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PapayaKing

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Posts posted by PapayaKing

  1. On 11/22/2019 at 7:03 PM, Kaixrou said:

    I would really like some more controller love by the devs cause I like to use one every now and then. Being laid back in my chair with a controller in hand is why I like them and would love if the menus and controls with it get a bit of tweaking to make using a controller much less headache. Like making my character for example with a controller is kind of a pain in the neck sometimes. Also seeing a controller button config in the menus so you can config some stuff for your prefer control mapping would be nice. Just thinking some stuff off the top of my head here. XD

    Pretty late reply, but I've spoken with the Devs and they said they were going to keep this thread open, then when the time comes for controller fixing to start, they're going to either continue this thread or make a new one. Trust me, I get you. But they need to make sure everyone can play the game first. The only thing so far that's "broken" per-se as of the current build 41.29, is sprinting, you're supposed to be able to sprint by double pressing the right trigger, but it doesn't work. You just have run. but yeah, they'll announce when it's controller time so stay frosty my friend. 

  2. On 11/2/2019 at 8:06 AM, Dimpatatas said:

    Hi, im actually playing Project zomboid with a friend, me with keyboard and mouse and him with the xbox controller, but when i try to crouch in stealth mode his character does it at teh same time and its so frustrating, also I think that a mapping section for controller in the options menu should be added.

    Stas from General Arcade made a controller build that had a more in-depth controller scheme, and that will be added with the optimizations during or after the new animations build 41. 

  3. A scene with people rocking out in a garage band, or someone making dinner for the family, a cookout in the backyard, a campout, a couple "parking" under the stars, a job interview, a drug raid on a house, so many possibilities.

  4. On 5/26/2019 at 10:21 PM, Blasted_Taco said:

     

    Funny that by the end of 2018 my predictions were around start of May for the animations build, now i dont even have a estimation anymore, its really a mystery. 

    I'm sure everyone wants it to be out, but polish is much much better than a rush for content. I thought animations were going to be out fairly soon after the vehicles were out, but here we are a year later. But like I said, I'd rather wait for better content than get stale content early, y'know.

  5. 3 hours ago, Trojan_Turps said:

    The animations are looking great.

     

    I would say that the up swing with the machete looks a bit odd. Simply because you would mostly be hacking down at the head of a zombie. But it might just be a veiw point thing? 

     

     

     

    7 hours ago, nasKo said:

    we’ve not yet balanced speeds and anims for all the weapons, so please don’t take anything as final

    You broke the rules

  6. 7 hours ago, Pax said:

    So if you manage to find a fix and put it in the next update will I need to start a new game or will it fix an issue on the current character?

    Well one of you has to be admin. Try making yourself admin, or having your friend do it, and healing the wound that way. Try healing the wound with the other person doing the healing, but your best bet would be the admin god powers as this is sort of a situation that applies.

  7. 6 hours ago, EnigmaGrey said:

    Yes. It'll be removed in the next build. The downside is that leads to compatibility issues for some people, so much as the vehicles build, the current public build acts a milestone for anyone affected to fall back on.

    I remember reading a post about this on steam though, and if I remember correctly, the people that were complaining about the vehicles build were less than 1% of the playerbase and had very sub-optimal hardware to play on. Idk who posted it it, but tbh, if having post-processing on a game stops you from playing the game, you might need a new hobby or slightly better machine. It seems unfair to me when people report issues and demand compatibility and "optimization" when the problem would be fixed for them if they would buy a decent 150-200 dollar laptop or desktop. Not saying the people who reported this need to throw down on some better hardware, but just don't feel bad about taking the option out. We know you guys do your best so don't let the pissing and moaning of people deter you from making decisions that benefit, literally, almost everyone else.

  8. On 5/15/2019 at 5:32 AM, Cyrix said:

    Hey Pandorea, I play through steam so it's up to date I think. Build is 3417012, version 40.43.

