. Fixed some vehicles having wrong rust texture. Fixed being able to duplicate car item by stacking the install actions. Fixed car parts not being updated if you're outside the vehicle doing Mechanics. Fixed removing the car battery not turning off headlights. Fixed rendering of railings caused by incorrect tile property. Fixed shoved zombies being drawn behind walls. Fixed walls obscuring the player when on a staircase. Fixed amount of rotten spice used. Fixed not being able to rotate furniture. Fixed the game displaying (fresh) after item names in recipe tooltips in the inventory window. Removed obsolete farming.Milk item from two recipes. Fixed traps not catching animals. Fixed lock up when exiting the game. Fixed a bug when trying to operate certain parts (windows, seats, doors). Fixed removing small car's battery not requiring vehicle key. An engine with 0 condition will now make the ignition to fail.
  3. Pie
    TheZombiesPro115 got a reaction from RealHumanBeing in RELEASED: Vehicle Test 41   
    There is many many many bugs with cars not rendering when they should at the moment, and with them rendering when they shouldn't. I assume the developers are tackling more serious issues right now before they get on it.
  4. pillow
    TheZombiesPro115 reacted to Fenris_Wolf in ORGM Rechambered   
    Server is currently down for now, I need to update it to the latest version (I been slacking) and it was having minor performance issues when there was more then a handful of players (needs more ram really, our current server was never intended to be a game host).  When its brought back up though it will be on the public list as TekagisTreasure, or can be reached through the tekagis.ca domain name
  5. Like
    TheZombiesPro115 got a reaction from iwawa in RELEASED: Vehicle Test 41   
    Try setting the task priority of projectzomboid.exe to high, this has helped me lots with those little mini stutters.
  6. Like
    TheZombiesPro115 got a reaction from Shinjitsu noDeshi in RELEASED: Vehicle Test 41   
    right click on the trunk and hover over part info, it tells you that stuff will fall out while the vehicle is in motion and that it will hold less if the condition gets too low.
  7. Pie
    TheZombiesPro115 reacted to vanorfeadiel in Waffles vs Pancakes   
    Pancake or Waffle?
     
    Neither: Crepes for the win!
     

  8. Like
    TheZombiesPro115 got a reaction from myhappines in RELEASED: Vehicle Test 41   
    Starting on 0 mechanics isn't a very big deal because removing headlights is amazing mechanics xp some of the best in the game, takes almost no time to uninstall/install and gives unbalanced experience in relation to the other parts, removing a tire car seat suspension or brake gives like, does it even give more experience then removing the headlights? I really don't think it does and those parts take forever n a half to remove/add. takes about 3 days with the day length set to 3 hours to reach level 3 when starting with the amateur mechanic trait, which by the way should start with the advanced mechanic recipe simply because I can not find that recipe anywhere, I've ran into over 10 car magizines and none of them taught me that. Learning car recipes is an RnG grind in general and not very fun to do, there should be a recipes checklist added to the game so we can know when to finally stop looting mail boxes. 
     
    Gonna report this bug for the 3rd or 4th time now because nobody's gotten back to me on whether it's a bug or a design choice and it really seems like a bug to me, but when you fail to apply a car part to a car from your inventory because your mechanics skill is too low, the part is removed from your inventory and not added to the car, normally when failing to interact with a part the part just takes damage n stays where it is, but that is not the case when the part is in your inventory.
     
    I'll also be including a link to a video on my google drive of me executing a duplication glitch for car parts.
    https://drive.google.com/file/d/1_jbfQgCBAHAxqQ7OFkzKQTzlNd0u7Qok/view?usp=sharing
    EDIT: The part doesnt need to be inside a big hiking bag, it just gives you more time to execute the glitch if it is. Also, this works on all car types with all car parts to the best of my knowledge. 
     
    When starting with a veteran I got no aiming and reloading stats, only the associated XP buffs, is this intentional? oh, and one more thing, when your at extreme panic with 0 aiming bullets will magically fly through zombies without dealing damage which seems completely illogical, you can surround yourself with over 300 zed, completely removing any possibility of the bullet being able to leave the chamber without hitting someone, and firing off the whole clip will yield a maximum of like 3 hits. I know this is supposed to be intentional but tell me what basis in logic this has, is my character so scared that he points his gun at the sky without realizing? How come the gun seems to aimed in the general direction of the zombie horde then? 
  9. Pie
    TheZombiesPro115 reacted to Nebula in RELEASED: Vehicle Test 41   
    Please add the ability to manually change the gearbox
  10. Like
    TheZombiesPro115 got a reaction from Kuren in RELEASED: Vehicle Test 41   
    Does anybody know if there's a mechanic skill book? I know there's magizines but what about mechanics for beginners, is that a thing? I've been looking like crazy, so far no such luck.
  11. Like
    TheZombiesPro115 got a reaction from Shinjitsu noDeshi in RELEASED: Vehicle Test 41   
    Does anybody know if there's a mechanic skill book? I know there's magizines but what about mechanics for beginners, is that a thing? I've been looking like crazy, so far no such luck.
  12. Like
    TheZombiesPro115 got a reaction from Legoland99 in RELEASED: Vehicle Test 41   
    Does anybody know if there's a mechanic skill book? I know there's magizines but what about mechanics for beginners, is that a thing? I've been looking like crazy, so far no such luck.
  13. Pie
    TheZombiesPro115 got a reaction from Strats in RELEASED: Vehicle Test 41   
    You guys added a new bug with vehicles 28, you can now only uninstall the seats from a car if they have NEVER had anything inside of them, it now says the container must be empty even though the capacity of the seats says 0 in the vehicle parts interface thing and when you get in the car to double check all the seats are indeed empty, this did not happen in vehicles 27.
     
