Jump to content

Arsenal26

Member
  • Posts

    271
  • Joined

  • Last visited

Everything posted by Arsenal26

  1. Again, the movement momentum system is making interacting with inventory needlessly clumsy... Say you are facing the middle of (3) cabinets and go to take or place something in either of the side ones... your character will attempt to talk over to the next cabinet (where before you could just access/interact with them so long as you could see the inventory... The problem that creates itself here is, when your character tries to align them self with the adjacent cabinet, they loose the inventory window, and sometimes will not re-face it so it opens again... I get the immersion factor in making looting more time consuming to increase the level of realism and time it takes to dig through things, but I don't think the goal was to be constantly having to re-open inventory windows that were just visible a second ago... right ?
  2. Same here.... I see no difference between holding and double clicking...
  3. At first I thought it was the momentum (wide turn) system was non-intuitive... It'll take some getting used to, that's for sure.... But to help this transition, the STRIFFING direction needs to be fixed... Say you are [moving] NORTH, and press NORTH with the [aiming] stick... The character will [aim] and FACE NORTH, but start to [move] NORTH-WEST... Conversely, When you [aim] NORTH, and try to back away, your character will [move] SOUTH-EAST instead of south contrary to controller input. The result here is whenever you try to aim and move, you end up scraping & dragging against walls making the movement feel awkward because its fighting against your input by moving you in a different direction than your character should be moving...
  4. My system is pretty old and slow, so my settings are pretty much lowest... With 3D CORPSE setting [on] or [off], i'm not seeing anything after I kill a zombie.... BUT, the inventory is searchable provided I remember where they fell... Corpse is just invisible.
  5. FYI... tried removing the options.ini first, and my game got stuck on loading... Copied the ini file back, and it loaded.... Per another thread, Enigma said the fix for black screen is to turn [ON] the ROOF HIDING OPTION... and that worked for me. Not sure if you guys want the bugs on this thread, or a bunch of individual ones on the Bugs area... Another FYI, first time I climbed through a broken window after clearing the glass, it crashed to desktop... Not sure where it starts or ends... On reload, climbed through fine. Untied my hair in the character window, (while wearing Hat) and turned bald... Not sure if hat has anything to do with it...
  6. What a nice Wednesday surprise.... Thanks TIS !! can't wait to get into the guts of this version to see how similarly or not mods will work... Gonna miss NPC's and ORGM and FiliBuster cars while testing, but... I just.... I just wanna see my backpack... so badly...
  7. I like anything that resembles realism, and think that's why most of us keep coming back to this game... That said, shooting on the move is a thing... Tactically speaking, you're putting rounds down range while not being a static "target" for anyone shooting back at you... Or simply being able to do two things you need to do simultaneously... those being "Get somewhere" and "Fight"... So I applaud the incorporation of this feature in the Animations update, and hope that it's balanced realistically. I trust since the original combat system so far as gun-play is involved, already calculates severe movement penalties, they already have an idea how to take that a step further to make hit percentages a realistic representation of skill level, movement speed, weapon type, etc... maybe even degree of rotation of the torso... That said, IMO.... it's a trade off, being able to move while striking or firing... You *DO* get to continue moving and not be a static target for zombies, or attackers.... But your effectiveness so far as putting rounds on target is far less when compared to firing/striking from an ideal stance... Similar to firing from a moving vehicle... Anyone can do it... and it should be possible since it reflects reality... but the penalties should be extremely severe to create the balance of wasting ammo which is already a commodity... Being that melee weapons do not expend ammunition, one penalty for moving while striking with a melee weapon could be damage penalty... This would make sense to any baseball player, in that without the feet planted firmly and properly, power is lost... So the trade off to doing this is basically : A) You swing while moving to maintain distance, but it takes 2-4 times as many connects to take out the zombie.... vs B) You just stop for a second and give it a couple good whacks and be done with it... Option (B) may not be an option if you're getting surrounded... and option (A) may sometimes feel like you're just spinning your wheels not getting any results... Which costs you time... could be considered a commodity as well if you're trying to get out of somewhere before you get surrounded... This all reminds me of putting severe hit chance penalties on Full-Auto fire... I added that to the version of SuperSurvivors I'm using, and Mr. Fenris Wolf added it to the ORGM options menu so it could be reflected upon the player as well... So all in all, this is an exciting feature IMO.... But Yes, Balance is the key!!
  8. Husband/Wife name Steam/steamapps/workshop/content/#######/##########/mods/Super-Survivors/media/lua/shared/translate/EN/ File - ContextMenu_EN.txt (line 105-106) Random NPC name list Steam/steamapps/workshop/content/#######/##########/mods/Super-Survivors/media/lua/client/1_Dialogue/ File - SuperSurvivorDialogue.lua (starting at line 1113)
  9. I think this was a functional addition that allows you to place and retrieve items from a container in a trunk/glovebox without having to keep taking the container out... I like this idea, and it sort of works... Pre-loaded containers, bags, backpacks will obey the trunk/glove box capacity rules... BUT... If you put the container in the trunk/glovebox, and then fill it up... it will not obey capacity rules, and as stated above, will lead to over-capacity situations... If it can be fixed to obey capacity rules, I think this feature is useful especially being a gamepad user.
  10. Yes and No... No, as I understand it you cannot open and edit the base map. Yes, you can make your own map mod, and overwrite sections of the base map. To do this, From WorldEd : In the options for BMP => TMX [X] "assign generated maps to the world" In the options for Generate Lots under World Origin, enter the X/Y in terms of cells where you want YOUR map mod to appear. I made a custom 20x20 cell map offset to (45,25) and then connected it with another map that overwrites sections of forest in the base map for roads to connect to mine. Same idea.
  11. Not just there, It resets within the same game session... Perhaps when you move across cells... Not sure exactly how, but I wouldn't play this game KB/M just too slow with so much going on... We're it not for the ability to fix this issue via mod, I'd have tossed the controller a long time ago.
  12. I didn't realize the issue only occurred with game pad users... That explains the lack of give-a-shit to this extremely annoying issue... Anyrate, it had been reported years ago with no dice... This is the Droid you're looking for : <LINK>
  13. Arsenal26

