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Arsenal26

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Everything posted by Arsenal26

  1. If we are testing Zoom Build [41.26] should we be switching to this one ?
  2. 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
  3. 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...
  4. Well that saves me a lot of screen hopping testing mods & such... Thanks for the tip Pandorea.
  5. 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...
  6. 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...
  7. 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...
  8. 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!!!
  9. Top pic = double feed ?? (could happen IRL) Second pic... not so much...
  10. 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...
  11. 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.
  12. Oh Whew!!! not just me.... So the three times it happened to me were : 1 - A SuperSurvivor was beating the heck out of me with a golfclub, and I died, but my body kept running and never fell. 2 - A Supersurvivor was stuck and could not walk (not sure if its local mod bug or same as this) 3 - A Zombie was walking in place... If I had to guess... based on my #1 example... Those zombies in are actually dead... but Animation is stuck on loop... because you're using Fire, and #3 in my examples, a SuperSurvivor NPC might have shot that one...
  13. So if we had to pick one rule, I'd say that Shove take priority if both situations exist at the time of button press.... ie, one zombie on the ground, and another stumbling at you... Stomp is what gets you bit... Because the one on the ground is no threat until he gets back up... Can't really think of a situation where Stomp should take priority when there's a moving one that close... Well, actually.... If I was wearing Plate armor, I suppose I'd just want to keep stomping since I couldn't get bitten... But that's about it.
  14. Now that's funny... That is all I really wanted for Christmas... I mean Steam controller setup can handle all the button mapping... and what's more, it can do multiple functions with double press, Hold press, etc. etc... For instance, one button does all my zooming in/out depending on whether I double or hold press... Leaves more buttons for other things... Really just one issue I found Steam setup cannot resolve, and that is [Pan Screen] & [Reload] is same button on controller, and cannot so far as I can tell be separated.... So when you [Aim] and [Pan Screen] to take a far shot, it sneaks in a [Reload]...
  15. Seems if you try to remove bullets from a magazine, it will only work if you have at least 1 of the same (loose) bullets in your inventory... Otherwise this error pops up:
  16. I'm holding off on enabling Runners until I can um..... run, But this sounds like it will make zombies much more organic instead of having a horde of zombies going exactly the same speed...
  17. The mod was specifically for containers.... Thanks for reminding me on Steam...
  18. What specifically is not working, Character still walking to containers ? or containers view is still switching ? If another mod is active that changes the files this mod does, I suppose it's possible this mod is getting bumped... If you can figure out which other mod alters the same files, and make the changes manually as described above... Essentially combine the mods so they don't conflict...
  19. This could actually work both ways in terms of complexity... - For players who prefer simple, it could be largely unchanged.... simply find the same "donor" weapon and repair... Difference being, the game would keep track of which parts are worn, and take which-ever components of the two available donor weapon parts to automatically improve the condition (per part) of the one being fixed... The donor weapon will not be "consumed" but rather its condition (overall sum condition of its parts) will be reduced accordingly... (much the same as vehicle system) - For players who prefer detail, donor weapons can be disassembled into their perspective parts and kept as spares... Difference being, when applied to the weapon being fixed, the end result is only that part is exchanged, and the condition is recalculated according the sum condition of parts taking into account the one that was just replaced... The left over part may or may not be consumed perhaps depending on a Gunsmith trait skill level... I like your idea, because certain parts pretty much never wear out... and other's break more often than others... And your idea reflects how a gunsmith would carry out repairs, and maintain spare parts to do their job, bringing me to an additional suggestion... - The complex option to disassemble into components might only unlock after a "Gunsmith" trait is high enough... And perhaps using the simple method with lower or no skill level would net less additional condition, and/or not have the ability to retain the old part as a spare (because it was broken in the process). This could capture realism and detail, yet retain the function for those who are not interested in adding this sort of clutter to their QOL... The motivation to learn the skill would be storage capacity since spare parts weigh less than entire spare (donor) guns... and less waste in world where resources are scarce... The main thing that I think we're talking about removing is the whole "times repaired" count... which creates that "looming certain death" of all your favorite weapons feeling... Though nothing lasts forever, some things so far a weapons go, can and do last for generations.... and certain types are somewhat disposable by design and the durability of their components... The existing system abbreviates realism in this aspect if you think about it... Compared to maintaining vehicles, where players are free to switch vehicles using than as disposable transportation changing only the occasional tire, and conversely are free to run around collecting parts to open their own parts department to ensure their "favorite" vehicle lasts a long time.... that's the beauty of choice and accurately simulates reality... imo
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