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Kaleidozombie

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Everything posted by Kaleidozombie

  1. After having a helicopter event and having several of the containers at our safehouse smashed to bits I encountered the problem of having to scroll down through dozens of bags to get to the floor container so I could pick up the bags to place them in another crate elsewhere since the container they were in was destroyed. It would be nice to chance the sort order of the containers to the right of each inventory window (especially those in the world) so that after the containers such as crates, counters, cupboards, refrigerators and the like the floor is the next available container before all of the containers such as purses, schoolbags, dufflebags and the like. You could also expand this to include corpses. The container in question held about 10 of every type of bag a character could carry and having to cycle through them all to get down to the bottom of the list to the floor container so I could pick up the items was rather inconvenient. On keyboard and mouse it's possible to use the scroll wheel which makes this a little less problematic, but I play on the controller so I have to tap the bumper for each and every container I want to cycle through. I know this isn't an urgent fix, but it would be nice if it can be added to the list of possible fixes and can be worked on sometime in the future.
  2. I'm not sure what's going on. I've been deleting the files like I usually do when testing out the controller build. Earlier I removed all drivers and reset my controller to factory settings and reinstalled the drivers as I've seen recommended here. I wonder if it may have been because I forgot to set the Forced Off setting on Steam the first time I tried this build. I shut down the game and changed the setting to Forced Off and the game detected the controller properly as a PS4 controller this time instead of an Xbox One controller. I've unplugged and plugged in the controller again as well. The game seems to know the controller is there, but isn't responding to any of the inputs for some reason. I switched back to IWBUMS to see if there was some other issue I wasn't aware of, but everything seems to be working just fine. I'm going to switch back in a bit and see if I can get things working. I'll update after I do. Update: I'm still having the same issue. The game knows I have a PS4 controller so it is detecting it. It detects and lets me use the controller on the testing screen. It's just outside of that my controller is entirely unresponsive. At times like this I wish I wasn't so tech clueless.
  3. I finally got a chance to try out the latest build, and other than the controller test pictured below the game is not detecting my controller at all it seems. I can not navigate through any of the menus. When I start my game I can't even start it because it asks me to hit X on my PS4 controller, but when I do nothing happens. I can't even start the game from that point using keyboard or mouse inputs. I was also having issues with the game not starting if I tried changing the game from windowed to borderless windowed and then restarting the game. It would always hang after loading the character textures but before the game actually loads and the main menu appears.
  4. You can fill the bags which will overstuff the car container (car seat, glovebox, or trunk). This may lead to some items disappearing, by which I mean when you go check the bags later some or all of them may be empty and the contents inside lost to the void.
  5. I've encountered this bug before and forgot about it before I had a chance to report it, but it happened again and so this time I'm reporting it before I forget again. I play on a controller and when exiting a window to climb down on a sheet rope if you double press the B/Circle button (or just press the B/Circle button shortly after the animation for climbing out the window starts) it will cancel the action and your character will return to the top. However, this action behaves as if you were dropped out the window forcefully and so when you climb back up you will have a fracture. It seems to happen when you trigger and then cancel the action in quick succession. It looks like your character climbs in and out of the window with barely a moment of your character entering the animation for climbing down the rope.
  6. I was thinking that it would be nice to navigate containers by tapping the shoulder bumpers to cycle through them as normal, but by holding down the shoulder bumper you could use the D-Pad to move up and down through the list of containers. I was thinking you could also click the right analog stick while holding down the shoulder bumper for the inventory window you want to cycle through the sorting options. Without holding the shoulder bumper clicking the right analog stick in would expand or collapse a stack of items. I've been trying to think of ways to do what the people using keyboard and mouse can do at present and have it work with the current controller configuration as well as being user friendly. I like controller configurations that are comfortable and easy to use and don't require too many finger gymnastics to get working.
