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Pandorea

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  1. Like
    Pandorea got a reaction from vek in [41.78.16] [single player] zombie animation skip via shove   
    This issue should be fixed when B42 comes out. Do let us know how it goes! 
  2. Spiffo
    Pandorea got a reaction from Redrave23 in In Game Map lag   
    Cool, thank you for posting a solution to a problem that might help other players with similar issue! 
  3. Spiffo
    Pandorea reacted to Bullet_Magnate in Make Destroyed Buildings Behave Like Destroyed Buildings   
    Totally understandable -- given how huge the map is, I imagine it's a *huge* challenge to get it fine-tuned down to the last detail.  And that's not even taking into account all the other non-map related issues that (I'm sure) need working ...
     
    It's great how responsive y'all are to the community -- one more reason to love the game.   
  4. Like
    Pandorea got a reaction from getstoopid in Make Destroyed Buildings Behave Like Destroyed Buildings   
    Thank you for the report! I'll add this to the pile of stuff to do  (there are a number of issues with buildings that are not "standard", aren't there  )
  5. Like
    Pandorea got a reaction from Bullet_Magnate in Make Destroyed Buildings Behave Like Destroyed Buildings   
    Thank you for the report! I'll add this to the pile of stuff to do  (there are a number of issues with buildings that are not "standard", aren't there  )
  6. Like
    Pandorea got a reaction from Hugo Qwerty in Make Destroyed Buildings Behave Like Destroyed Buildings   
    Thank you for the report! I'll add this to the pile of stuff to do  (there are a number of issues with buildings that are not "standard", aren't there  )
  7. Pie
    Pandorea reacted to Bullet_Magnate in Make Destroyed Buildings Behave Like Destroyed Buildings   
    Recently ended up spending some time in a place where most of the buildings were burned-out wrecks, and noted that the burned-out buildings don't really behave like burned-out buildings. 
     
    Meaning, in the few tiles that are intact, fridges still run and sinks still work.  Also, it seems they still count as indoors for warmth / shelter purposes even though 90% of the walls are missing, or consist of open window / door frames. 
     
    Just something that would be a nice little improvement to immersion -- and, more importantly, make things more desperate, difficult, and hopeless. 
     
    Edit:  Literally five minutes after I posted this, I jumped through a burned-out window into one of said destroyed houses and ... house alarm. 
  8. Like
    Pandorea got a reaction from puppers in Bitten through unbroken car window   
    Getting in the car is a timed action, if it gets interrupted - like Yana describes - the door will remain opened (we're working on this!) One way to know that it's closed for sure is to wait for "door closed" sfx once in the car before pressing any other key.
     
    Additionally, during the "getting into the car" and  "before the door is shut" char is vulnerable to bites and scratches from zeds. At this stage the char might not be visible but - since there are no anims to show this to player - they're in the process of getting into the car with the door open - so zeds can land an attack. In other words, it is not a good idea to enter the car with zeds surrounding it. Hope this helps!
  9. Pie
    Pandorea reacted to Cosme_Infinito in Help please   
    "I am facing an issue with my map creation process. I've meticulously crafted a map using Tilezed and World Edit, pouring my creativity and passion into it. However, upon uploading it to Steam and eagerly anticipating the moment I can explore my creation in-game, I find myself disheartened. The game does not recognize my painstakingly crafted map. This situation has left me both frustrated and bewildered.
    I am reaching out for guidance and assistance in this matter. Your expertise and advice could make a significant difference in my endeavor. Please, if there's any way you can help me resolve this issue, I would be immensely grateful. Your support means the world to me, and it would not only salvage my hard work but also reignite my enthusiasm for this creative journey.
    Thank you for taking the time to read my plea. I genuinely hope to receive your valuable guidance soon."
  10. Like
    Pandorea got a reaction from Witchzell in Better Health System - More Depth   
    An overhaul of First Aid / Health  system is planned for one of the future builds (the game is far from "done"  )
  11. Spiffo
    Pandorea reacted to Bullet_Magnate in No Loot in Metal Cupboards in Agricultural Warehouses   
    Sandbox game, all default -- only exception is annotated maps, which are set to Extremely Rare (to decrease the chance of duplicates). 
     
     
    I plead GUILTY to modding in the first degree!    Yes, I use a TON of mods . . . so admittedly that could be it. 
     
     
     
    Super mega awesome, as always.    
     
    And, uhh, if y'all are going to be tinkering with the loot spawning system anyway ... 
     
  12. Like
    Pandorea got a reaction from Bullet_Magnate in No Loot in Metal Cupboards in Agricultural Warehouses   
    What are your loot settings? Any mods? 
     
