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PapayaKing

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  1. Like
    PapayaKing got a reaction from crossed in Improved Controllers Build: Ongoing Player Reports   
    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. Like
    PapayaKing reacted to Batsphinx in Improved Controllers Build: Ongoing Player Reports   
    Leaving this steam post here also, so we can be sure its items are ticked off.
     
    https://steamcommunity.com/app/108600/discussions/0/1642042464752811843/
  3. Like
    PapayaKing got a reaction from Burleon in 69 Zeds   
    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. Like
    PapayaKing reacted to ShadowHits in 69 Zeds   
    Aw, too bad, I actually enjoyed this detail !
     
    It made the zeds more realistic, and the game more (non sexually) horrific. You people really have some crooked minds to think otherwise ^^
     
    Anyone cares to start this "huge campaign" with me ? ^^
  5. Like
    PapayaKing got a reaction from Tails in 69 Zeds   
    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.
  6. Like
    PapayaKing got a reaction from nasKo in 69 Zeds   
    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.
  7. Like
    PapayaKing reacted to Trojan_Turps in Little Red Guitar   
    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? 
     
     
  8. Like
    PapayaKing reacted to Nebula in Stop the server when restarting.   
    The server worked properly for a couple of months, and then at the next restart I began to give an error and stop ...
     
    HELP!
     
    1558352223880 erosion: reading /home/gameserverXXXX/Zomboid/Saves/Multiplayer/pzserver/erosion.ini
    java.lang.NullPointerException
        at zombie.erosion.season.ErosionSeason.dayDiff(ErosionSeason.java:473)
        at zombie.erosion.season.ErosionSeason.setSeasonData(ErosionSeason.java:376)
        at zombie.erosion.season.ErosionSeason.setDay(ErosionSeason.java:301)
        at zombie.erosion.ErosionMain.start(ErosionMain.java:557)
        at zombie.erosion.ErosionMain.<init>(ErosionMain.java:94)
        at zombie.erosion.ErosionGlobals.Boot(ErosionGlobals.java:27)
        at zombie.iso.IsoWorld.init(IsoWorld.java:1995)
        at zombie.network.GameServer.main(GameServer.java:617)
    1558352223884 server terminated
     
     
  9. Like
    PapayaKing reacted to Snakeman in A house with wrong vehicle path [40.43]   
    https://map.projectzomboid.com/#0.6618146821810893,0.21374840659058875,257.74203221714686
     
    Vehicle path connect with kitchen.
  10. Pie
    PapayaKing reacted to Pax in (MP) No snow on ground for other player   
    EDIT: Found fix for this issue! My friend turned off 'Double size textures' option, we restarted the game and when we entered the server he could see snow on ground as well
     
    Hi,
    I am hosting a P2P server for my friend and I (version 40.43).
    When it snows we both see snow falling and trees being covered in it BUT only I can see the snow covering the ground, he can't.
    For him the ground looks normal. Could it be because of a certain setting, or is this a bug? 
    He has tried disconnecting and connecting back again. We even tried restarting the server and turning Post-processing on and off. Still nothing.
     
    Also, when we are indoors we can see the rain/snow falling outside even though we're not watching trough the windows at that time.
    It feels like we're on a spaceship, flying trough the stars, kinda messes up with our eyesight, making us dizzy.
     


  11. Like
    PapayaKing reacted to Keshash in Combat Renovations   
    Interesting. Are such translations planned for any other languages?
  12. Like
    PapayaKing reacted to grammarsalad in Planters   
    I really want collapsing roofs under certain conditions (e.g. too much stuff and a lot of rain, or maybe having a ton of zombies on the roof, etc.). Oops, now you have a broken leg and the noise has attracted a nearby horde.
     
    Actually, it should be necessary to maintain buildings occasionally, including the roof. The more erosion, the more vulnerable they are to collapsing.
     
    Heck, it should be possible to damage property in a way that makes them less stable.
     
    This totally needs to happen. 
  13. Like
    PapayaKing got a reaction from grammarsalad in Planters   
    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*
  14. Like
    PapayaKing got a reaction from Wolf_EX in Improved Controllers Build: Ongoing Player Reports   
    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. 
     
  15. Like
    PapayaKing got a reaction from Pandorea in Night Drivin’   
    I've compiled the issues so whenever you or whoever has the time, they can check it out.
  16. Spiffo
    PapayaKing got a reaction from Pandorea in Improved Controllers Build: Ongoing Player Reports   
    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. 
     
  17. Pie
    PapayaKing reacted to Batsphinx in Night Drivin’   
    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. 
     
  18. Like
    PapayaKing reacted to lemmy101 in Night Drivin’   
    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.
  19. Pie
    PapayaKing reacted to nasKo in Night Drivin’   
    Hello all, for your viewing delectation today we have an extended gameplay compilation from the internal test build – the roughest edges/bugs now sufficiently quashed to allow for it.
    As we explain in the vid we still have a fair few issues to chase down in the coming weeks: strafing issues, character wheeling meaning it feels quite imprecise with the turning circle, general combat issues where some weapons feel too slow/fast etc.
    We also still need to plug in work on rotational blending, MP hook-ups and the work on the zoom that led to the sharper-looking models we showed off in past weeks. None of which are overnight affairs.
    So you can see what work we still have to do, we’ve used some subtitling to underline some of the issues as and when they crop up during the gameplay.
    All that said though, it’s really feeling fun to play – and to look at. So, here we go.
    Also added to the internal build this week is an experimental system to help with gun aiming – which will also come alongside a general tightening stuff like the shotgun radius, before we fully overhaul firearms in a future build.
    Please note a) this might not end up in the main game or primary game modes depending on how fun it feels, and b) the colour is WIP and will be toned down in any full release.
    We have also done work on attacks to feeding zombies, and added more zombie-like stances to zeds eating dead bodies. We are also in the process of adding smashed glass that lands after you break windows, which will then prove a hazard if you fall on it during your escape – or of course don’t wear shoes and do a John McClane over it.
    Short but hopefully sweet! See you next time!
    This week’s night drive from Spicy Eggplant. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  20. Spiffo
    PapayaKing got a reaction from Ice Sex in Zed Snacking   
    Can't wait 'til someone makes the Default Dance in this game as a mod.
  21. Spiffo
    PapayaKing reacted to Magic Mark in Planters   
    I meant to hyperlink the picture of planters used in the article, but yeah, I can agree with that. Not so much on your roof collapsing on you, but that's where I was going with being unable to have soil/planters on low level carpentry structures or house roofs.
  22. Like
    PapayaKing reacted to EnigmaGrey in Planters   
    It's not a zero-sum game, is it?
     
    We can both have roofs that collapse when overloaded (realistic, a way to balance roof-top camping and add an additional dimension to carpentry, erosion, and weather) and still have some rooftop plants without it being an exercise in wish-fulfillment (mass crop yields, safe from zombies or hand-waving away buildings designed to handle a foot or two of snow) or trying to imitate 7 Days to Die. It's the sort of detail that makes PZ unique.

    Hydroponics at least makes more sense, as per your article, but that's a tad different than what's depicted in the game, mentioned in the OP, or what most people picture when  they hear the word "planters." I'd not mind having it in the game at all.
  23. Like
    PapayaKing reacted to Burger_Time in Planters   
    I do actually lol. Roof collapaing right beneath you due to amount of shit you've built sounds like an absolutely great thing.
  24. Like
    PapayaKing got a reaction from Magic Mark in Planters   
    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*
  25. Like
    PapayaKing got a reaction from Magic Mark in Planters   
    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. 
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