    Cure Zombie Virus

    So what I'm hearing is.... You can find the cure to the zombie virus that destroyed mankind, and then still die of mutated AIDS ? FML that's cold blooded.
  14. Ahhh... damn gamepad... but was able to reproduce with KB/Mouse also. Although it wouldn't really ever happen accidentally using KBM. Ur correct in that gamepad use is why it happens because there isn't any drag & drop, so we're always right clicking stuff to get further options.... From inventory view... [RIGHT click] first weapon to bring up options, left click [RELOAD]. Before it finishes, [RIGHT click] another weapon..... reloading will stop immediately and the result is magazine missing + altered capacity... It wont happen if you [LEFT click] the second weapon...
  15. So I reproduced the error I mentioned awhile back regarding the shotgun "Missing Magazine".... Seems if you're reloading a weapon with a fixed (tube/box) magazine, and then select another weapon (that uses removable mags) before the first weapon is finished loading... That weapon will bug out and think it's magazine has been removed. This happens via Inventory screen..... and it's reversible via your reset to default function... However, this happened once before during normal game play somehow, (using radial, not inventory menu to switch) and was not able to reset to default. That instance was using a SPAS-12 select (semi/pump) set on semi.... not sure if that had anything to do with the permanent bug effect. Seems with a Moss590 the [Reset to Default] fixes the issue.... Have not tested again with Spas-12 or similar. One side effect is.... the first weapon will have the second weapons capacity if you use the [Full Ammo function] to load it.... Otherwise it cannot be loaded unless reset to default. Oops not entirely accurate.... So I did it with a Moss590, and selected a Beretta93R, and the Moss only had a mutated capacity of 15. But when using an SKS, and selected the Ber93R before it completed loading, it ended up with a 19 round mutated capacity... So, its not inheriting the capacity of the second weapon, but definitely still increasing.
  16. Arsenal26

