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MaxD12

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Posts posted by MaxD12


  1. 1 hour ago, Faalagorn said:

    Oh, I'd love some more detail and randomness on when exactly food spoils. It's weird that suddenly all type of food spawned in the game magically goes stale then rots at a similar time, the only modifiers being refrigerators and freezers. I assume the same system could be used for temperature, to cool down or even freeze the food during cold winter days and slow down the spoilage. Since there is also already a mechanic for food to get hot (even for non-cookable ones; including GoodHot and BadCold flags), I guess it could be used to speed up the rotting process when food is exposed to higher temperatures (be it heating in oven or just leaving in high temperature, particularity outside the containers).

     

    I'd love to see some more realistic mechanic for food expiration – currently all the food spawned at the same time will spawn at the same date which is heavily not realistic – food never spoils at the same time, especially when we take into account different manufacturing/harvesting time, but even with it packaged food with the same expiration date when stored in the same condition can spoil a little before (vary rarely), or after the expiration dates (quite often, as expiration date is minimal and only a guideline). And the food you forage, harvest or animals you catch are widely different in the first place.

     

    I'd also like if packaged (packaged = true) food would always have visible expiration (for perishables) and best before (for non-perishables, as we all know it's perfectly fine to dry food way over best before dates, lacking only some flavour, which maybe could be reflected with happiness bonuses for eating food that's only at best before?). Even then, perishables should not strictly spoil exactly at a given time, but randomly shortly before or after the date given the reason above + modifiers.

     

    It's a really good idea, especially food expiration mechanic. I would be very glad to see the opportunity  of determining the expiration date in game or something like that. Food like milk, ice cream, eggs ( in box ), mayonnaise and remoulade already can jump into this mechanic and many another food items can jump later with your   good  '''packaged  food'' suggestion. Fruits and vegetables ( also bread, meat and more another pre-made  food) can be packed in plastic packages and boxes ( or another material) and can be found can be found in a variety of places ( food markets, fridges or freezers and even cars.). But I think that this packed food should be pretty rare - for game balance.
     

     

    1 hour ago, Faalagorn said:

     

     

    Finally, I love how canned food is non-perishable but opened canned food is which is accurate, but partially eaten should spoil faster too, depending on the food – which is especially true for opened packaged food. 

     

     

    This is also good suggestion, I think that food spoiling mechanic  needs some improvements, food spoiling can be more realistic with your and vanorfeadiel suggestions. Winter is really dangerous now ( I died because of hypotermia from 11 hours in late December with sweater)
    and  it would great if my food could have been stored more time. Hand-made fridge or  mini-cellar that can be made with spade and planks
    would be something fantastic even if effectiveness of this thing will  be  much lower than in usual  electric fridge. 
    And maybe partially eaten chips, cereals, chocolates and  similar non- perishable food item  should spoil too.
     

     

    2 hours ago, Faalagorn said:

     

     

    Nutritionist could see the approximate expiration date for non-packaged food similar to nutrition, but I think that perk needs a bit of tweaking, as seeing exact nutritional values on food even if you know a lot about it is not really realistic (it should be approximated).

     

     

    You are absolutely right - it's fine if you can determine  approximate nutritional values of food, but the  possibility to see exact nutritional values, especially  on player-made food like  soups and salads? It's definitely unrealstic,  food during cooking often changes its nutritional properties, but  maybe if player have high cooking skills ( level 5  and even above ) the possibility to see this values might be pretty realistic.
    Anyway, I don't think that  too many PZ players play with this perk - 4  free points can be spent on another perks  that give  slight boost to usefull skils like fishing, farming and first aid or some another usefull perks. Player weight monitoring is really usefull thing, but now we can see player weight  in "J"  info menu without weighing in scales...
    Just now realised that  the possibility  to weighing and  learn your weight also would be realistic, considering that the scales are already in the game :)


  2. 41 minutes ago, axeladalidez78 said:

    I'm pretty sure that's the old build. I had to reinstall and get out of the beta so the game could update properly.