  7. There are things that people would love to see added to the game, and I like some of those ideas. I wouldn't mind seeing them added to the game as they are things I would enjoy having or doing. The developers don't want to add them because this is supposed to be a game about how you die, not a game about how you survived. Anything that guarantees survival will not be a part of the main game and we will only ever see as mods. I was thinking of a way to counter-balance those things so you could enjoy the survival experience and yet still be doomed to failure. I do like the heat map idea. I also like the idea of the more territory you control the more likely it is others will know that you have more to protect and the more able you are to defend it which would mean they'd increase their force in size to try and overcome your defenses while taking minimal losses themselves. As for zombies, the more active you are the more likely you are to attract their attention. Generators make noise. Having more means more noise. Lights attract zombies. Noises attract zombies. Smells attract zombies. This would include dirty clothing and compost bins. Cleaning clothes would make noise. Going on and scavenging for canned food and other items might get you noticed and lead other people or zombies back to you base. You're trying your best to survive and the game is trying it's best to counter that. I was just thinking it might be cool to introduce a game mechanic that reflects that. Anyway, I'm just throwing ideas out there. I still have plenty of other ideas to throw out there. Some may take root and others will be eaten by the birds or rot. We'll just have to see.
  8. I was talking about that with someone last night. You could have this music on the radios and car radios. Add them to the CDs you find throughout the world and listen to them on the portable CD players. What wasn't discussed in the option for a music channel on the TV which would be another interesting idea. You could also sprinkle in some music from the 80s and earlier as music from previous generations doesn't really disappear when newer music is created (another part that was discussed).
  9. I thought of something that may be better than my above suggestion. Pressing right on the D-Pad would alter your other controller inputs. While holding down right on the D-Pad you could use the right analog stick to alter the zoom. The triggers and the shoulder buttons would work to change the time progression. Right trigger could be x2, right bumper x3, left bumper x4 and left trigger would be stop/pause (or perhaps it would be better to switch left trigger and left bumper). The UI would also change slightly to reflect this. The display in the corners which tells you what your buttons will do will change to reflect the zoom/timeshift mode and display the buttons and what they do.
  10. You may have to ask Dean about this.
  11. Gold > Circuitry Thanks for pointing out my mistake. I'm a little more clear on the rules now.
  12. And all because of your massive stash of canned corn.
  13. A lot of people ask for features which would allow the players to survive for longer in the game. I've heard that a lot of those features aren't planned because the game is about how you died and not how you survived. I wouldn't mind seeing some of those features added to the game, but I'd also love to see a new feature added alongside them. It may have to wait for NPCs to be added, but it might not have to wait. I'd like to see events that escalate the threat to the players based on their chances of survival based on what they have acquired in game so far. The game will periodically do a check and take stock of the player's progress in the game. Every can of food is counted. Every generator. Every little bit of fuel. Every crop that is in the progress of growing. Every container. Every little thing will be taken into account. Everything will be given a rating based on how much of an impact it will have on a players survival. The greater the chance a character has at surviving the greater the chance the game will escalate things and the greater that escalation may be. With NPCs this may come in the form of raiders becoming aware of the players base and aware of the resources they have stockpiled within. If we don't want to wait for NPCs we could use the zombies and create different events to threaten the player. The game could also use the weather as a threat. The game would have more content added to allow for the players to survive, but this would be something to give the players false hope because the games 'escalation' mechanic would be present to steal that hope away at any moment. The odds could be in the players favor at the beginning, but every time the escalation check fails that adds to the size of the event when it finally does trigger which would also be influenced by how much the player has amassed over time. The better you do the harder you may fall eventually when the game decides it's finally time for you to die. The harder you fight the harder the game hits back. I know this is one of those ideas that is a quirky little thing I like but wouldn't be popular among the masses at all. I don't see it as very likely to be added to the game at all. I thought I'd share it anyway. Let me know what you think about the idea. Please also let me know what you would call this game mechanic/system because I wasn't quite sure what to call it. I named it escalation because it escalates the threat to the player based on the players threat to the games whole premise of ensuring you die. That and it fit alongside the naming sense or erosion a little bit.