     

    Playing last night I started the server and tested vehicles without the second controller/player and all was well. Cars moved for me and I saw no signs of any problem. Had the second player log in with the controller (split screen) and the issue resurfaced immediately. Same thing, engine revs, squealing tires but no movement. Second player had no such problem.

    Head on over here https://theindiestone.com/forums/index.php?/topic/25199-improved-controllers-build-ongoing-player-reports/ and see if the issue persists in the controller test build. I would test it but I don't have two controllers. This build was heavily worked on for a brief period, also, test a combination of controllers and maybe keybaord/controller to see if it happens in those environments as well.

     

     

     

  9. 1 hour ago, ZombiesLoveBrainiacs said:

    Maybe the frequency in movies is cheesy

    It seems as though you forget that there are many more ways people die in this series alone, and I also said in the quote above, i mentioned how in movies (including shows) it is cheesy. But not only did you link one scene where the death was horribly acted out, you listed one that wasn't even a death where the person dies by their neck. Dale dies by having his abdomen opened up by a zombie. A very mortal wound. I don't know what you're getting at compadre, again. If you don't like it that's perfectly fine, but you can't really label the action overall as cheesy in general, as when it happens (outside of hollywood) , it's because the person was careless and wasn't paying attention and gets punished. The situation in the game is very circumstantial, so do your best to avoid the circumstance, as it is very avoidable. The argument for realism in a scenario based on things that aren't real is a poor argument. An example is it's perfectly fine to develop the vehicles realistically (at least as much as they can make then) but making a mechanic on how strong a zombie's jaw may or may not be is pretty moot. Zombie's don't exist, and this situation, while it does happen in real life, doesn't happen from zombies. Just let it go mane.

  10. 2 hours ago, Suomiboi said:

    Oi! Is that a Rolling Stones - Paint it Black reference I hear in the soundtrack at 0:31 of the video? How long has it been there and why haven't I noticed it? :D 

    ??? which part of paint it black?

     

  11. 6 hours ago, Хибити\Hibiti [BLR] said:

    Cool. Let's resent those who are against the behavior of zombies as the Walking Dead. Since it is not the best example to follow.

    Or with the profession it turned out like this: our opinion wins over the opinion of which there is few. And no matter what is right.

    Blacksmithing isn't like what you see in games like Skyrim, or 7 Days to Die, or similar titles. The craft requires very specific tools, things that, I'm sure, would be hard to implement in the game such as power hammers. You would have to get flux, you would need propane or charcoal for the furnace, you would need vats of oil, many different hammers, etc. They would have to put as much time and effort into making a blacksmith profession and it's facets as they did into the vehicles build to make sure that it comes out right, all for what? so you can wield a crudely-made shoddy sword or knife? So you can make bullets? Very wishful thinking.

     

    And Enigma is right, no matter whose opinion is most popular, the DEVELOPERS have the final say as to what gets implemented, and just because the majority of the, probably, underwhelming minority of people who do want changes to professions want blacksmithing, doesn't mean they're gonna get it.

     

    5 hours ago, ZombiesLoveBrainiacs said:

    A healthy human being would have a really hard time biting a chunk out of someone's neck. But for the sake of gore, a rotting corpse is somehow able to do that with ease in B-movies. Imo it's just cheesy & also doesn't result in good gameplay - it just isn't fun to survive a zombie attack only to bleed out seconds later.  I guess it's an unpopular opinion, but i think the chance to die from a bite is too high as it is. If getting bitten means you're almost guaranteed to die, there's no suspense. It's also the reason why First Aid is kinda useless as a skill.

     

    TLDR: Bad injuries = fun, instant death = meh.

    1) Well, a human actually wouldn't have a hard time tearing any sort of skin on any part of another human. if little mice and rodents have strong enough teeth and jaw strength to penetrate the human epidermis, than a human can. I'm sorry friend, that is just a fact. Plus, you don't have to LITERALLY tear a chunk out, as penetrating the arteries on the neck would be more than sufficient enough to kill someone.