    Supposedly it has to be like this:

    Like this.png

    The image by the way, is from this week thursdoid.

    It's just my mistake with my editing  of this post.  Two first my screenshots  are showing some bugs and last - this is night temperature in June, 1 which I discovered exactly in previous weather beta version 39.68 ( standart weather settings ). I wanted to say that  weather  now really unpredictable and farming  can be really hard ( especially in autumn). I'm sure that I saw mention about reworking of farming system in  some of previous Thursdoids, would be great to see different farming.
     


  3. The current weather beta version looks pretty good, but there is still some  bugs
    1. Missing floor tiles on 2nd floor in this building ( Riverside) -https://map.projectzomboid.com/#0.5529902847673417,0.0899333071994897,1305.3977172958737
    20180720151347_1.thumb.jpg.c462522cd584ca341b283ed3bc68116e.jpg
    2. When I died, my corpse became invisible ( Maybe because of grass and erosion aroud, met this before with zombies corpses in 39.67.5) 
    20180720123854_1.thumb.jpg.ab5ea672815140e6f66963325fc25281.jpg


    And about optimization -  maybe there will be any optimizations of weather effects or something ? I played without zombies and 12 months erosion and FPS are much lower than in 39.67.5 ( before I get around 50 FPS with max zoom level with zombies, now I get around 35 FPS with same settings, and with fog even less.)

    Also, zombies in 40.3  seems to be more indifferent to the player. I played in 39.67.5 version 3 days ago and zombies in this version definitely be more aggresive  to the player and heard & see me much better than now. Now they  still reacting pretty good, but not enough as in 39.67.5. Many of them  now just standing on ground without any movement, before they moving around more often and be more dangerous.


  4.  The newest update of this branch with improved temperature impact are interested me, so I  decided to give some feedback about some features:

    1. Player modifiers-  I don't know them very well yet, but they definitely impact on player body temperature.
    As I noticed, combination of  values  "Hunger"," Thirst" and "Tired" modifiers gave me  some negative boost to my  body temperature in summer ( increase temperature) and in winter ( reduce temperature). Unfortunately,  I don't know about others modifiers like "wetness" or "sickness", but  guess that they also have some kind of negative or positive(?)  effects.

    2. Air near player- it's really interesting thing.  Difference between "World temperature" and "Air near player" is really well-designed and  especially noticeably in winter. In January, 9 difference between temperature outside and inside at least is 3-4  at noon and evening and more in morning and night ( up to 8-9 ) in usual one-storied house. Haven't found any difference in temperature between first or second floor.
    In cars this feature also work pretty well - I got around +4-5  to this value without working heater in evening of October, 9.

    3. Heat sources - campfire can be really usefull to keep warm, it gives a great boost to "Air near player" value. Can say that this is even more effective than car heater - at least campfire  warms up much faster even if heater turn on max power.  Both of them give around 27-30 up to "Air near player" value ( but campfire can give even more  or less, it's heavily depends  on player distance.). Other heat sources like BBQs and  fireplaces are usefull too.
     

    Spoiler

    20180713131217_1.thumb.jpg.b71711472fae23c9adc39f09c849e367.jpg

    Spoiler

    20180713165106_1.thumb.jpg.6972c77fbb401d7033361806fb1908aa.jpg

    Spoiler

    20180713165142_1.thumb.jpg.604f5a6f2d388288f665d39c2b661c63.jpg


    4. About cars- there is really big difference between driving with open window and turned on AC/heater  in summer and winter. In summer the entire effect of AC is neutralized very quickly when I open the window (the air around me becomes the same temperature as world temperature). In winter I can drive  with open window and even broken windshield and effect of heater is persist (although it decreases) for a pretty long time, maybe 1-1.5 hours, during this time I  left Muldraugh  and arrived to March Ridge + checked dormitory really fast.  
    Air temperature in my car decreased from 27 to 14.
     

    Spoiler

    20180713140043_1.thumb.jpg.cc9d1eaceec80eecc0fcde505bc74e2b.jpg


  5. 4 hours ago, turbotutone said:

    Ey all, thanks for the feedback so far and giving the build a go!

