Jump to content

Kaleidozombie

Member
  • Posts

    130
  • Joined

  • Last visited

Reputation Activity

  1. Spiffo
    Kaleidozombie got a reaction from Demonic_Kat in Lock adjustable screens option   
    Right now we have the pin symbol which when clicked will pin the window open. Perhaps have a lock icon to show that the window is locked or unlocked?
  2. Spiffo
    Kaleidozombie got a reaction from GoodOldLeon in ZedLocation   
    I'd love to help with testing for this. I also like the idea of containers having more of an overall theme instead of things being a jumbled mess (though some containers could still be like this to reflect the unorganized nature of the houses original occupant(s). I've heard several others here and on the Discord complain that they don't like how disorganized a lot of the containers are, like how the cutlery is thrown in among the canned food, the dish towels, cleaning liquid and other kitchen items. It's nice to know that this is being looked into. If some people don't like it and other do you could always add a sandbox option to have organized containers and more random and unorganized containers and then go with whatever is more popular for the default game settings (unless of course this would require too much work to impliment).
  3. Like
    Kaleidozombie got a reaction from Laird Thaddeus in Sideways rain   
    The rain isn't coming down from left to right or vice-versa from what I can tell. It is still falling down from top to bottom like normal rain, but the graphics for the rain are horizontal instead of vertical. The raindrops are falling sideways. It's not a big issue so I don't expect it to be fixed anytime soon as it's not a priority. It's just an interesting glitch that will become another quirky part of the game for a while.
  4. Pie
    Kaleidozombie got a reaction from Maris in Container Order   
    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.
  5. Pie
    Kaleidozombie got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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.
  6. Pie
    Kaleidozombie got a reaction from Pandorea in Container Order   
    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.
  7. Spiffo
    Kaleidozombie got a reaction from crossed in Container Order   
    You cannot. You can cycle down through the list, but not up. To reach the floor container you have to cycle through each and every container in the list.
  8. Like
    Kaleidozombie got a reaction from Geras in Container Order   
    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.
  9. Like
    Kaleidozombie got a reaction from Laird Thaddeus in Container Order   
    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.
  10. Like
    Kaleidozombie got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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.
  11. Pie
    Kaleidozombie got a reaction from Pandorea in Leg Fractured When Using Sheet Rope   
    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.
  12. Like
    Kaleidozombie got a reaction from Prefixed in Project Zomboid is In Need Of A Change Of Design   
    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).
  13. Like
    Kaleidozombie got a reaction from Smugwulf in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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.
  14. Like
    Kaleidozombie got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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.
  15. Like
    Kaleidozombie got a reaction from Smugwulf in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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.
  16. Like
    Kaleidozombie got a reaction from Maris in How to create custom tv/radio station?   
    You may have to ask Dean about this.
     
     
  17. Like
    Kaleidozombie got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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.
  18. Like
    Kaleidozombie got a reaction from Geras in Escalation   
    And all because of your massive stash of canned corn.
  19. Pie
    Kaleidozombie got a reaction from Shotgun_Messiah in Escalation   
    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.
     
     
  20. Pie
    Kaleidozombie got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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.
  21. Pie
    Kaleidozombie got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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.
  22. Spiffo
    Kaleidozombie reacted to Stas from general arcade in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    I'm sorry for not answering everyone. I spend all time on the game source code. I read all messages and it's very helpful for me to make the game better!
  23. Pie
    Kaleidozombie got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    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.
  24. Pie
    Kaleidozombie got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    Thanks to your suggestion ilikecaterpillars the game now detects my controller as a PS4 controller like it should (as shown in the screenshot above). The Y axis on both sticks was inverted though and I had to go into the options and select inverse move and aim for the Y axis to get the analog sticks to work properly. This also fixed the issue with the triggers being bound to the bumpers as well. Sadly this has not solved all of my issues. Melee is now bound to the Triangle button so I will melee attack whenever I open or close my inventory. Attacking is now also bound to the left bumper. I don't have a gun at the moment so I don't know if the bumper will still function as the reload button as well. I am going to delete all of the config files once again and reload the game and see if that helps any. I will update this post with the results.
     
    Update: Removing the files didn't change anything this time. The Y axis is still inverted on both sticks. Though at first the right analog stick did nothing at all until after going into the options and testing the controller. I also tested out the buttons and the melee and attack are still bound to the wrong buttons like before. I did learn though that the Triangle button doesn't initiate melee when opening the inventory menu. It only does so when closing the inventory. I wish I had more to report as far as controller testing goes. I haven't been able to experience much thanks to these little snafus with the controller. Hopefully though this feedback helps the developers iron out some of the bugs so that others won't have these issues.
  25. Spiffo
    Kaleidozombie reacted to Stas from general arcade in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    Yeah, thank you. It was issue. Just resolved that.
×
×
  • Create New...