    2) What about getting your throat torn out is cheesy? It happens my guy. Maybe the frequency in movies is cheesy but I don't really understand where you're comin from here.
    3) If you bleed out seconds after a zombie attack and die, you haven't survived have you?

    4) I think you're talking about infection, but if not, this still applies: No one goes around in a serious playthrough attacking a mob of zeds by throwing themselves into the thick of it unless they are willing to accept the risks. First aid is very useful in the game, as sometimes you have to do things to make quick getaways, and sometimes zeds surprise you and get a bite or a scratch in, sometimes you vault over glass, sometimes you fall and sprain your ankle, sometimes you get burned. Turn off the infection chance so you don't turn, and first aid will have a whole new meaning, brother. 

    5) It is very easy to avoid situations like are talked about in this post, but if you decide to go all gung-ho commando rambo, then there can be consequences, plus in the video, they said there will be specific skills to help players fight this situation. You're looking too far into this my friend. It's a subtle change that will only affect those who let it. Protip: don't let it affect you.

  12. On 5/4/2019 at 10:58 AM, Batsphinx said:

     

    I'd say its inclusion in an initial anims build is 50:50 atm.

     

    So we don't lose this though, could you please outline your primary bug concerns with the build in bullet points in a post in the thread?

     

    I know you've already given us reports, but it would be great to have it all in one place - as you're one of the keenest of the controller testers and there was a lot of radio chatter on this build overall back when Stas was working daily on it. Would be good to have stuff spotlit. :)

     

    I've compiled the issues so whenever you or whoever has the time, they can check it out.

  13. As requested, here are a list of the concerns, but as context, let me explain why I'm so adamant about this: I play this game with controller as my main apparatus because 1) my setup makes it very tedious and often times a little painful to play with keyboard and mouse because of back issues, so leaning back or laying down on my side or stomach has become my preferred way of playing games, and 2) even if I didn't have back issues, I would still play with controller because I find that for me, most 3rd person or isometric games feel better with a wider range of motion that a controller offers, examples include all assassin's creed games and Fortnite (the PvE don't worry lol), games like Don't Starve, and even Conan Exiles tbh, along with Dark Souls and The Surge, and almost all horror games because a controller provides a more cinematic camera experience with way less jarring and snappiness.

     

    Which brings me to the list of things that are quite necessary for a controller scheme in games. 

    • The movement is great already. I know a lot of people were having issues with Trigger drift in the previous thread and were unable to push or swing weapons consistently, but increasing the deadzone for sticks and triggers is a great QOL option that myself and many others were glad to see added.
    • Inventory systems need to be intuitive and practical. PZ often requires you to loot things as fast as possible because of one reason or another, and in the main and IWBUMS versions of the game, this is already kind of implemented, with X (control scheme for xbox controllers from now to the end of the post) being the quick transfer button. However, many many things in the new controller test build have been goofing with the inventory system. The KB/M inventory system is easy because it was designed like Windows Explorer, and I believe that the same kind of ease of use and practicality can be designed with controllers in mind. This includes:
    • Assigning one button, and one button only to control the inventory screen. Stas changed it to Y and B to bring up and close the menus, respectively, to make it more intuitive and easy for players to back out of the inventory screen, but all it did was confuse people and make it more difficult to navigate the inventory. Keep Y as the button to open AND close the inventory.
    • Assign one button as a quick transfer button. This, like I said, already kind of works in the current versions of the game, but it is flawed. X transfers items from a container to your inventory, but it UN-intuitively  drops items in your inventory to the ground, making loot much harder to transfer to containers, which brings me to my next point.
    • When a highlighted item is selected in the inventory, and an item above this item is transferred, because certain items take much longer to transfer than others, what happens is as you're going down the list of items and tediously pressing A over and over to transfer things, by the time you've moved a few items down, the item at the top is done transferring, it exits your inventory into a container, and your WHOLE inventory is shifted upwards, so now you have to press up on the D-pad to select the thing that you previously had selected, then wait for it to transfer before moving on. There are only two remedies to this so far. One is to just start at the top and wait for every single item to transfer before moving on to the next item, or transfer things from the bottom and go up. What needs to happen (and I'll make a video on this and post it  here so everyone can see what I'm talking about), is when you transfer an item out of your inventory, the highlight bar that tells you which item you have selected needs to move up with your inventory when your inventory itself moves up. This makes it less annoying to want to organize and move things around because as it stands, it's honestly the worst part of this game with a controller. 
    • RADIAL MENUS ARE YOUR FRIENDS!!! In a post of mine a bit above all this, I posted about a radial menu being removed that had a list of functions to chose from pertaining to your vehicle, this needs to be re-implemented, as almost no one wants to sit and press up and down on their D-pads to do certain actions. Having a radial menu to choose makes it much easier visually and practically, and the radial menus you guys currently have are awesome, and should stay the same. In the future, base controller actions and ease-of-use around this fact.
    • Along with a few bullets prior, pertaining to the inventory, We need more customizability when it comes to the actions that are present in the game, such as being able to choose which face buttons we want for inventory, menu navigation, etc. This started to get worked on, and I know that some actions have to stay where they are because it's kind of the only way to do them, be there can be much more leeway in terms of customization. 