    Also, the glitch from vehicles 27 is still here, every time you fail to install a part onto your car that part that you were trying to install is deleted from the game forever. 
     
    And switching seats inside of cars is bugged and makes a glitch gremlin engine sound that attracts all the zombies anywhere in or around the area of that car to it which is very annoying.
     
    I noticed you guys took the abundance of car keys just strewn about the floor of any parking lot away, good balance choice, it is now significantly harder to get a car, any car, for the transportation of loot and hotwiring is now an essential skill to project zomboid life.
     
    As far as performance, it's iffy, sometimes it's better then vehicles 26/27 sometimes its worse but overall I'd have to say it's a slight improvement, I can definitely notice the handling of the cars is a lot better with the higher framerates, still though, I find myself having to stay zoomed all the way in to drive around certain parts of muldraugh. I do also have some map mods active although they don't change anything in or near muldraugh so I doubt that has anything to do with it but I thought I'd mention it.
     
    The burglar profession should probably have a way to hotwire cars without having the electrical and mechanical knowledge seeing as how many street criminals know the steps to hotwiring an old car without having even a basic understanding of cars and electrical components, and the burglar profession is just dead content.
     
    And lastly, you should be able to shave the key for a car you don't want anymore down into a key that doesn't open any car in particular but has a chance of defeating the lock to a similar car after several attempts seeing as how cars from this era are particularly susceptible to that. And if after say 3 or 5 or however many attempts the engine doesnt roll over that key should be flagged as not able to start that car that it was just tried on, and with a set of like, 15-30 of these keys, you should have a fairly high chance of getting into whatever car you want.
  14. Pie
    TheZombiesPro115 got a reaction from Batsphinx in RELEASED: Vehicle Test 41   
    You guys added a new bug with vehicles 28, you can now only uninstall the seats from a car if they have NEVER had anything inside of them, it now says the container must be empty even though the capacity of the seats says 0 in the vehicle parts interface thing and when you get in the car to double check all the seats are indeed empty, this did not happen in vehicles 27.
     
    Also, the glitch from vehicles 27 is still here, every time you fail to install a part onto your car that part that you were trying to install is deleted from the game forever. 
     
    And switching seats inside of cars is bugged and makes a glitch gremlin engine sound that attracts all the zombies anywhere in or around the area of that car to it which is very annoying.
     
    I noticed you guys took the abundance of car keys just strewn about the floor of any parking lot away, good balance choice, it is now significantly harder to get a car, any car, for the transportation of loot and hotwiring is now an essential skill to project zomboid life.
     
    As far as performance, it's iffy, sometimes it's better then vehicles 26/27 sometimes its worse but overall I'd have to say it's a slight improvement, I can definitely notice the handling of the cars is a lot better with the higher framerates, still though, I find myself having to stay zoomed all the way in to drive around certain parts of muldraugh. I do also have some map mods active although they don't change anything in or near muldraugh so I doubt that has anything to do with it but I thought I'd mention it.
     
    The burglar profession should probably have a way to hotwire cars without having the electrical and mechanical knowledge seeing as how many street criminals know the steps to hotwiring an old car without having even a basic understanding of cars and electrical components, and the burglar profession is just dead content.
     
    And lastly, you should be able to shave the key for a car you don't want anymore down into a key that doesn't open any car in particular but has a chance of defeating the lock to a similar car after several attempts seeing as how cars from this era are particularly susceptible to that. And if after say 3 or 5 or however many attempts the engine doesnt roll over that key should be flagged as not able to start that car that it was just tried on, and with a set of like, 15-30 of these keys, you should have a fairly high chance of getting into whatever car you want.
  15. Like
    TheZombiesPro115 got a reaction from allu in RELEASED: Vehicle Test 41   
    Vehicles 27 is also unplayable for me.
    Crashes upon pressing the quit button, rendering the game pretty unplayable as you can't save.
    Cmon guys, if your gonna ship an unplayable build can you at least not leave it up for so long? How's about give us an option to revert to vehicles 26 so we can still have fun at least. Just throwin some ideas around.
  16. Like
    TheZombiesPro115 got a reaction from smrdoprdo33 in RELEASED: Vehicle Test 41   
    Vehicles 27 is also unplayable for me.
    Crashes upon pressing the quit button, rendering the game pretty unplayable as you can't save.
    Cmon guys, if your gonna ship an unplayable build can you at least not leave it up for so long? How's about give us an option to revert to vehicles 26 so we can still have fun at least. Just throwin some ideas around.
×
×
  • Create New...