  14. Yes, this is something possible on keyboard and mouse. It's not yet possible when using only the controller. We're requesting the ability to do so on controller, or at least something like it. Same function but possibly different inputs on the controller. Maybe after choosing the container you want to move the items from you can then select a command from the context menu and then use the shoulder bumpers (RB/R1 and LB/L1) to highlight the container you want to move the items to while you're in this item transfer mode or whatever you want to call it. It could be a mode you have to back out of with the B/Circle button like when you move furniture, destroy walls and objects with a sledgehammer and so on. Speaking of the context menu, I would also like the option to change the order of the actions in that list somewhere in the options menu. Another thing I would like to see is improved targeting when trying to upgrade walls and windows. Perhaps you could select an upgrade option and then you would get a targeting square like you do with farming and when selecting items to destroy with the sledgehammer. To improve selection you could possibly hit the right shoulder bumper (RB/R1) to select which wall you are specifically targeting. It's a shame you can't yet upgrade doors and door frames at this time. Something that might make things a bit easier for not just people on controller but players in general would be the option to change how objects are highlighted. You could have a solid item highlight as now where containers and walls are highlighted in your selected highlight color, but also have the ability to toggle the highlight in the options so it pulses. You could also change the speed of the pulse if you wanted to, as well as whether the highlight fades just a little or a lot. Additional: I would also like a wheel menu for the foraging option. You would use the analog to select/deselect the options around the edges of the wheel, and then pressing A/X would start the foraging. Right on D-Pad may be a good place to move the zoom levels as well as the time advancement options in solo play. Edit: I thought about holding down right on the D-Pad and while held down using the bumpers and the triggers to zoom in and out as well as speeding up and slowing down time. I don't know if this would be in addition to the wheel menu or a replacement for it. There are a number of things you could do. Hold right on the D-Pad and use the triggers to change the zoom. Hold right on the D-Pad and then hold the left bumper and while holding hit the left trigger to pause the game and the right trigger and bumper to speed up and slow down the time progression. Maybe provide several configurations for people to test. Anyway, just throwing out ideas and hoping that you like them enough to put them in the game because I feel it would make life a lot better for people using the controller. Maybe you'll think of something I hadn't and improve upon the ideas. Or find ideas that are altogether better elsewhere.
  15. I convinced someone else to try out the Controller Test build and you can see us playing together here. I thought that someone who rarely uses controllers but has experience with the game might be able to provide some good feedback as they'd have some new insights that others who typically play with controller might not have. I rewatched the stream and took note of a few things we commented on and wrote it down in notepad. I'll copy and paste it here so others can see. Additional: Thinking about it I would also like an option to move items from one container to another like you can move things from your inventory to one of the other bags you have equipped on your back and/or secondary. This is so you could move items from the counter under the sink to the counter next to the stove for instance instead of having to transfer them to your inventory or bag first. Additional 2: I would also love the option to Turn On and Turn Off the stoves and microwaves while inside the container. The option could be added to the context menu the same way that Transfer All and Loot All were added.
  16. I had a chance to test this build out a bit earlier and some issues persist. The attack is still bound to the left bumper. I have yet to find a gun so I can't test yet if reload is still bound to the bumper as well. Melee is still bound to the inventory button (Triangle). Edit: So this leaves the triggers with nothing bound to them, and I'm guessing that I would still be unable to bind anything to them if it's still like before the update. I'll test this out the next time I am on the Controller Test build. I also noticed something that I failed to notice before, either because it was working before and now it isn't, or because I simply failed to notice it before. I can no longer click in the left-analog stick to toggle between walk and run. Clicking the right-analog stick didn't work either, though it seemed to for a second or two before my character would be running at full sprint again. I'm not sure what was happening here exactly, whether it was because I was clicking one of the analog sticks or because I wasn't pushing all the way and not noticing. I do have to say I love the new screen when testing out your controller. Seeing all of the inputs on the PS4 controller graphic is really nice. Thanks for all your hard work on this so far. Keep up the good work. Update: I was playing with someone else on the Controller Test build earlier and had a chance to try the guns out. With the triggers and shoulder buttons working the way they do you cannot reload. I have a feeling I did test guns out before and forgot about it but this seems familiar. I had to go into the inventory and select reload. Clicking the reload button which was also doubling as the fire button just left you trying to fire an empty gun and hearing the click instead of reloading. I don't remember the triggers ever doing anything while in the inventory screen, so I was thinking that it would be nice to hold down the right trigger when in the inventory and have it work like Shift on keyboard and mouse when selecting items. You could also add functions to the analog clicks as well. The left trigger would function as Ctrl does. I miss being able to click the left analog stick and toggle between walk and run. There were other things I was thinking about but can't remember at this time. I'll just spend some time looking over the VoD of the person I was playing with as they were streaming at the time. I think I probably commented on it when we were playing. I've been pretty spaced out lately.
