Jump to content

Wolf_EX

Member
  • Posts

    3
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Wolf_EX reacted to Geras in Small but Important Suggestions Thread   
    1084
     
    We should be able to fill glass jars with water.
    Glass jars should collect water when placed outside (I mean, mug collects water, so why not jar?).
  2. Like
    Wolf_EX reacted to CaptKaspar in Small but Important Suggestions Thread   
    1082
     
    Make a splashing sound when running/walking through puddles. 
  3. Like
    Wolf_EX reacted to Geras in Small but Important Suggestions Thread   
    1081
     
    QoL: Make cars "remember" that heater was turned on. It'd save a few clicks every time we start a car in winter.
  4. Like
    Wolf_EX reacted to buwaro in Small but Important Suggestions Thread   
    1078 Toasters, appear on kitchen counters like microwaves, right click to use, only 3 options: "pick up", "disassemble"(for electronics xp and scrap) and "toast bread" slices(or waffles). Toasting bread slices turns it into toast a base recipe ingredient where spreads such as butter can be added(and avocado and maybe cooked eggs)
  5. Like
    Wolf_EX reacted to poodude28 in Make Road Signs Readable   
    Here's an example of a road sign that should be readable in the new update.
    https://steamcommunity.com/sharedfiles/filedetails/?id=2024767993
    It would help people with navigation, and would be that extra bit of immersion.
  6. Like
    Wolf_EX reacted to wombatvvv in Sunlight & proper garden boxes (no more dirt on the floorboard gardens)   
    In my opinion, the ability to pour dirt on a concrete floor and grow tomato plants is both ridiculously unrealistic and makes the game too easy.
     
    The player should have to build proper garden boxes using several planks, nails and and a hammer. In addition, the garden boxes should be limited to "small" (1x1 square) and "large" (1x2 square, representing similar to in the picture below). That means if you want really big gardens or farms, you're going to need to do it the old fashioned way - in the ground. Players shouldn't be able to have farms on concrete building rooves. 
     

  7. Like
    Wolf_EX reacted to Blackbeard06 in How to make and load a 3d model (weapon) in game (Video series)   
    I have learned enough to pass on the knowledge on how to make your own custom 3D models for Project Zomboid. This is mainly for weapons, but can be used for any model. I have created a video series showing you everything from designing, color, importing, and programming the model to work in game. In time I will release many more tutorial videos on anything and everything with Project Zomboid. I hope you guys can enjoy and more importantly benefit from my videos. If you have any suggestions on things that I have not covered please let me know!
     
    (3D Modeling playlist)
     
     
  8. Like
    Wolf_EX reacted to PapayaKing 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. 
     
  9. Like
    Wolf_EX reacted to Sick Boy in Drink to the Memory   
    So, I love the new "task" animations (self-care, taking pills, digging grave, pouring one out for a fallen homie, etc) ... But can I suggest to add a small animation in between opening the pill bottle and slamming the bottle into your mouth? 
     
    It's a great "drinking" animation, but no one would ever take pills that way. Considering pills(especially painkillers) are supposed to be taken one or two at a time, maybe animate so the character opens the bottle and taps the bottle into their opposite hand to simulate "shaking one out" and puts the hand with the pill up to their face? 
  10. Like
    Wolf_EX reacted to Burger_Time in More panic factors   
    Currently, character can become panicked only if he sees zombies, so I decided to write a short list of things that can make you panic.
     
    1. Witness murder at first times.
    2. Being surrendered by zombies outside the building.
    3. Triggering home/vehicle alarm.
    4. Being inside burning building.
    5. Falling from roof.
    6. Sudden zombie appearance (from behind the corners and trees e.t.c).
    7. Being under fire.
    8. Being damaged.
    9. Got bitten.
    10. Idk what to add. You can continue list in comments.
  11. Like
    Wolf_EX reacted to Burger_Time in Sunday driver/Speed demon need changes.   
    Let's be clear — These two perks are pretty unrealistic. Like really? Why can't you press that gas pedal a bit stronger? Or how did you drive faster if your car can't?
     
    My suggestion is — depending on perks, your character should panic when driving fast, and only the panic should affect driving. I.e if your character panic, he will turn worse.
     
    So, let's begin to talk about perks.
     