     

    Some interesting points for us to look into have already been raised, also might do a quick fix later on for some of the issues like the black lines in fog and the linux thing.

     

    A few notes/responses on some of stuff mentioned:

     

    Temperature

      Reveal hidden contents

    It seems temperature might need some testing to see if it feels alright for the seasons, also on the different sandbox settings. Tho as mentioned in the main post this can be subject to psuedorandomization.

     

    It might be handy to have some more info on this subject while testing so here a little more details:

     

    Temperature Mean

    temp_mean.png

     

    This value is derived from a summer and winter peak temperature value, those peak values can differ per year depending on the summer and winter strength. The mean gradually changes from high to low and serves as a basevalue for temperature.

     

    Temperature

    temp_temp.png

    This is the actual temperate (also displayed in the smaller info panel) as you can see it goes up and down like a zigzag between day and night, it also has other influences as the pattern doesnt follow the mean exactly.

     

    Temperature Airmass influence

    temp_airmass_influence.png

    One of the influences is the airmass temperature. This is not a celcius value like the other two above, but a value between 1.0 and -1.0 instead. Depending on its strength it can push up or down the temperature with several degrees up to 8 or so.
    The airmass temperature lags a little behind the airmass value itself, so drops and rises in temperature usually coincide with changes in fronts.
    (when airmass value is above 0 = warm front, below = cold front)
    If its summer and a very strong cold front is generated for example the temperature can be quite low relativly speaking (these fronts can take some days up to some weeks to change).

     

    Temperature Weather period influence

    temp_weather_period_influence.png

    Lastly the weather periods that are generated when fronts change can influence temperature during their duration which can be a few hours up to a several days. This also depends on how strong the weather period is, in the picture above on the right side of the graph youll notice quite a strong weather period, when activating all values you can see that weather period was responsible for the sudden drop in the zigzagging Temperature value as well as the AirmassTemperature pulling the temperature up and down:

    temp_all_values.png

     

     

    @MaxD12 On the building failing to mask fog:

      Reveal hidden contents

    to make sure:

    • does the building have sufficient walls? i notice no wall on the end of the stairs side altho that could be a visual occlusion by the game.
    • does the building have sufficient roofing? all squares should have a roof tile, unless tiles with a stairs for those roofing can be ignored.
    • if those are all good, could you perhaps check if the building gets properly recognized with the SHIFT-0 debugger?

    To test with the debugger, it should have a rectangle with a diff color if correct:

    mask_0.png

    if you click on the building rectangle that is yours, it should pop up some info:

    mask_1.png

    The "Master region" should display some info square count and roofs counted, which may have some indication on a possible error.

     

    @MadDan2013 the transition is supposed to be gradual, please give a shout if the problem persists. a vid or some screenshots from moment to another would be handy if possible.

     

    @Soul Filcher Filcher when taking control of weather via Fx panel by disabling the climate manager no sub effect (like snow on ground etc) will take place since the climate manager takes care of that. you only have direct control over the values on the panel.

     

    @Eggtooth (and @trombonaught) agreed, in fact the system actually should do that already :D when the weather pattern is a blizzard and its intensity is on the high end it should throw in some fog.
    The fog indeed doesnt play well with the dark of night, however atm normal fog that is generated by the system only appears in the early morning and gets burned away by the sun around midday'ish.

     

    Lastly, for those interested a little more info on weather patterns for testing:

      Reveal hidden contents

    Best is to select the fastest time elapsing setting when creating a game, then use the FX panel to turn on god mode and fast forward untill weather shows up.

     

    Like mentioned in the temperature section above the weather patterns generate when the front changes from cold to warm, H1 is the best view for monitoring this:

    airmassflow.png
    The weather period pattern generated depends on the strength of last front period as seen here:
    airmassflow_strength.png
    But also on wether the last front was warm or cold.

    If the last front was cold its usually less intense and pretty plain, lower wind power and cloud thickness, moderate rain and drizzle periods and such.