  17. This is my first time playing since the Controller Test beta build was updated. Targeting containers and doors is a lot better in this iteration. Much more like how things work in the current stable version. Melee is still bound to the inventory button (Triangle) and attack is bound to the reload button (Left Bumper). The triggers do nothing at present. It is nice to be able to attack without also looking around as I do so, but now if I have to push an enemy away or stomp them on the ground I simply can't. I had this binding issue before the update and it is persisting afterwards. I do like the progress being made so far. Being able to target doors, windows and containers with ease is wonderful. Being able to stop without my character rotating to one of the cardinal directions is also really great. There still seems to be a lot of issues with how the keys are mapped out though and there appears to be some consistency to how things are bound, and yet at the same time it keeps changing. I went from the double interact input with the melee mapped over top of it in addition to the triggers mapped over top of the bumpers, to a different configuration yet again. I am seeing others having some of the same issues in this thread as well so it's good to know that it's not just something on my end at least. I am tempted to try and remap some of my buttons now and see what happens as a result. If I do I'll be back with the results. Edit: I forgot to mention that when sneaking/aiming my character will stop moving (the walking animation stops) and my character just glides along in a fixed pose at times. I rebound all the keys with their default actions and so far there are no double inputs anywhere. At the same time this has done nothing to fix the attack being bound to the left bumper and the melee being bound to the inventory button (Triangle). I'll continue testing. Edit: You can bind some things to the Triangle button and they will apply, but only after you close the inventory menu. Applying attack will overwrite the melee that is currently bound to the Triangle button, so when you close the inventory the character will attack instead of performing melee. The ToggleMode option that lets you look around with the analog stick set to Aim will not work with Triangle. The Square and Circle buttons can not be rebound despite having a list of options. None of the available options in the lists will apply to either button. The triggers only have one available option and cannot be remapped. The ToggleInventory option cannot be bound to any button. It just doesn't work. The ToggleInventory action is locked to the Triangle button. You can bind actions such as RackWeapon (attack) and Melee (the push and stomp) to the Share and Option keys, but like the triangle button with it's default ToggleInventory the actions will only apply after you close the wheel/radial menu or the main menu screen. Some of the dropdown menus when choosing options to bind to the keys have blank spaces so you can unbind that key. Others have no such blank option available. The triggers only have one option which you can't change.
  18. It's a different button to melee when you have a weapon equipped. On keyboard and mouse this is space, but on controller it is the left trigger. At the moment things are a little buggy for some and this has been remapped to the left shoulder bumper (which is also the reload button).
  19. It is, so if it isn't working then that's something that needs to be reported. The share button brings up a radial/wheel menu that has both of those options available, among others.
  20. I played on he SpiffoSpace Canada server for a while by myself before I was joined by a few other people. I've also been playing on IWBUMS regularly on another server and played on the 40.36 build before this evening's test. So far I haven't seen any real issues with the update. The build seems fairly stable.
  21. The left analog stick button toggles between walk and run. I don't think the right analog stick has anything mapped to it that I can remember at the moment.
  22. Currently all of the bumpers and triggers have something mapped to them. Right trigger is attack/rack weapon. Left trigger is melee (push and stomp). Right bumper allows you to look around with the right analog stick. Left bumper is reload. Clicking the left analog stick switches you between walk and run modes. Does right analog stick do anything at present? Basically all of the buttons are being used for some action. The only ones left are on the directional pad. On PS4 controllers there is the option of using the pad in the middle (I'm not sure what it's called), or the motion controls. I don't think Xbox One controllers have anything like that. I know the Xbox 360 controllers don't. Also to note, the suggested fix that was suggested to me works to get the game to detect my PS4 controller as a PS4 controller in the Controller Test beta build of the game, but I have to switch it back if I go back to IWBUMS or the game doesn't detect it in a way that allows me to use it in game. It detects it as a wireless controller and adds it to the bottom of the list and I can see it working in the testing section, but when I try to control the game it's as if it's not connected/detected. I have to change the setting and then the game detects it as an Xbox controller.
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