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SonaGX

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  1. Like
    SonaGX reacted to Minnigin in Adjust sizes of Type/Category Bars   
    I don't know if this has been suggested, I assume if it has it'd been incorporated into the game already since it's such a tiny thing. Categories are usually one word, their tab seems too large to me.
     
     - prevents you from seeing full text of some items, mostly just stops you from seeing the stack amounts 
     
     - solves the problem
     
    I would actually prefer the ability to adjust the sizes myself but a 50/50 would also suffice.
  2. Like
    SonaGX reacted to Shinjitsu noDeshi in RELEASED: Vehicle Test 41   
    I think I may have spoken a bit too soon in my last post. The game play is smooth as silk, most of the time, but now I'm getting what you are describing here. The only difference is I'm not going anywhere, just doing odd jobs around my safe house. There don't seem to be a ton of zombies in the immediate area, but I *did* pull the majority of Muldraugh's business strip (300?) to the north end of town. (Apparently setting vehicle noise to "20" is... loud.)
     
    It's acting like it's accessing the disk temp file or GCing... maybe I've been running the game too long (memory leak?) or there are too many active zombies for the engine to process smoothly?
     
    Shin
  3. Like
    SonaGX reacted to Vyn Halcyon in Is PZ Ever going to get finished?   
    Aye. There's something timelessly charming about PZ. 
     
    Like it acknowledges that poeple aren't into triple AAA polished games, like they are a luxury product made to be sold in the 60 Euroes range, just to end up lacking in innovation. 
    Look at Mass Effect Andromeda:  INCREDIBLE graphics and music, and atmosphere. But all people cared about was how ugly the animations were. But everyone did agree on one thing: The experience was mediocre at a game design level.  Same old shit + shiny does not make it great.  
     
    PZ on the other hand; Indie as a stone.  Timeless pixel art and doing shit no triple AAA studio would ever even DARE cuz it's *so* niche.  It's so refreshingly different. Such attention to detail, without the shiny. 
    It becomes clear that PZ is not meant for the common denominator. It's meant for connoisseurs who have already played all the kiddy games 5000 times over (Battlefield, WoW.. CoD, Counterstrike, etc etc..) 
     
    It walks it's lonely path, across a dark forest, and has to pace itself.  I respect that.
     
    You know how some games waste sooo much resources on "fidelity" when something with less fidelity achieves the exact same danm gameplay and experience!? 
     
    Let me illustrate an example. 
     
    The Drake Cutlass on Star Citizen:  
     
     
    The Drake Cutlass on Space Engineers:  
     
     
     
     
     
     
    The Drake Cutlass on StarMade: 
     
     
     
    The Drake Cutlass on Empyrion Galactic Survival:  
     
    B***ch, please. 
    By the time Star Citizen get's their game out, i'll have mined, salvaged, fought, explored and crafted across 250 star systems, and 1000 planets on Empyrion.  The exact same feature set on both games, just that things look better on Star Citizen.  And even then, Star Citizen will never have the same crafting experience as the other 3 indie games. 
  4. Like
    SonaGX got a reaction from Keshash in RELEASED: Vehicle Test 41   
    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.
  5. Like
    SonaGX reacted to lemmy101 in Lua Debugger   
    Just a few bullet points for now, will expand on it later:
     
    Will fill this out as I go, we're uploading an SI test release btw 
    Must be in debug mode (either hold left shift while booting the game, or for more permanently run game with -debug / -Ddebug params (depends, try both))* - alternatively try holding left shift while booting the game. There is an edit box above the filename browser that you can use to search for files containing case insensitive strings  F11 breaks into the debugger at the next available Lua entry point. Key is bindable. F5 steps into code, F6 steps over code. Left double click lua line to place / remove breakpoint. Local variables panel is something that required a lot of guesswork and fiddling this end, and was by far the most complicated thing, and there may be times where it doesn't show something it should. Will get to all these in time. Still some issues with java objects in object viewer etc Just occured to me I didn't update the main dev branch with the new map debugging stuff (showing characters / collision, will get that in another release) Right click object viewer for menu to put a breakpoint on the data on read / write, or to add to the watch window. Left double click stuff to open info in a window is the general rule for object viewers, stacks etc. Line numbers may occasionally be a line off in errors / stack. Will look to improve this if possible, but its tricky. Even ProDG the official Sony Playstation debugger suffered this problem the entire time I used it. If UI breakpoints aren't enough, call the function breakpoint() in lua   this will always break every time it runs.
      Expect bugs and slightly unfinished things. It's all very experimental, but is already MASSIVELY useful for any lua modder, so get used to using it if you do lua and you're not using it, then you are MAD.