    Sunday driver should not affect speed. It should decrease the speed limit before yiur character starts to panic. Let's say, if you have this perk and you drive faster than 30 mph, your character will start panic. 
     
    Speed demon should remove this speed limit. If you don't have a coward perk, your character won't panic if he drives fast.
     
    This would make a lot more sense than it does now.
  12. Like
    Wolf_EX reacted to Geras in [40.35] Several miscellaneous bugs   
    I copied the bugs I found from my topic in general discussions and pasted them here so they don't get lost.
    OP: https://theindiestone.com/forums/index.php?/topic/24823-5-months-into-6-months-later-bugs-and-suggestions/
     
    Issue #1
     
    https://imgur.com/a/gmu3j2p
     
    Clipping / draw order issues with cars and foliage / buildings / other cars (marked in red).
    Also, since snow coverage has been updated to look more natural, maybe if there is an overhang, snow should also have a more natural border (marked in yellow).
    When you park cars close to each other, every time you save and exit your game close by, when you load your save, cars spawn above the ground and fall down getting damaged (glass breaking sound plays) against each other and change their position a bit (marked in yellow - it took a few game loads to happen).
     
    Another clipping issue:
    https://imgur.com/mTp6Fs3

    Issue #2
     
     
    Any building or deconstructing action should be changed so after i.e. interrupting the action half way, next time you start it you should start where you left off (screenshot of deconstructing a fence), and not from the very beginning as if we didn't start at all. Building actions would probably require some "work in progress" art, i.e. a simple recolour of existing assets or some new ones.
    Also, when reading a book and interrupting and starting again, progress bar should start where you left off, not from the beginning (I know progress goes quicker, but it would be nicer if it remembered its last position).
     
    Issue #3
     
    Some items cannot be consolidated:
     
    - matches (maybe not entirely realistic, as those aren't matchboxes, but why not?)
    - wire
    - twine
     
    Issue #4
     
    Cannot paint signs (arrows and what not) on walls with windows.
     
    Issue #5
     
    Cannot paint crafted metal crates.
     
    Issue #6
     

    A lot of movables cannot be deconstructed.
    Screenshot only represents some examples. I'd suggest going through your entire list of movables to identify all furniture that can't be deconstructed.
     
    Stuff that cannot be deconstructed for metal and/or electronic parts:
     
    - fridges
    - freezers
    - washing machines
    - household ovens
    - tumble dryers
    - tall lockers (in changing rooms - those that require 9 metalworking to craft)
    - metal cabinets (in offices)
    - BBQs
    - fitness equipment
    - folding chairs
    - metal barrels
    - street lights
    - metal shelves (often in storage rooms in houses)
    - cash registers
    - probably more
     
    Issue #7
     
    https://map.projectzomboid.com/?#0.3112177616071513,0.1297278161345657,492.2235242952022
    This building has no door leading to the balcony.
     
    Issue #8
     
     
    You cannot tell which car battery is charged and which is not, you only see their general condition.
     
    Issue #9

    https://imgur.com/a/Oywpe8P
    Clothing cart and tall bar elements are not containers.

    Issue #10
     
    You cannot hang a sheet rope from short crafted metal fences, just from the crafted wooden fence.
     
    Issue #11
     
    https://imgur.com/a/MpUZONx
     
    Shading issues with  crafted walls with windows, large bed with light from lit oven, and shadow-leftovers from destroying walls.

    Issue #12

    https://imgur.com/mmtWMhn
    https://imgur.com/a/VPz8Uel
     
    Floors, mirror, road sign and log stack than cannot be picked up.
     
    Issue #13
     
     
    Cannot place hanging kitchen counter above normal counter.

    Issue #14
     

    Cloud reflections on car windshields are heavily distorted on some windows (red circle - distorted, blue circle - okay).
     
    Issue #15
     
     
    You can literally go across the map and see your generator status window and fuel level. I think it only disappears when you go to sleep.
     
    Issue #16
     
    Applying cataplasms does not grant first aid XP.

    Issue #17
     
     
    Afaik this font does not support extended characters resulting in extended characters not being displayed.

    In this example it should say:
    "Nie mogę wysiąść z jadącego samochodu."

    Issue #18
     

    All metal gates leave planks when destroyed.