    Cure Zombie Virus

    Haven't tried your mod, but just by reading the description, it appears you've just made a QUEST!!! Albeit the Ultimate Quest far as the zombie genre goes. Simple... open ended... non-linear... random... recyclable... what's not to like ? I hope you build upon this mod... maybe add sandbox menu options to set difficulty (rarity) of the ingredients and how many it might require ? ingredients like the spoiling apple could maybe occur more often in higher difficulty settings... I like stuff like this that add new dimension to the whole game. Good one! edit Just a thought.... In messing quite alot with the NPC SuperSurvivor mod, each NPC has an .ID which would make it interesting if you could do a "Patient Zero" scenario.... Like find the Original NPC who spread the virus, because the cure can only come from his blood... But you can't just kill him because it needs to be living blood, so you have to talk/interview them first... His specific speech can be made very close to the standard stuff with very minor differences and clues.... AAAANDD.... depending on the difficulty level, maybe they need to be at a certain "Relationship level" to unlock the information to begin with... How difficult would that be ?? Initially I thought maybe Patient zero should be a zombie.... like I am Legend... but i'm not sure zombies have specific ID.... OH OH..... wait there's more.... You can't even make the cure by yourself... after getting Patient Zero to JOIN your group to take them to a lab setting (school/hospital/etc) you need to find a SCIENTIST NPC... yeah.... like assemble a team to save the world... edit again... AND THEN!!!!!! All zombies are ATTRACTED to patient zero because he lets off some kind of funk that zombies like.... so you gotta run around this dude and he's l.ike a zombie magnet!!!!!
  17. All i'm replying to the question for, is to save some other end user/gamer a tiny bit of grief if their expectations of their purchase was/are the same as mine. Things are the way they are for whatever reason they are. Not trying to argue why it is, but rather just answer the guy's question. Just a squirrel in ur world tryna get a nut, and help other squirrels sometimes. <Edit> The entire reason I'm here playing Indie games is because of Sony's lack of awareness. They've got a long way to go before i'll look to spend any money on their platform. I realize I made a parallel comparison in my statement above to which I won't apologize for because it's the same thing. My hope is you hear the message and not loose people like Sony did. That is truly the reason. Packaging the same game for different platforms that lack the PRIMARY FUNDAMENTAL FEATURES that make the game great on one platform and not the other is no ones responsibility except anyone who chooses to represent the game and what it stands for. With that, ill continue my story... So after having purchased the title on GOG, I was excited to come here to this forum and learn about all the endless detail and depth this game had to offer... I was truly (and still am) very excited to witness this development!!! BUT EVERYTHING AVAILABLE IN MY VERSION WAS LAST MONTHS NEWS... because everyone was talking about stuff that was not even released on the GOG version yet. So if you want to listen to everyone talk about ANIMATIONS AND NPCS, and not be able to experience any of it... Then choose GOG. Because that's about how it was with VEHICLES.... OMG.... I don't even know how to describe it other than COMPLETE LET DOWN... Like telling a 2 year old, Santa Claus is just a Fat guy with no job... CRUSHED... Oh yeah... get this IN-DEV game.... and experience what everyone else experienced 3 months ago that no one is talking about anymore, and sit there and watch as everyone except you enjoys all the latest features that we've been waiting so anxiously for sooooo long.... But YOU keep waiting... LOL are you kidding me !!?!??? COME ON MAN!!! This game is SO FREAKING AWESOME.... I would have spent ANOTHER $14 even if they didn't refund my money.... It really is.... Again.... I just want to save some other poor squirrel some grief here. That's all.
  18. Not sure how up to date they are now, but at the time... Vehicles build was not available... and coming here to see all the discussion and testing feedback and not being able to participate was just ridiculous having paid the same money for the same game title... Also, at the time... I was not so familiar with how mods worked... more specifically, I didn't know i just needed to drop the mod files in a folder in the ...Zomboid/mods directory... and much as you are finding, mod availability sucks... Not that I use alot of them anyways, but I wanted the ability to. And lastly the servers were all largely empty at that time. As it turns out, I don't play multiplayer much anyways.... but again, I wanted the ability to should I chose to... Seems to me, that this disparity in features should be clearly noted somewhere in the description. And it reminds me of how Sony Playstation mod support was essentially nerfed compared to the same game on other platforms... Just bad business and showing a clear disregard for what the end user wants.