    *Mac Users need to follow these steps to use the debugger:
    Open your PZ.app and look for a file called "Info.plist" then search for this line:
    <string>-noverify -XX:+UseNUMA -XX:+AggressiveOpts -XX:+TieredCompilation -XX:Tier2CompileThreshold=70000 -XX:CompileThreshold=1500 -Xms64m -Xmx512m -XX:+UseAdaptiveSizePolicy -XX:GCTimeRatio=50 -XX:MaxGCPauseMillis=20</string>add "-Ddebug" to it (of course before the last </string> tag).
  6. Pie
    SonaGX got a reaction from Kuren in RELEASED: Vehicle Test 41   
    @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.
  7. Like
    SonaGX reacted to Minnigin in RELEASED: Vehicle Test 41   
    So just for fun I upped the resolution to 1920 x 1080 ( I usually use 1440 for PZ ) and I gained 30-40 frames in every aspect, hell even the UI sped up by a ton, gonna play on 1920 from now on
  8. Like
    SonaGX reacted to Kurogo in RELEASED: Vehicle Test 41   
    Is it intentional that I'm getting .9 xp for removing parts after reading Mechanics for Beginners?
     
    Seems pretty low, considering I can get the first 2 levels in a day for cooking, foraging, etc. but it takes several days for the first Mechanics level.
  9. Pie
    SonaGX got a reaction from EnigmaGrey in RELEASED: Vehicle Test 41   
    @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.
  10. Like
    SonaGX got a reaction from Jason132 in RELEASED: Vehicle Test 41   
    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.
  11. Like
    SonaGX got a reaction from Jason132 in RELEASED: Vehicle Test 41   
    @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.
  12. Like
    SonaGX reacted to arkahys in RELEASED: Vehicle Test 41   
    Yeah, i totally agree that some parts couldn't add a "positive way" for the game, as specified brake and alternator (part, not the  effect). With desire to make disappear the annoyance of lake of something to do aside PutMyAxeInAZombieHead (No minded game), sometimes I do as them (who want only to PutTheirAxeInTheZombieAss), I talked too quickly.
  13. Like
    SonaGX got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    @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.
  14. Like
    SonaGX got a reaction from Jason132 in RELEASED: Vehicle Test 41   
    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?
  15. Pie
    SonaGX got a reaction from EnigmaGrey in RELEASED: Vehicle Test 41   
    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?
  16. Pie
    SonaGX got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    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 \__/


  17. Like
    SonaGX got a reaction from arkahys in RELEASED: Vehicle Test 41   
    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 \__/


  18. Pie
    SonaGX got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    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.
  19. Like
    SonaGX got a reaction from Kuren in RELEASED: Vehicle Test 41   
    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 
  20. Pie
    SonaGX got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    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 
  21. Like
    SonaGX reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Something is very wrong with the Park Ranger and Fossoil trucks. No, this isn't another post about the texture for Fossoil trucks being weird. This is new.
     
    Clearly the textures for them are interchangeable and the game in multiplayer has an extremely hard time deciding whether you are looking at a Park Ranger pickup truck or a Fossoil work truck (which has lights and a siren for some reason).
     
    In multiplayer, the second driver in our convoy started in a Ranger pickup truck.
     
    He fell behind, but when he caught up the truck magically transformed into a Fossoil truck. On the driver's screen he was still a Ranger.
     
    Then, every time we would lose each other and catch up, the texture would go back and forth between park ranger and fossoil.
     
    Clearly something is wrong, maybe they share the same file or something. I'm willing to bet the loot lists for the two vehicles for very different professions are the same.
     
    Texture reference:
     

    "Where did that fossoil truck come from?"
    "What fossoil truck? Is there an abandoned car I missed?"
     
    Additional desync issues, pretty hefty:
     
    For a player with lightly choppier internet connection, these roadtrips as a passenger are an absolute gamble.
     
    The 2nd driver of the convoy, when coming up to areas we were, would come across this player just standing in the road.
    In that player's screen they are in the ambulance, which has stopped for them.
     
    I, the driver of the ambulance, have already reached the destination.
     
     
     
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