    Either way, this will be addressed with the next update
  13. Pie
    Pandorea reacted to TheBowl in Split screen bug   
    We’ve had no issues playing zomboid split screen up until this point. It started a few days ago. We’ve been troubleshooting, I came here as a last resort and to let people know. It happens as soon as player one gets injured, in pain, with anxiety or exhaustion moodles as well, player 2 has to be injured and in pain as well at the very least for it to start. I might add that it’s no longer limited to exhaustion like I previously thought, if I’m beating on a zombie and he has a hand injury, it’ll start to affect his pain. 
  14. Pie
    Pandorea reacted to mimo_za in [41.78.16] On the map, two cabinets are superimposed on each other   
    • Version 41.78.16(Steam)
    • Singleplayer
    • No mods.
    • Old save.
     
    In the warehouse building at coordinates 12622x4731 in the locker room two cabinets are superimposed on each other
  15. Like
    Pandorea got a reaction from knightshousegames in Companion Planting   
    Thank you for your suggestions! An overhauls for Farming is planned for one of future (major) builds. 
  16. Like
    Pandorea reacted to PoshRocketeer in In the dynamic music updates to come, please allow room for silence.   
    It's fair to say that having a great soundtrack really elevates a game independently of the game's other qualities. It's not uncommon to see lackluster games remembered for their soundtracks, and even when it comes to major hits the same is true. Think about games like Hotline Miami, DOOM 2016/Eternal, and Undertale. All of these games are great on their own merit, but their music works with the gameplay to create an unforgettable experience. So naturally, I'm here to talk about silence.
     
    A very important aspect to truly dynamic soundtracks is knowing when to lay off the player and let  them be alone with their thoughts. In games like Project Zomboid, coping with the quiet can be more impactful than any music sting or ambient crawl. In Project Zomboid, there is rarely any silence in the music. It almost gets a little tiresome after you've played for long enough. 
     
    Let's say your car breaks down on the side of the highway as you're passing by a massive herd of the dead. You turn the key, but the engine stalls. With every flick of the key the dead draw nearer, finally your friend in the front seat breaks the tension;
     
    "Bail! Bail! Bail!"
     
    Your measly group of three clamber out from each side of the car, running to close the gaps between the infected, shrinking with your chances of survival. You make a break for a hole in the crowd, bumping the freaks as they reach out for a hug. You stumble, but catch yourself and escape by weaving through the stragglers. You hear the screams of your boys, but you never look back. 
     
    The groans of the dead permiate the air for hours as you pace your way down the main road. The further away you get, the more the intense music shrinks into nothing. You see an exit road to rolling farmland, and you take it, no longer able to see the dead undoubtedly following far behind. 
     
    Wind blows harshly through the trees like a funeral horn as the sun begins to set. For the first time in what feels like forever, you hear nothing. No busy streets,  no TVs or radios, no gunshots, no backing track to mourn for your friends, and you almost forget you're playing a game, walking down the road with not even the soundtrack to keep you company. 
     
     
  17. Like
    Pandorea got a reaction from Lodkar in Some suggestions for traits, skills, zombies, survivors, loot, food, water and sandbox.   
    You might want to have a look at Commonly Suggested Suggestions thread and log any issues that have not been mentioned/addressed there  
  18. Pie
    Pandorea reacted to Ashery in [41.78] Barricading xp doesn't get boosted by reading books.   
    While stuck indoors due to dense fog on a serious character, I decided to start working on metalworking by barricading and unbarricading a window in my safehouse.
     
    Fast Learner, 3x multiplier from reading a book, and barricading gave me 1.95xp. That would be the expected 1.5xp x 1.3 from Fast Learner with no book modifier.
     
    Weird. I hear the occasional comment about book xp boosts bugging out, so figure this might be one of those cases. I load up a test character to check things out more.
     
    2.7x multiplier from a book...and I get 1.5xp again.
     
    I decide to try out plank barricades. This character has Handy, so they have a baseline +400% xp boost to carpentry. Sure enough, building a plank barricade gives 3xp (0.75 x 4).
     
    I read a carpentry book a bit to get a 2x multiplier. Building a plank barricade still gives me 3xp.
     
    So, the bonus xp from being proficient in a skill gets applied, but not the books.
     
    I create a new test character to test this hypothesis further, this time a metalworker.
     
    With the full bonus from starting with +3 metalworking, building a barricade gives me 9.96xp.
     
    Reading a metalworking book to get a 0.5x multiplier, and a barricade still gives me 9.96xp.
     
    Reading the book to get a 1.5x multiplier and, yet again, 9.96xp.
     
    So, this is pretty clearly a bug with barricading. Deconstructing had its xp gains properly modified by the book multipliers.
     
