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Arsenal26

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About Arsenal26

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  1. Gonna go out on a limb and say no... I generally run low settings due to old PC, and on trying 41.26 iwbums, higher model detail is gone... Going back to Zoom Beta (also 41.26) detail is nice and crisp again... Performance is also leaps and bounds better than iwbums branch...
  2. If we are testing Zoom Build [41.26] should we be switching to this one ?
  3. Pretty sure that is a residual undefined item from bandages... I noticed NPC SuperSurvivors who get bandaged alot, end up with a bunch of Blooo's
  4. I think these were referred to as "Suitcase Zombies" ?? and iirc were fixed awhile back, but it does seem that they are back... I get them in my custom map all the time where there is dense spawn... not sure if zombie population density has anything to do with it... Sometimes if you run off screen and come back, a normal one will turn into a "Suitcase Zombie".... They resume normal when you are approximately 4-6 squares away, but do not move in compressed form... They do however make noises while compressed... But I guess anyone would if that happened to them...
  5. Well that saves me a lot of screen hopping testing mods & such... Thanks for the tip Pandorea.
  6. After deleting a save game, we used to be able to setup new sandbox options, but [Playstyle] Option buttons are dead until you click [Back], and [Solo] to leave and return to the screen...
  7. Excellent idea... makes good sense... I've always thought what makes or breaks a game, is character depth... If you can't see and feel what the character is all about, the game quickly fizzles out... This is the stuff that keeps it interesting...
  8. If you're asking where they are in Tilezed... Goto ==> fixtures_doors_01 Scroll all the way down... there is a gap between regular doors and these ones... So keep scrolling to the bottom. If you mean how to add them using Tilezed... Just select the layer (doors) then place them where you want... I haven't used these yet, but it doesn't look like you need a frame for these...
  9. Concur... Also use controller....
  10. Love me some Vanilla.... Hallelujah!!! correct sir... From my Inventory Sanity Mod, those two issues have been resolved Auto-Walk specific to containers and incorrect Container Switch... Column width, however has not been changed. Vanilla is always better so we have to run fewer mods... I'll update the mod to reflect those changes to eliminate redundancy, and slip in the additional auto-walk fixes I've been testing on the side... Good stuff!!!
  11. Interesting situation... on one hand, them getting behind you is kind of like an MMA reversal move... I understand why you might not like that and how sharper turning for zombies might alleviate this result, making them basically come head on... Not so sure on this one... Wider turns might just simulate a zombies characteristic clumsiness, making their movement trajectory more imprecise.... The net result of wide turns is that It would send them running into furniture and walls, snagging them up and depending on where they made the decision to "turn" in relation to objects it may or may not happen creating some randomness which is good in the aspect. Sharp(er) turns I think would result in them being on you like a magnet... because that would simulate them being in better control of their body and movement trajectory... You'd expect zombies being what they are, to have less agility (i guess depending what kind... I am Legend vs. Romero). Perhaps a better solution for this phenomenon which is reminded of from a Mod that randomized sprinter speeds could be randomized turning speed or a value which is derived from the zombies condition... This would more properly simulate a zombies "agility" or damaged limbs... More agile (aka less-physically-messed-up) zombies could then stay on their victim more directly, while messed up ones will struggle to find the victim so they can attack...
  12. Top pic = double feed ?? (could happen IRL) Second pic... not so much...
  13. hmm.... Only time it happened to a zombie, there might have been 1 or 2 visible, and certainly not a lot on the screen or in the cell for that matter...
  14. true.... true... Okay so how about this then ? If you are aiming (pushing on look analog stick) or have the aim mouse button depressed.... It shoves all the time, never stomping.... If you are not aiming, it will stomp only when available primarily, but also allow shoving if there is nothing to stomp. This would give intuitive choice since aiming is directing a movement on the X/Y plane, so we'd get used to no input to direct the attack down the Z axis (ground) Scenario this might work goes something like this : Walk up to a knocked down zombie and begin stomping... After a few boot heels, hes still not dead, but you hear another one behind you.... So intuitively, you aim to look behind you and keep attacking... This locks out stomp, and shoves the one that came up behind you... Once its down, you simply face it, release aim input and attack to make all available (Z-axis) stomps... or if none are there, you will just shove air.
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