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thejoker954

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Everything posted by thejoker954

  1. zeds attacking windows is fine. between reflections of light and movement and the possibility of curtains moving due to wind getting in somewhere, I think zombies triggering is fine. doors are iffyier. any door with a window (due to above reasonings) or that's open (could move in the breeze and hinges could squeak) no problem, but a closed solid door with nothing making noise behind it shouldn't attract zeds except once in a blue moon maybe when a roamer stumbles into one somehow and creates a feedback loop of noise that attracts others.
  2. thejoker954

    Last Boy Zcout

    oh man them curves are so sexy. also VOIP walkie talkies? HELL YES!
  3. thejoker954

    CurveZ

    ooh man its gonna be so fun driving around the countryside with curves in the road.
  4. thejoker954

    EmergenZy Stop

    Wow, sounds great already. Maybe a bit much white(brown?) noise, but it's not bad at all, I was really pulled in. With tweaks it's going to be amazing. I agree about cutting back on the sound level change on zoom, but maybe as an option? That volume drop is kind of nice even if it's not tactically advantageous. It really sells the "bird's eye view".
  5. great work! I'm surprised you don't just use some sort of button toggle so players can prioritize downed or approaching zombie. although I guess that would feel a bit clunky or hacky to some people.
  6. I'm pretty sure that generators couldn't go in trunks even in previous builds. so its a long standing bug
  7. I noticed something similar with lockers. no matter where the locker is located, it's filled with stuff you would find in a school locker.
  8. I imagine it's like hooking up a sink. you need to build a rain barrel on a roof above it (and like one square to the side). you may then need to pick up and then replace the washer in order to get the hook up option to appear in the context menu. I haven't gotten far enough along to try it though. you need a certain carpentry level to build the barrel at the very least and if you gotta move the washer there's probably a mechanical level you need to do it just like stoves/fridges. (any of this could actually be wrong in build 41 - I've only begun to scratch the surface of it)
  9. it kind of makes sense to stand still after jumping over the fence. you are basically getting your balance back/standing up after crouching to absorb the impact. however I'm sure tweaking needs to be done. as to the garage doors, all the ones I've opened look weird from the inside. you basically see the outlines of regular doors which is how i assume they made garage doors openable. I assume they will either change how garage doors work in the future or will hide those outlines so they're not visible.
  10. I've only played for about a half hour so far, and I'm liking it. However, movements while walking seem too heavy(?). like turning left/right or around takes too long/is clunky. Movement while jogging seems "easier" for the character than movements while walking. I'm not sure if its a bug or I just need time to adapt, but there seems to be a delay after actions (not sure if its timing or key presses not registering). for example I opened a door and couldn't step back or swing my bat and immediately got chomped on by a zombie. (this one seems more of a bug/ fine tuning issue - same delay without the zombie in the equation, the zombie just made the delay more noticeable.) Same thing after smashing a car window. it takes a couple of seconds before i can enter the car after smashing the window. (this one I can see being more in the need to adapt category ) It would be nice if the isometric helper was a little more visible, I have to zoom in a lot in order to see it. I'm not sure how much of a help it really is either because while it definitely helps with smashing prone zombies head's in, at other times it causes me to get confused perspective-wise where I didn't before. I'm sure using it more will eliminate some of the confusion, but maybe a "smart" feature would be nice. like it would only show up in certain circumstances or something. I hope the giant hand cursor is only a temporary one, I think its kind of distracting.
  11. Ok, I managed to get it working. I tried your recommendations, but still had the same problem. so I just started farting around other windows options. I ended up going into windows display settings/advanced display options/display adapter properties. Then in the window that popped up I went to the monitor tab. the screen refresh rate was at 24 hertz under monitor settings. (don't know why it was set at that, but it didn't seem to affect anything else besides PZ) . I then had to re-enable high scaling DPI override (set to application-haven't tried the other ones) as it was doing the 'ole non full-screen full-screen where it doesn't actually use the entire screen but only a portion of it. no crashing and resolutions now change.
  12. sorry was exhausted when I posted. Graphics Drivers are up to date, PZ has been verified in steam, and java is updated to current version.
  13. So not sure when it started, but I can't change the resolution of PZ. it can only be what my desktop is set at. if I try to change it, the game window closes leaving only the window that's full of text. when I open the game again, it's set back at my desktop resolution. Almost the same thing happens when changing from fullscreen to windowed and vice versa. the only difference is after i reopen PZ it will open in the choice (fullscreen or bordered) I selected . console.txt
  14. you could always try destroying it with a sledgehammer.
  15. oh man, that got me hard. Also, keep that slenderman looking freak in as a really rare zombie to freak people out.
  16. I think they will end up adding it, but it will be a while. At the very least animations need to be out and relatively finalized before they would add it. (I see it more as a post 1.0 release though - or at least close to it.)
  17. I need all the things, in all the containers. :p
  18. I also noticed that nearby zombies would teleport around (seemed like if there was more than 10 zombies on screen is when it happened). I've always had random zombies ignore me especially when there's a horde, but it seemed especially exaggerated today - at one point I was near the gas station in Muldruagh and there was a ton of zombies there, so I was going to try to lead them away, but half of them just stood staring at the ground while the other half went after me. (maybe due to actual lag, not sure)
  19. they are drivable cars. It adds a bunch of new vehicles with some tweaks, like a moving truck with a bunch of storage and some really fast sports cars. Read the thread - there is a link to download the mod.
  20. with animations will be outfits at the very least.
  21. I'm guessing at a bare minimum - 1 month after 40 goes non-beta. but most likely 2-3 months after 40 goes public as it's a pretty major undertaking IMO.
  22. I don't think you've ventured far enough to see the bigger trees - I've come across plenty of taller trees. you also have to remember due to the game being isometric and only one camera angle if you have giant trees you will have a lot of problems with stuff behind those trees. If you have to chop down 10 trees just to get at the tree you actually want to chop down, that's going to get really annoying really fast.
  23. I had some weird lag at times even when I was in areas that I doubt anyone else was near (not the occasional chunk loading lag), but other than that (and finding out snow kills my framerate) I didn't have any issues that haven't cropped up before. in regards to getting more people for the testing, maybe some more warning before it starts could help. tell us a day or two before that the test will be on such and such day starting at such and such time. I knew the megatest was coming up but had no idea when and even though I check the forums multiple times a day I still didn't see this thread until it had been up for two hours.
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