    The game is completely unmodded.
  19. Spiffo
    Pandorea reacted to nasKo in Bren After Reading   
    Hey all, hope this finds you well.
    Lots of work on the technical side of the four main pillars of 42 these past two weeks – all of which relatively dry, so let’s run through that briefly before checking out some of the other items rolling in.
     
    Right now the foundational code to our in-depth crafting systems revamp are being brought into a position where the MP team can better get their hooks into it, while in our optimization/lighting/height channel we’ve been continuing to polish out cutaway issues, errors thrown and the way our isoregions system handles its newfound 32 potential storeys.
    For our MP upgrade, meanwhile, work continues on getting the machinations of player inventories (building, recipes etc) over onto the server – while also improving the implementation of our (pretty much fully cooked at this point) new fishing minigames and systems. Domestic animals, meanwhile, are in bug fix mode – with additional attention being given to their pathfinding and around animal escapes.
     
    While all this is ongoing other team members are beavering away raising the quality of the game in smaller-scale ways, so let’s look at a few of those fun nuggets now.
     
    CURRENT AFFAIRZ
    One way to give our towns and city more personality is to provide more written literature for you to loot and peruse – whether it’s a fully readable lore item, or simply an interestingly named (if non-readable) book found in a house you loot that might deepen your understanding of the life of the zombie you just bludgeoned downstairs.
     
     
    Build 42 will feature a range of newspapers, each with a final three or four issues to pick up and read in a separate ‘written content UI’. They will contain news articles about the initial build-up to the Knox Event articles, everyday life articles, and even a few breadcrumbs as to what’s really been going in.
     
    This will also include smaller scale publications: like ‘town news’ pamphlets for the smaller settlements that don’t quite warrant a full-scale newspaper. 
     
    Beyond this we’ve also had a lovely man called Stuart taking all our teeny-tiny map logos and up-rezzing them into more suitable forms for both in-game and irl usage. Their first use within the game are ‘local business’ fliers that are also readable via the same ‘printed media’ UI.
     

     
    Clearly there’s not much zed content that can be made from these, but their gameplay role is to mark up interesting locations (and sources of potentially helpful loot) on the in-game map – a function that we feel will be especially handy for new players.
     
    We feel that finding a flier that’s a membership advertisement for, say, the West Maple Country Club and revealing it on the player’s map will give an interesting reason for new players to leave town and explore – and likewise a job advert for McCoy logging and a corresponding map reveal might flag a decent place to potentially find an axe.
     
    There’s SO MUCH stuff on the PZ map, and we wanted a way to direct people to some of the locations we’re most proud of. Especially those lost in the vastness of Louisville.
     
    PERSONAL READING
    We also really want you to feel interested in the deceased people whose homes you are raiding, and perhaps even saddened by their demise. From this we’ve also added a LOT more texture to the names of some of the books, comics and magazines they’ve been reading – and indeed the photographs they’ve been tenderly keeping in an upstairs drawer.
     
    The hope is that when the spawn tags on these 1500 different interestingly titled books/mags (non-readable) combine with the way we guide our RNG looted spawns work then neat little stories will form in your head about the sorts of folks that lived here up until recently – and perhaps who you just left dead on the kitchen floor.
     
    Perhaps they were reading a book called “Long Term Illness Management” by Laura Paloma, which shines a light on the medication in the bathroom.
     
    Perhaps their love of military history ties in with the guns, or maybe it’s satisfying to know the zombie in the garden used to read trashy thrillers.
     
    Likewise finding photographs that aren’t simply called “photograph” in a cupboard won’t do much to you, but instead seeing “Photograph of a Smiling Family” or “Photograph of a Wedding Car Arriving at a Church” will hopefully do you some emotional damage. We’ve got about five hundred of these, and they’re already bringing some amazing (doomed) colour to the average loot run.
     
    We’ve also got six new TV channels, a new radio station, and 75 new VHSs ready to mix into the game (all written by Pat_Bren, who’s also the architect of all the above alongside coder Blair Algol) so really feel that B42 will broaden the narrative possibilities of the game significantly – while also neatly tying into the gameplay in many instances.
    Some other changes that are tied into the above:
     
    The books, magazines and comic books that now have individual titles, will also be persistent. Instead of disappearing after being read, there will be a cooldown period that dictates how much time must pass before the character’s moodles can benefit from re-reading said item. In conjunction with this revision of literature items, we’ve gone over the mechanics of the Illiterate traits. Illiterate characters are unable to read literature items, but in some cases, such as Comic Books, Catalogues, Photos, and “certain magazines”, they will be able to enjoy looking at the item instead of reading it. In build 42 Illiterate characters will also be unable to read or write player generated notes using sheets of paper or notebooks, write notes on maps (although they can still put symbols on them), read the text on the annotated map items, or understand the nutritional information on packaged food. We’ve done a common sense implementation of needing light to read. If there is insufficient light in a character’s square, and they don’t have an active light source, they will be unable to read (or “look at” for illiterate characters) printed matter, unable to read nutritional information on packaged food, and unable to open maps.  
    MEN WITH VEN
    Part of the above has been in ensuring that the right newspapers and pamphlets spawn in their appropriate towns, and as such we’ve mixed in a new municipal region system that tells the game’s systems exactly what area of the map each location in the game is located within.
     