    Bugs

     

    • One of the kinda big ones is one I found (others have probably noticed but I haven't seen any posts about it) where the menu that shows the items that you need and/or have when building or repairing things in a context menu like carpentry, doesn't show at all. If I navigate to a door and want to build it and I'm a new player, I'd have to guess what I needed because there's no menu or indication of what I have and what I need. Probably a pretty simple fix, but it is kinda big nonetheless. 
    • Many people have had issues with looting things, or rather, the lack of their ability to do so
    • Others have claimed that there are issues with split-screen, specifically adding new characters that have to be created, and the character creation menu itself can use a bit more controller friendliness, as some things you still have to use a mouse for, if I'm not mistaken.
    • Lastly, there were quite a few posts in the previous controller thread where people reported the inability to use, or problems generally with the moving system, be it moving, picking up, disassembling, rotating, etc.. This could be because of a lack of understanding, because I personally haven't had any problems with it and find it quite easy to use, but some posts have pointed to the issues being bugs, but at this point nothing can really confirmed without combing through the previous thread. 

    That about wraps it up, in a nutshell. Obviously, I don't represent all gamers with controllers, but I'm also not posting this because like the last thread, people see "free PZ code" and put in the minimal effort required to get free stuff, because free code or not, I would've been just as dedicated to helping out. I care about the game and want to see it flourish, and I think these things could help improve the experience that this game offers. 

     

  14. 10 hours ago, Batsphinx said:

     

    I'd say its inclusion in an initial anims build is 50:50 atm.

     

    So we don't lose this though, could you please outline your primary bug concerns with the build in bullet points in a post in the thread?

     

    I know you've already given us reports, but it would be great to have it all in one place - as you're one of the keenest of the controller testers and there was a lot of radio chatter on this build overall back when Stas was working daily on it. Would be good to have stuff spotlit. :)

     

    I figured it wouldn't be thrown in, so it's good to hear it'll get some polish. I'll be sure to go in the thread and highlight the issues that have been the most prevalent, and the ones that I have found. 

  15. 13 hours ago, lemmy101 said:

     

    anims still aren't to the point the first vehicle build was - multiplayer is completely non-functional, the game difficulty balance of the game is completely fubared, it will run like an asthmatic dog with high zombie counts, and anims have been hyped for years longer than vehicles were, so we have to make sure first version doesn't piss people off cause there is 100x more 'it's taken them X long to do' expectation. We're also very much hoping that anims going public will coincide with a sales increase that will pay for all the significant extra resources and money we've put into getting them out there asap, and pushing them out in an underwhelming state would be dangerous to risk muting the excitement and attention it would get. Sadly as much as IWBUMS is a testing beta branch, a huge amount of people take it as the defacto build as soon as it goes public in any way.

