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SonaGX

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Everything posted by SonaGX

  1. 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.
  2. Not to start talking about another game, but Empyrion might be worth loading up again for my girlfriend and I.
  3. 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.
  4. @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.
  5. 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.
  6. 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.
  7. @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.
  8. 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.
  9. 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?
  10. SonaGX

    Super Survivors!

    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.
  11. SonaGX

    Super Survivors!

    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
  12. @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.
  13. @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!
  14. 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 \__/
  15. 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.
  16. Had a strange little bug happen to us. that I've not experienced before. We fueled up a taxi and was driving it around, looking for another car. We stopped in a parking lot, bf (host) turned off the car, and he lost the key. (Neither of us had lost any keys at all this update, so that was a surprise.) No big deal. we thought, as we found two new cars. We grabbed them, and started to head back the way we came so that we could fuel them up at the gas station. On our way back, there was a yellow taxi in the road, just like the one we "abandoned", that had not been there before We ignored it, and pulled in to the gas station, where there was another yellow taxi near the pumps that had also not been there before. We refueled our new cars, took them to our base and walked back to the taxi. Not only was the taxi not there prior to losing our original taxi, but both this taxi and the one we passed in the road had the key in the ignition, were running, and had full fuel, as if somehow our original taxi duplicated while we were driving, lol. I would have zero ideas as to how you would replicate this. But here is the sequence of events: 1: I found the taxi, fueled it up, picked up the host 2: I exited the taxi while it was still running to fuel a gas tank 3: Host used radial menu to switch to driver seat, I jump back in the passenger side 4: Host drives to a parking lot where there are a lot of zeds, he herds them for a bit with the taxi 5: I jump out, take another vehicle, bring it back to base, get back in the taxi 6: Return to same parking lot, host parks car, he loses key on engine shut off 7: We find new cars, head back, and see duplicates of "lost" taxi along the way This all took place in West Point, from the gas station on the road to Muldraugh (by the warehouse and burger diner), to the parking lot of the Pizza Whirled that is just off the road to Muldraugh. Also, hitting a zed or two seems to cause extreme slowdown of the vehicle that I didn't experience before. Feels sluggish and not so fun, especially coupled with the fact that they do good damage to the car when struck, and the fact that some zeds still barely even get knocked down when hitting them. There's too many zeds in this world for a small amount of them to have such an impact on the car... at least, that's my opinion. And it seems that you can no longer see the amount of gas you have in the Mechanic screen. It will always say Capacity 0/26, which almost looks more like it is showing you a seat? You guys are doing great! We really appreciate the work you are doing. Edit: So, after playing most of the day, it doesn't matter who is driving, or if drivers were switched while the car was running. We had cars duping themselves all day, just about any car we drove, either together or separately, we ended up finding a dupe of. Also, just now, we had a van stocked with guns and ammo after hitting up the police station. We brought it home, went back out, and there were two dupes of the van, and those dupes were also stocked with guns and ammo. xD We did not lose any keys today. However, the vehicles duping themselves and all the items they are carrying is pretty game-breaking. Not just from the item/car standpoint, but it pulls all the zombies from where they should be in the area, to this random running car.
  17. Very much enjoy this update, we can now transfer items once again without fear of losing them! This, however, unfortunately, does not apply to car keys. As the client to my bf's hosted game, I still lose almost every key to the cars I drive; however it may be fixed for the host, as my bf has yet to lose a single key. That said, we REALLY, REALLY appreciate that you put in the spawn key ability!! We no longer have to go through the pain of duping keys, or abandoning cars, so thank you for that! Just hope that one day, we won't have to cheat keys back in, either. We have, as Kim posted, also just noticed this texture bug with the fossoil and ranger trucks. It started out a fossoil, I left with it, and when he rejoined me, it was a park ranger truck for him, and fossoil for me. However, when we both exited the server, and rejoined, the truck was a park ranger truck for both of us. I would love to see being able to install a ramming bar/grille guard on some vehicles, like the trucks. Would be nice to be able to splat some zeds without wrecking the oh-so-fragile headlights. :3
  18. SonaGX

    Multiplayer Woes

    I was just looking to see if someone else was having this issue.. (Latest Vehicle Build) The other night, my boyfriend and I walked into the country club main building for the first time on our server, together. We both walked into the lounge area just past the main counters, where there is a bar and several bookshelves. For me, the bar and two of the nearby bookshelves were completely empty, but when I looked at his screen, all of those same containers were stocked with items. He opened up the bar container and asked me if I could see the items, so I walked back over, and still saw nothing in the container. Both of our characters use the Lucky trait, however, the items in the lounge never did show up for me. It has happened in other locations since then.
  19. I see that people are saying the transfer bug is still there, so I'll just confirm that (on our hosted mp server of just myself and my boyfriend) we are constantly losing items every day. We seem to get around this by selecting the item and moving it to the ground before then moving it to our inventory, but often we forget to do this, or are rushed, and can't, and will find that we've then lost the item. (It doesn't matter what container it comes from, it seemingly randomly during any transfer.) Also, in the case of car seat containers, items can not be placed on the ground from inside the car, so the rate of losing items from the car seats/glovebox is pretty high for us. Car keys disappearing is also still a major problem for us. I'm the client to my bf's hosted server, and I lose them more often than him (but he will still lose them), and I can say that I will lose them about 75% of the time when turning off the engine. (Doesn't matter if I click the key, or use the N keybind; the key will not be in my inventory, will not be anywhere in the car, and will not be on the ground.) This wouldn't be so bad if we could admin spawn in a key, but the Base.CarKey doesn't seem to be for any car in particular. Does anyone know how to spawn a key for your specific car? (I know we can hotwire, but in the beginning, without the skill, losing the ability to take your car back home after loading it up kinda bites.) To avoid losing access to our car completely, we duplicate our keys by making copies of our player saves, and then replacing them, but this becomes more and more of a hassle as the game progresses, because the file size becomes pretty large, and transferring the folder starts to take too long. Another thing I noticed with cars, is that, no matter how fast I go while driving (presumably) southeast, or towards the bottom right corner, driving over zombies does not kill them, only knocks them down. However, if I drive northwest, or towards the upper left corner, I can kill zombies easily, not even going full speed. If I turn around again, thinking "Okay, I did some damage going north, so now I should be able to kill them going south", I still only knock the zombies down. I drove multiple times up and down a road, and only ever killed the zombies while going towards the top left corner. Vehicles are super awesome, btw! I'm excited to see them get better and better. The transfer bugs are harsh, but we can't see playing PZ without the vehicles anymore, ahahaha!
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