SonaGX
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The only performance issue I'm seeing is when driving around large sections of the map and loading many map chunks at once, I start to lock up for seconds at a time. Is this expected behavior or a known issue? If not I'll play with my settings more to see if I can fix it locally.
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Not to start talking about another game, but Empyrion might be worth loading up again for my girlfriend and I.
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I've definitely seen that. The behavior is definitely different when there are 20-30 zombies responding vs when there is a much larger number like 100 or more.
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@shin - I wonder if that's a lag issue. For me zombies come across the map for house alarms. IMO it's too big of a range. I've always noticed an odd lag with zombie behavior when honking the horn and moving. Like for a while they go to where they first heard the sound before switching to the most recent horn honk location.
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Z_H, did you try turning the car on? I believe those always show red until the car is actually started. Maybe my memory is wrong. This kind of mimics real life in the 90s to be honest. If my memory serves correctly when you put your key in the ignition a lot of cars used show a red/yellow battery indicator to signify the battery is not receiving a charge since the engine is not on.
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I really don't want them to overdo the vehicle parts. Almost every car in existence has brakes on each wheel (disc or drum) and I really don't want to have more parts where I need to know, is this a left disc / a right disc or a rotor or is this a left or right drum kit? The problem with making it too complicated and having too many parts is that on servers where loot doesn't respawn you are at the mercy of what loot spawned in at 100% at the beginning of the game. More parts might make a slightly more immersive experience, but becomes more of a pain than it's worth, especially on MP servers where other players may have already snatched up all the good cars / parts. The principle is the same for taking parts of other cars, except add in the chance to considerably damage them along the way. I don't mind the idea of having, say a radiator, but making each and every part match real life is realistic, but it will destroy gameplay.
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@ze_Heroneus - There is a known bug right now that if you have both your server settings vehicle setting option on and your game options vehicle setting enable, that vehicles won't turn on. Start a new game with your server settings vehicle option off and vehicles will spawn as expected.
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I'm a little late to this party, but the only advice I can give is, if there's something you are waiting for and it that bothers you that it's not in the game yet, just move along until you want to try again. It may never be in the game and that's just the way it is. However, after 8 years the devs have proven this isn't like other EA titles where they abandon it after 1 year. There was a period of time where I was afraid that was happening, especiallly when mondoid after mondoid only talked about sound improvements. But over time, they've proven they are sticking it through to the very end. I've taken very long breaks from this game and after every long break I came back to significant changes in the game. Some weren't good like the initial zombie migration system or the complete removal of npcs (although this was completely understandable). Others were great, like vehicles, 3d models and significant modding support. I always play on the beta branches when I come back so that I can get the most up-to-date stuff. Between thoroughly tested additions by Indie Stone and amazing mods (such as mods that add npcs) each time I come back I find a new style of game to play.
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Enigma, I actually appreciate the current FPS fix a lot, I have a pretty nice rig so I've noticed the improvements. But would the ui lag difference be more noticeable if you were transferring many small items vs 1 large one?
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Agreed with all the comments above. This mod is amazing. The most important fix for me right now is a fix to the NPCs getting stuck in their path and bouncing back and forth in place. The NPCs seem to get stuck just doing normal pathing while following me through a field. I can break that by calling them, but have had a few survivors get bitten while stuck. It resulted in them not fighting back.
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I really like the story mode there. You could also have simple little stories for other professions. Nothing is simple though so that's definitely a later request. Is there any possibility of having survivors drive cars? I don't know how you could program them to stay on a road or not crash, but that would be awesome
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@Kim Jong Un We play on multiplayer, but it's just hosted through the game, not a dedi, since it's just the two of us in the same house. Also perhaps it's related to a specific skill? It was fishing experience that I was gaining last night. We are using Hydrocraft and ORGM. We have noticed before, even prior to this update, that on rare occasions, maybe like 1 out of every 5 or 6 shows, we wouldn't get any experience. But, the next in game day we would? We'll test it some more today.
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@Kim Jong Un .... Definitely not saying there isn't a problem, however I am getting experience from TVs just fine. Also, I'm not experiencing the lag spikes everyone else is. I have noticed two bugs so far in MP: 1.) Speedometers appear to be broken. Maybe I don't understand the new setting, but on a server with an 80mph limit I was consistently pinging the speedometer and the needle would go off the screen. It's kind of weird. At first it works but then as I speed up and slow down it starts to go past the 80mph, almost like it doesn't go down at a rate matching what it goes up at. 2.) Restarting two new servers I had zero vehicles. It turns out that if you have both your in game vehicle option checked and the server host option checked they cancel each other out. I love the changes to the inventory UI. The transparency is much greater now. Not sure if that's intentional or I'm just crazy. Also, the game is playing a lot smoother for me so far. Need to do more testing, but thank you!
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Then something is definitely weird. Because we've slept in living rooms with no problem, provided the room was large enough. Also, in the storage units, the hallways of the building don't induce panic, despite being inside, only the small rooms of the individual storage units trigger the panic. So, we've set up our beds in the hallways for now, lol. I know there are much more pressing concerns right now, but yeah, it would be nice if one day it got updated. That, and cat's eyes, lol. (We play with Pitch Black darkness, and cat's eyes do next to nothing for that mode. But it's also a tad frustrating that cat's eyes only "work" between 11pm and 3am, and therefore are not helpful whatsoever when exploring buildings after the power is out. Also it starts to get pretty dark for us at 9pm, so not having cat's eyes work for another two hours is harsh.) Which reminds me, with the vehicles headlights, the cone of light is a touch too narrow. Playing on pitch black, it almost virtually impossible to see the road in front of you with such a narrow cone of light at the front of the car. We were trying to turn on a narrow drive, into the country club, and we basically had to guess and pray that we were turning onto the driveway, and that we had turned enough/didn't overturn, and smack into some trees. The light right now is like this: \/, but is should honestly be a bit more like \__/
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We just now experienced this on our server, since this is the first time we've tried claustrophobia on our characters. Our base is in the storage units at the edge of West Point. Inside, the hallways don't induce panic, but the little storage rooms do. So we broke down a bunch of walls, to open the area up. Despite having no more walls around it, if we step onto a tile that was once walled up inside the unit, we instantly become panicked. Not sure if that's a bug, or just some wonky coding; but it's a bit of a bummer. We were looking forward to remodeling the storage units, but now we have random unwalled areas that induce panic. But as soon as we step onto the tiles that were the original hallway, we start to calm down again.