     

    If the last front was warm, it gets more interesting depending on the frontstrength, allot more windpower, shifting winds, thick clouds and darkness, showers of rain and more rain in general, chance on thunder clouds or tropical storms.

     

    When playing windowed with the console open you'll be able to see what patterns are generated once the front changes along with their duration in hours:
    airmass_logmsgs.png
    If you have the weather period debugger open (best to open before the weather period starts not to miss plotpoints) as well you can see the different periods seperated by a brighter line.
    NOTE ive accidentally toggled weathernoise on in the weather period debug which is just a random noise, i was meant to toggle PrecipitationFinal instead wich resembles the precipitation in the main climate debug.

     

    Here another generation of a heavy weather period:
    heavyweatherpredicting.png
    To the right the front strength had build up quite high and then the airmass started dropping, if the airmass had dropped but stayed above 0 the front strength would have gradually declined. but in this case it dropped steeply to below zero without giving the build up strength time to decrease causing quite a powerfull weather period to be unleashed.

     

    .

    Thanks for tips,  at this time I definitely  finished my work with this hideout- fog displayed normally inside and all roof tiles and doors with windows in place now: 

    Spoiler

    20180629140153_1.thumb.jpg.d3479fcf97bcc575e78302136a97a676.jpg20180629142154_1.thumb.jpg.e325c8340bab6d5b1c03909c90abcca3.jpg

    But I think that there is some issues with walls displaying

    Spoiler

    20180629140530_1.thumb.jpg.5bdfda43c6e67578e454045f36a24c2c.jpg20180629140702_1.thumb.jpg.8ff1a81da3f84d266716bd64474a9254.jpg

    And also I got new bug- when I quit from game, fog disappears. Yesterday I quit from game  when stayed inside my  unfinished hideout and today I discovered that fog around me is gone ( just now got the same bug when quit in main menu and load my save 3 times) and even 3 planks on my window frame disappeared too. 
     

    Spoiler

    20180629135518_1.thumb.jpg.5976071fcb94f29d8a7fa17e542b0eaa.jpg

     


  6. - Game experience is much better for me now. With new shaders  combined with snow and other new or improved weather effects the game finally looks like it really has different seasons. Fog, as I understand,  can become a serious trouble  to the  player, and falling snow looks really amazing!
    PZ runs little slower now, but still enough for comfortable game.
    About general and serious bugs-   there is much quiter sound when I open or close doors and windows  compared with stable build. Don't find any problems with zombies, loot spawn or cars at this moment.

    - Don't play enough, but can say that in January is still pretty warm even with "cold" and "very rainy" sandbox settings. I survived from 10 to 21 day in sweater and didn't get hypotermia. As I can see, weather is more unpredictable now, usually in 10 January it was already fallen snow, now snow falling around 2 days in 17-19 days.
    Also tried to play a bit  in April,  July, August and October in various weather settings, but don't find storms yet. Fog is common at least in July and January.

    - I absolute appreciate  this work, especially  evening and night shaders in all seasons. It's look just amazing, and  now nights look even  more terrifying  than before!

    - No problems with that for me. Rain, fog, snow displayed correctly  from any point of view. Fallen snow combined with fog also displayed correctly.

    - Just now build a small hideout without doors and windows. Fog displayed inside  building  as well as on the street :20180628233902_1.thumb.jpg.2fa046001bd2b211c9098e64411f6c31.jpg

     


  7. Found new bug with water tiles just now - in winter they are covered with snow.
    Saw this bug when played in sandbox with the same default survival options, but only changed  the game date to "January, 10''.
    At first I thought that it was ice- but no, then I was able to drink  and fill a cooking pot with water, so it definitely not ice ;)

    20180527225258_1.jpg


  8. 1 hour ago, TheLeonBM said:

     

    Yep, it has a lot more to do with the rest of the ingredients than the amount of alcohol itself. Colognes/perfumes could potentially cause some nasty troubles specially in deep wounds.