    As much as testers are positive about them, they just aren't ready for IWBUMS before a few key things, particularly the rotational blending and MP support, as well as some SERIOUS optimization to not cut off the bottom half of our players. But that day is definitely getting closer. We won't keep it in private testing longer than i needs to be, but a few minutes of video simply doesn't tell you the whole story.

    Question, are the controller test build controls going to be in the new anims build when you guys release it? You just said that you want it to be in a great testable state before releasing it to the public, but is that going to maybe get some polish too? I talk about it a lot in my posts because it's the default way I play the game but releasing it as-is into the IWBUMS branch wouldn't be optimal as there's still some pretty serious bugs that are there, and having someone (like Stas from General Arcade) who is there for us little guys and gals would be really great once the resources could be diverted. 

  16. On 4/29/2019 at 8:58 PM, Burger_Time said:

    I do actually lol. Roof collapaing right beneath you due to amount of shit you've built sounds like an absolutely great thing. :)

    And with that, I cannot argue :)

  17. 7 minutes ago, EnigmaGrey said:

     

    Soil's heavy. It weighs around a ton per cubic yard when wet. It's seven or eight times as heavy as snow. Something engineered for that weight (or avoiding the use of soil and using specific plants) is a different matter.

     

    I wouldn't say it's unreasonable to be able to put a few pots up on a roof, but enough to get the kind of quantities of food PZ implies? No way.

    One cubic yard could do wonders on a roof, considering crops need more depth than they do width or length of the space they're planted it. You use wood and section it off. make it the planks 7 inches tall. That's five increments of height, less than a cubic yard. Make those planks the length of a cubic yard, 36 inches, and make the width with another piece of wood with the same dimensions and space them out 6 inches apart. You now have 6 sections of soil that are 36 inches long, and 5 sections of soil that are 7 inches tall, so you could now look at it like this: one section of soil to grow crops in would be 36 inches long, 7 inches tall, and 6 inches wide. Perfectly reasonable to grow crops in. If my math is correct, you have, now, 30 sections of soil to use, and if you design your roof to hold the soil, so you're right, something engineered for crops on a roof would be fine. But that's kinda the point here, no? All the previous calculations aside, if you designed a roof to bear the multi ton weight of having crops, it would work, and in a situation like in PZ, that is definitely practical, now, whether or not that aspect is accurately depicted in PZ is a different matter, and I would agree that just a flat roof with nothing but soil on it would probably collapse the roofs in this game. 

     

    It could be done though, and I'll never not believe in the creative realism you guys use in the game. I'm sure if necessary, the time could be taken to add weight loads for buildings, but does anyone want to get that deep into it? Probably not lol.

  18. On 4/25/2019 at 9:31 AM, Dethesius said:

    Nah, none at all.  Total vanilla server. 

     

    I am running my client side clean also.   I can work around it.  I would just have to have someone pick up the shelf for me and I would have to place them.  Once I place them, it fixes the bug but not until then.  There was something else that I found that did this exact same thing in the same manner.  It happened to me a couple months back originally with iron shelves but once I placed a spare I had, it fixed it.  It would highlight one side but not the other (only the side that I was able to pick up when half of the shelf broke).

     

    It seems odd that a 2 tile item would have half of it destroy when picking up.  It's as though it makes 2 checks, one for each tile.  When one breaks, that's the one that will no longer highlight.  

     

    For example:

    - Tile 1 and Tile 2.  Tile 1 breaks but Tile 2 doesn't.  When highlighting a similar item to pick up, it will show Tile 2 red but when highlighting over tile 1, it just shifts Tile 2 to the left to cover Tile 1, again highlighted red.  