  19. As I mentioned above, using the STEAM controller config which allows assigning multiple actions to the same button using different press types such as : - Press & Hold - Double press - Normal press & release Allows putting critical often used function such as ZOOM in a way more convenient place than a radial menu.... Don't get me wrong.... Radials are wonderful to get controller users away from keyboard.... BUT I feel zoom is highly underrated... I use it all the time... Zooming [IN] every time I enter a building... [OUT] while outside to scan for zombies.... [IN] while driving through tight spots [OUT] while driving fast to be able to see ahead... I suppose you could say zoom is used quite alot for the "Action" oriented player as perhaps opposed to the "Crafting" oriented player... So my point is.... putting both [ZOOM IN AND OUT] on my RIGHT thumb button [R3] allows for very quick zoom changes without having to move my controller grip or find the zoom function through multi level radial menu activation... I hope whatever controller build you're working on does at LEAST what the STEAM controller config menu does... By that, I mean the ability to re-map EVERYTHING, leaving nothing permanently default... This would render all discussion about what works best irrelevant since players would be able to configure their button layout to what ever works for them. In the spirit of re-mapping.... as I mentioned above, I hope to see a re-map-able radial button that would accept keyboard bindings to help integrate use of mods that are key-bind-heavy... iirc... I use D-Pad to open radials... - Up for vehicle - Left for Weapon - Down for yell menu I believe D-Pad RIGHT is available to open a fourth Radial menu ??? This is just an example, and I am not suggesting perma-mapping anything anywhere... I would much rather see a basket of functions that I can map to whatever button/D-Pad direction/thumb stick I want... or leave completely off if I wanted... I really really think this is one of those decisions that are best not made..... Make the map-able framework and leave it up to the player to set it up... It will be impossible to make pre-made bindings that are 100% acceptable to everyone. I recall coming across so many games that were unplayable because they made the mistake of prepackaging a few "presets" which were just not very well thought out... And I always wondered why they didn't just leave it up to the player... Just Another $0.02
  20. I tried PZ on GOG.... then I got my money back thru the 14 day no questions asked refund policy.
  21. Ok.... to maybe make it easier for other ppl to do this... From STEAM, right click Project Zomboid on Games list.... Select [Properties] Click over to [BETAS] Notice [Controllertest] is not on the list. Enter the password : badassstas456 Controllertest will now appear on the pulldown list. Select it to download the build. Anyways.... I use PS3 controller running XBOX emulator... The controller menu does see my controller, but the D-Pad doesn't seem to register on the test screen. edit... oh wait.... look at the pic above... you cant see the button flash register thingy... On my resolution, lot more was hidden When I went to test this build, I had ORGM, SuperSurvivors loaded, and got 9600+ stack trace errors relating (I think) to key binding features in both those mods so heads up... I'm currently reverting back to make sure my old settings work.. One thought... So the STEAM controller configuration lets you assign multiple functions to a single button. I use my Right ThumbStick's button (R3) to control zoom. - Double click for ZOOM OUT - Click & hold for ZOOM IN Those Thumb Stick (R3/L3) buttons are also missing I think from this builds button mapping section... I'm not seeing any advantage to this controller configuration build vs. what is built in to STEAM.... or am I missing something ? Runs smoother / faster ? Now if you guys can add more button mapping functionality that would be pretty cool... Currently, when things get thick on screen... the double clicks don't register too well via STEAM config... so maybe if it's built into the game it would be more reliable ? I think the big thing with using a controller is this.... We want to get away from Keyboard/Mouse as possible for the majority of things... But this is not currently possible due to the number of Key-Bindings that PZ uses... I relegate a few "Rarely Used" to keyboard so as to leave room on the controller for more vital things... The Horn/Yell for instance... has no place on my controller at the moment. But just about everything else I need to do can be done via controller. That is, until you start running lots of mods with even more Key Bindings!!! Here is my recommendation/solution that would imo make controllers much more viable. Create a HOTKEY RADIAL menu - It expands and contracts in terms of # of slices based on how many functions are programmed into it. There couldn't be icons since this would essentially be an overflow radial to handle whatever the player wants... Then as you push in that direction, text could appear which can be assigned same way a Backpack is re-named. I currently use the D-Pad to activate Radial menus. - UP arrow for Vehicle - LEFT arrow for Weapons It would be awesome to have a custom DIY radial menu to handle all the little things that don't get direct button press priority!!!!
  22. I like the idea of a workbench.... But it shouldn't preclude attempts to craft things in the field as this is often necessary. I think what it ought to do is improve the quality of products made, or conversely unlock a tiered level of quality that cannot be achieved freehand on uneven/unstable surfaces. And universally reduce the failure rate thus reducing material wasted in failed attempts. I think the workbench represents the Object, yes.... a table with a Vise, and basic tools to do a particular job. Perhaps the tools should not be fixed or consumed in making the workbench, but rather a prerequisite as per the product you're trying to make. Another thing it represents is a shoring up of the table. Mounting to the ground for stability. Installing a light source so you can see what you're doing. Adding a means to support or clamp the work. In the case of welding, providing a ground clamp point to weld small objects where the circuit is completed through the table/vise instead of clamping directly on the item. Providing a burn-proof surface. In this case, not any table will do. So what i'm trying to say is..... Sure, a doctor can deliver a baby in the nastiest public transit terminal littered with heroin needles and feces... But the kid stands a better chance at survival if they were brought into the world in a neat, organized, and clean, environment designed for that purpose.
×
×
  • Create New...