    Dont know much about it, but it really make sence. It might be some kind of irritation or alergic reaction. Would be nice to see more things like this in medical system in future builds. Anyway, at this time  glass shards in wounds are much dangerous  that any infection on them. Excluding zombiefication,of course.


  9. 44 minutes ago, Capt.Motty said:

    @MaxD12 

    About the clothes getting to dirty really quick, no, it's not a bug, rather an option you can customize in the sandbox settings.

    Right now it isn't a big deal since it has like no impact on the game other than just bothering you. If you're not playing sandbox then I guess your best bet is cleaning your clothes every now and then with a good o' soap bar and water.

     

    Cleaning rags with "Cologne"? Or did you mean Alcohol? Pretty sure cologne doesn't make things sterile, just smell good lol.

    Yes, dirty clothes don't have much influence on gameplay and soap now are pretty common, it's just strange  that all my clothes in survival and sandbox( with default clothes options)  mode became dirty in 2 game hours and once I even don't kill any zombie,just ran around the town. I did not see this  thing in previous builds.
    About cologne - seems that I get wrong. Before I play with some mods, and  maybe this feature with cologne isn't in game now,I don't remember exactly. But if cologne in game is  not  alcohol-free - it might be usefull feature and alternative to disinfectant. If whiskey contain 40 % of alcohol and can be used to disinfect, cologne with around 70 and 90 % can be usefull too.
     


  10. This time game runs better than yesterday. Recipe magazines now pretty common (checked in all 4 towns), and in bookstores in        WestPoint& Riverside I even find 2 generator manuals in each store without lucky trait.Also glad to see more metalworking magazines in mailboxes.
    No issues with music today, music play almost every time when I just start new game and some time later.
    Game not crashed today, but FPS is pretty low for 1-2 minutes when I first enter in game and start a new survival.
    Today I also find bug with clothes- it becomes dirty very fast:

    Spoiler

    20180525143751_1.thumb.jpg.2543ac24c50fa5aa1c576008ad3bb1e1.jpg

    Spoiler

    20180525142340_1.thumb.jpg.e8a9f620c678f080b2d6fdb02da78c12.jpg

    And I can't use cologne to disenfect wounds and  ripped sheets ( remember this feature in previous builds like 36.4 and 37.14, maybe it was removed.)


  11. 7 minutes ago, EnigmaGrey said:

    I'd try reverifying your game install first. Right click PZ -> Properties -> Local Files -> Verify to check for any missing or corrupted files and download them. Make sure it says 39.36 on the main menu. Don't see a crash in the log, unfortunately.

    I just checked the game files- there is no missing or corrupted files. Also there is no troubles with my PC and drivers.
    Maybe I made a mistake when  wrote about game version,so i want to slightly clarify my words - my current version is  IWBUMS 39.64, the same issue with music what I mentioned today  I have seen in previous "vehicle" test branch  before  it goes into current "IWBUMS", then build with music and some sound issues was called "Vehicle test  39" or something, it was released in March 15.
    Anyway, I'll try to  play again and find other bugs or issues in next days, maybe I can get  a new crash log.


  12. Seems that build have some serious issues- at first quick game at Rosewood in Survival mode I again checked 14 mailboxes and only find 1 electronic and 1 auto manual. (For example- in West Point in 39.58 I find  Herbalist in 5ft mailbox and 1 engineer and 1 fisher magazines in 7th.)
    But more important thing- in this time I again found strange bug with music- it only play when I started the game, later I survived almost the whole day and  didn't hear any music. In main menu after this game there was no main theme, only silence (I've seen this bug in the Vehicle test build 39 ).
    And the most important thing- my game crashed when I start another  run at same conditions - Rosewood, Survival mode. At first  I got low FPS  and game slow down, then I  quit to main menu and after a few seconds later game crashed. I got traceback for this issue -

    PZ_traceback3.txt


  13. In March 2015 I bought PZ on Steam,then I was 16 years old and then this game gave more than hours of fun- I realized that PZ is that game about zomie survival which I always want to play. A lot of time has passed since 2015, and now I glad to see many changes from build 31 to build 39, in 2015-2016 I can't even imagine many aspects of game like graves,annoted maps,nutrition system and more other things. I don't know  for sure all features that will be added in future, but I'm sure  that  PZ would be one of  the best survival games,not only about zombies.