     

    The item doesn't even appear in the window.  The only thing that will show up in an info window is the floor tile below it.  I've even shifter (R) to see if I could select the shelf and it acts as though it's not there.  This is a totally different area but same shelf.  (Or I should say Magazine rack)

     

     

    The only thing I have not done was reinstall the game to see if that would fix it.  Still, even if I did this, it would likely occur again if I failed on picking up a 2 tiled item.  Doesn't have this issue on a 1 tile item.

    Does it display the little placeholder item on the floor that represents furniture, or is it just like half of the item is there, unable to be broken, and the other half is a pick-up-able object on the floor? I would be interested to actually see the process, maybe post a link or a gif?

  19. 37 minutes ago, EnigmaGrey said:

    Much more a fan of the roof collapsing from the weight. They don't tend to like that.

     

    Otherwise, Turbo's talked in the past about doing soil fertility as part of erosion. I imagine it'll happen at some point.

    Being able to mix animal feces and/or guano with soil and letting it compost would be a great mechanic, because planting stuff straight in the ground often times doesn't work as well as you'd hope. Just a thought though *shrugs*

  20. I think placing soil deep enough on a roof is perfectly logical, from someone who's grown crops before. You're not trying to grow a bunch of trees or anything, small crops like the ones in the game are perfectly reasonable. Something that comes to mind is the hanging gardens that are on display at Disney World in Florida. They grow that shit literally sideways on trellises so I don't think making a garden on a roof is unreasonable. Have you seen how big weeds can get only having roots like 5-6 inches into the dirt? Pretty gosh-darn big.

     

    Planters or dirt floor, it's all the same really. As long as you have a place to walk. 

  21. On 4/17/2019 at 9:22 PM, AlphaOmega said:

    Hydrocraft, OGRM, OGRM Silencers, Nocturnal Zombies, Craft Helper, Filibuster Rhymes' Used Cars, Log Wall Gates and bedfordfalls, Slocanlake

    Disable all of them and restart the server and add them one by one. If it is indeed a bug, then that should narrow it down to the mod(s) that is/are causing the issue.  In the reddit thread, you said it couldn't be a microwave or kitchen appliance - if I read correctly that it is - that is causing the fires, and I think you are right.

     

    17 hours ago, Enoahe said:

     

    This seems like it could be a problem, but again, the issue happens on a server restart, which means that unless everyone in the server was careless and just leaves their appliances on and they just *happen* to burst into flames at them moment of the server starting, then it is more than likely not the issue. In addition, it happened to a building with no appliances in it to cause a fire (by game mechanics that is). Maybe, though, the server only registers the the event of a fire starting once the server starts, but I doubt that as it is typically not server behavior to overlook information like that. This is a non-typical problem though. 

     

    OP, back up your server, copy the settings and the player data to a copy of the current server, and see if that fixes it or if the same thing happens. 

     

    Also, this is a long shot, but is your server dedicated, or non-dedicated? Steam makes it easy, but the option to bypass steam and make a dedicated server is still there, so just checking. 

     

    To be honest though, if you have a lot of players, it is just a meta event to my understanding. Some may disagree, but you can turn them off in the sandbox settings. Try that first instead of uninstalling all the mods.

     

    I take back the feature part: https://steamcommunity.com/app/108600/discussions/0/1482109512309985020/

  22. I'm really excited for the upcoming build. It all looks great and is really a showcase of the hard work that we can all see you all putting in. Wonderfull. Can't wait until we get our hands on it.

     

    In addition, anyone who sees this, head on over to the controller test build here: https://theindiestone.com/forums/index.php?/topic/25199-improved-controllers-build-ongoing-player-reports/

     

    The first post is clear that they've shifted it down the queue in the development cycle, but that doesn't mean that the feedback generated is any less productive or useful for the people that see the thread, including players and the devs. I implore you all to take a look as there are many things that could be improved upon, but only if we give our opinions and post about the issues (and the good stuff as well). Anyway, cheers.

     

     

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