    We’re also using this for some new vehicles owned by local businesses, that only ever spawn in their hometown and associated region.
     
    It’s generally not a known gameplay function, but for many builds now we’ve had ‘profession’ vehicles on the map that are owned by carpenters, metalworkers and electricians – all of whom *do* leave tools in their vehicle overnight.
     
    We’ve never flagged this up, however, which has been a missed opportunity – as for players searching for particular items these are very much mobile treasure boxes. Therefore Martin has created a variety of new vehicles for different businesses to better communicate what sort of special loot might be found inside.
     
    We have vehicles for different utilities, nationwide businesses and local businesses – many will only spawn in one town, and some are unique in that only one instance of that vehicle will spawn in the world.
     
    We know that PZ players love collecting vehicles, especially in multiplayer servers, so this should spice up the hunt for the vehicle collectors. This regional system, and unique vehicle system, is set up to be easily used by mods also.
     
    GASP. WHEEZE. PANT.
    Regular readers will know that we recently had our very own recording sessions in a studio with microphones, actors and everything.
     
    We had various missions to accomplish with this – a primary one being to obtain recordings of a male survivor and a female survivor huffing, puffing, getting hurt, climbing over things, sneezing, coughing and even shouting “hey!”.
    The first fruits of these can be heard below and (while subtle when added to the mix and heard in isolation from the way the game sounds currently) we believe that they’ll add a lot to your overall experience once they land in 42.

    (PLEASE NOTE: This is a work in progress. Volume and balance levels are initial ones and will change, likewise some recordings sound better than others and we haven’t cherry-picked the ones that work best yet. We think that the exertion noises during heavy combat could certainly do with a boost.)
     
     
     
     
     
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. Project Zomboid strongly discourages the unlawful dissemination of classified military intelligence
     
  20. Pie
    Pandorea reacted to Montyde in Invisible barrier   
    Hello,
     
    I started playing and built some wooden floors ontop of a lake. Next I built some walls. Then I built stairs and suddenly I noticed, that I could not enter 1-3 empty wooden tiles. It just would not let me.
     
    I asked some people on steam and on the discord and they gave me the advice to try debug mode and use the Destroy command. As it turns out, there is no invisible object I can destroy when I click R to switch between objects on a tile and have the Destroy command selected.
     
    I tried the noclip cheat and it let me walk through, but once on the other side of the invisible barrier, I could not go back and was stuck on one tile, weird invisible walls all around me.
     
    I tried to fix this problem for a while now and Im pretty desperate so I hope this can be fixed somehow
     
     
    Thank you in advance
     
    (For some reason I can not attach any screenshots in the formats of PNG and JPEG to this message)
  21. Spiffo
    Pandorea reacted to PoshRocketeer in Feedback on the dynamic music system.   
    I just saw the most recent Thursdoid with the new music stuff, looks great!
  22. Spiffo
    Pandorea got a reaction from trombonaught in Ground targeting needs work.   
    Yeah, this is a bit of a problem atm. We're aware and work to improve targeting is already planned. Out of interest, have you tried stomping on them first? 
  23. Spiffo
    Pandorea got a reaction from PoshRocketeer in Ground targeting needs work.   
    Yeah, this is a bit of a problem atm. We're aware and work to improve targeting is already planned. Out of interest, have you tried stomping on them first? 
  24. Spiffo
    Pandorea got a reaction from PoshRocketeer in Feedback on the dynamic music system.   
    We're still working on balancing and implementation of this feature. Thank you for your feedback!
  25. Pie
    Pandorea reacted to Syndic in Food weight does not get reduced when using part of it for cooking   
    • Version? 41.78.16 (Steam) • Singleplayer/Multiplayer?  Singleplayer • Host or dedicated?  N/A • Mods?  none • Old or new save? new • Reproduction steps: - take a food item that has more hunger value than you can add in one go (e.g. fish fillet with more than -15 hunger), note its weight
    - add from that food item to a meal, e.g. take a cooking pot full of water and create a fish stew
    - note that the weight of the fish fillet has not changed despite its hunger value being much lower now
     
    this can result in silly things like 6 kgs of fish fillet (from a big pike) with only -2 hunger filling up a fridge really quickly.
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