  14. Just now noticed  lack of recipe magazines in mailboxes in Rosewood in Survival mode ( I checked almost all mailboxes in town and found 2 common magazines like auto manual and electric device recipe and only one  quite rare magazine- hunter magazine, also I had "lucky" trait ). Especially that's noticeable in comparison with March Ridge, where I found generator and fishing magazines in first mailbox which I checked and many other usefull magazines later.


  15. Seems that Valu tech radio  has infinite battery charge. I saw it once and also tried to use  Premium tech radio, but consumption of battery charge on Premium tech radio works  fine.

    Also noticed that if I press "esc" when my radio equiped and and works it shut off ( don't know if it's a bug or not, radio also can shut off if I press  buttons like 1 or 3 for weapon or something else )


  16. Tried to play in 6 months later and found some bugs. First- almost whole forests on water (  this is one of most extraordinary bugs that I've ever seen in game :D ) . It definetly depends from erosion, seems that Snakeman found this bug in early stage. And seems that this  bug in whole game  map- I found it in Riverside and West Point.

    Second- in 6 months later I've checked 8 cars in first  game and 5 in second- and none of them was with working car battery. Their condition was maybe the same as in Survival mode, but  battery remaining was 0 % in all cars that I've checked. Maybe working batteries still exist in this mode, I was not looking for a long time.

    Third-  some corpses of killed zombies still accidentally  disappear . I can loot them,but it's a little uncomfortable. The only way to see them is the blood around them,and I discovered that corpses are disappearing  more often if I kill zombies with knives

    20180502141226_1.jpg


  17. 40 minutes ago, RnRf321 said:

    I have one problem when I tried a car build, I had invisible cars, that is, I could sit in them, drive, search, but the cars themselves I did not see

     

    AMD Athlon(tm) 64 x2 Dual Core Processor 4200+ (2CPUs), ~2,2 GHz

    RAM: 2GB

    GeForce 6150SE nForse 430

    OS: Win 7 64

     Maybe 3D models disabled in your game, so just try to turn on 3D models in graphic settings, at least you need to choose "only player(s)" option if your game runs slowly with big amount of  3D models


  18. I think that some car aspects need  balance. For example, one- I survived 1 month and 23 days in Riverside and didn't find any car jack. 6 wrenches and 3 lug wrenches is mine, but there is no one car jack in town and outskirts. Even axes and sledgehammers is more common in my game than this...

    Second- driving is really good now, but there is strange situation- I can make  a tons of gasoline before electricity shut off. But car mechanic is definitely hard for me- mufflers and tires degrades even  faster than gas, and upgrading mechanic skill is hard too. Small xp without mechanic proffesion or trait makes it really difficult task. I wanted to upgrade my mechanic skill to 3 level, but without car jack and even with skill book it really hard right now. (And I can suggest-some actions like removing car batteries and lights do not require mechanic skill,but also do not give any xp. I think that this actions  could require mechanic skill 1  like removing tires to upgrade skill faster.)

    And third- loot in cars is really common now, but it's quality is pretty low. Only notebooks,tissues,flashlights,clothing etc. In Riverside there is many good loot,but in other towns like Muldraugh and Rosewood it might be useful to fing rare items in cars. Checked a lot of cars- almost all things are in glove boxes, in trunks there is really lack of things. Loot in zombies with "lucky" trait are more usefull compared to loot in cars with the same trait, so it makes more sense to fight with zombies to find good stuff than looting almost all cars in town.I find 5 axes in good condition in zombie corpses when killed 1342 zombies  and any rare weapon or something in cars.

    About bugs- some corpses of zombies that I killed is dissapearing. I realised that it happens offten around buildings and grass. Corpses is still lootable, but they are invisible. And another bug- the beard of my character once changed its color to more lighter ( I played with goatee and stubble together), but on the same day the color returned to normal. (Just now remember that in 38 version of vehicle test  the full beard of my character is disappear after  one game loading, don't encounter with this bug in next versions, maybe it's fixed now )

    20180408130226_1.jpg

    20180408131531_1.jpg


  19. 2 hours ago, Pandorea said:

     

    Not a bug. Line 4 of the Vehicle Build 40 Release Notes: 

    • Player now walks to engine hood/bonnet and opens it before starting Mechanic skill tasks. It will close it automatically when you're done.

    Character cannot access the Mechanics menu from inside of a vehicle :)

    Thanks, I didn't read full changelist attentively, but understand this feature later. It looks really realistic and adds more difficulty in the game, but now "vehicle mechanic" option in radial menu seems to be useless.
    Just now I survived 28 days in survival mode and didn't find any serious bugs or issues. Still can't find any meat in ovens,but now meat are really common in game, so this is not especially important to me. I'll tell if find any bugs in  next build 
     


  20. Thanks,this build looks more playable than previous ;)
     Now I do not see any significant changes with my game FPS if I disable or enable  new UI rendering option or change UI framerate when it enabled (but common UI FPS looks more faster than before in default settings). In my first look seems that enabled rendering give me little smooth game FPS ,but I prefer to play with smooth UI anyway, considering that overall game optimisation is really good at this moment

    First bug that I found in this build- I can not acess the vehicle mechanic menu when I choose it in radial menu or press "U" button in car. But press "E" at hood always give me it as before.If I already checked mechanic menu around hood,I still can't acess it  in the car radial menu or "U" button. And another bug - corpse of dead survivor not visible nearby random wrecked car in Muldraugh:

    20180330004110_1.jpg

    20180330004126_1.jpg


  21. I think that this mode will look really good together with the game lore. As i know,in canon game modes like survival and first week now we start from day 3 of Knox Infection outbreak. But in non-canon"the initial infection" mode  there is no news about current situation on radio and TV,at least in first day.And considering this,your suggested game mode can be the less hardcore alternative  to the survival mode.

    For example-your character start the game in first day of outbreak.As you mentioned,there is many NPC,but first zombies have already appeared,and now panic is already spreading out. First official news says to stay at home and citizens first follow them,but as you say,then they gradually begin to understand that they are doomed...some survivors try to escape  the quarantine area with their cars and suplies,but it's' too late.And yes,there is really good opportunity for looting in earliest days of outbreak.You can grab more items in first days of this mode than in  compared of survival mode because in 1-2 days of Knox event some people are also engage in robbery. But police might stop them,it just random.

    Maybe this game mode can be something like story or else.It remotely similar to old PZ Baldspot and Kate story when there were also survivors and news of infection outbreak.Or something sort of "advanced" initial infection mode...


  22. In this build i'm found another strange bug-when i tried  to pick up one already working Valu-tech radio,the error appears(traceback included) and i got nothing.But in another time i got this radio as usual and It worked normally.Also next screens of some texture bugs,at this time-in Riverside:
    1.https://map.projectzomboid.com/#0.5496445862646812,0.09194821195046171,1297.9806848112382
    2.https://map.projectzomboid.com/#0.5491167235776406,0.09800387369893253,1297.9806848112382
    3.https://map.projectzomboid.com/#0.534966838100897,0.09233617962825316,1297.9806848112382

    20180317190548_1.jpg

    20180320221451_1.jpg

    20180320221641_1.jpg

    PZ traceback_2.txt


  23. 19 minutes ago, Pandorea said:

     

    Just stick car keys in the ignition and see what happens :)

     

    Thanks, for the report!

     

     

     

     

    Yes,now heater works fine,i never noticed before that heather requires car keys.Always glad to help :)
    Just now noticed this strange display of player and zombies nearby some cars doors.Definitely reminds  me to build before 37-38 when it was not fixed.In previous build 38 i don't remember this issue

    20180320154141_1.jpg

    20180320154537_1.jpg

    20180320154453_1.jpg

    20180320155026_1.jpg

    20180320155221_1.jpg

    20180320155037_1.jpg

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