    Issue #19
     

    It's almost impossible to interact with plants and stuff behind barricades. After some time I just stopped planting there because it was too tedious to water the plants.

    Issue #20
     
    Fish are too heavy compared to their hunger value. This results in fish being harder to store in freezers compared to birds.
     
    A bird that weigh 0.3 can have -15 hunger value.
    A fish that weigh 1.09 can have -7 hunger value.

    Issue #21

    https://streamable.com/i71jz
     
    If something blocks the front of a car, pressing "V" will not bring up radial menu while in driver's seat and under certain angles outside the car, instead the entire UI will dissappear and reappear.

    Issue #22
     
    If you put fuel into charcoal BBQ and pick up and place down the BBQ the fuel counter will reset to zero.
     
    Issue #23
     
    https://streamable.com/87wbu
     
    Varmint rifles differ in weight. This could be linked to what upgrades they initially spawned with (I removed all the upgrades before recording the video).

    Issue #24
     
    https://streamable.com/ckzwq

    I don't remember exactly how I caused this bug to happen but there are 2 options:
    - crate on the left was built in place
    - crate on the left was picked up somewhere else and placed there
    Trying to place a picked up crate will result in this bug.
     
    Issue #25
     
    Barricading with sheet metal is only marginally stronger compared to barricading with planks (tested with cheat menu and all skills maxed and spawning a single zombie in front of each barricaded window). Sheet metal barricade endured maybe 1 or 2 in-game hours longer than 4 planks. Same goes for barricading with bars as metal sheet and bars barricade seem to have the same HP.
     
    Issue #26
     
    Charcoal and buckets with paint don't change their weight when they're half full, almost empty, etc. Always 8.0 and 5.0 respectively.
  13. Pie
    Wolf_EX got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    What controller are you using? Knock off ps4 DualShock 4 called a DoubleShock 4. Does the controller work?  Yes. Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved?  It works and makes sence but It thinks I'm using a xbox controller. How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? It's pretty hard to open doors by just walking up to them and pressing A.  You can be hugging the door and facing it and still won't get prompt to open unless you are pixel perfect.  You can still interact with the door and open it that way.  If you use the right analog stick to rotate your character towards the door, it seems less strict and much easier to open. It's also pretty strict on the direction/distance you have to be to loot shelfs/containers. I don't know how to close that guide window when you first start the game and have to use my mouse.  I can't rotate my character while that window is up. You can't hold down a button to step on a zombie,  it's on button release now. How would you like your gamepad play further improved?  You should be able to rotate your character with the right analog while your inventory is open.  Would make it much easier to loot. Do you play in split-screen? If so, how is this beta playing? no. In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style? I'd rather keep it how it currently is, It's already slower to manage your inventory/UI with a controller vs keyboard/mouse. What other gamepad bugs or weirdness have you noticed in this build? The game would freeze when I enter a vehicle and kick me to the main menu. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? I'll edit this once I test the fps differences between this and live. What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? My issue on 4.2.  Can take a while to loot rooms because I have to constantly rotate my character till I can see whats in a shelf.
  14. Like
    Wolf_EX reacted to Burger_Time in Some vehicle suggestions.   
    Hey all!
     
    Today I'm gonna break my fingers and write suggestions about vehicles.
     
    But before we start:
     
    DISCLAIMER: some of ideas may already be suggested before or already planned by developers (pls don't beat me).
     
    First of all — separated engine parts.
     
    We shouldn't be able to repair engine by disassembling another engine for unknown parts and randomly put them in our engine. Engine is the most important part in the car, and if it's damaged, you can't just repair it. 
    If you have a damaged part, your overall engine condition will fall and it will break eventually. Here's an example of some parts: oil filter, carburetor, engine pistons. 
    Along with previous suggestion I think that it would be great to add motor oil and antifreeze.
     
    Next suggestion is to divide car parts to more groups such as Sedan, jeep, micro bus, truck e.t.c . I.e: front door type standart, group hatchback. It will make sense because you can't actually remove trunk lid of sedan and attach it to jeep.
     
    Third suggestion is... Different transmissions and ability to change gears.
     
    I've already done this suggestion before, but I want it to be here also.
    Everything is pretty simple: if your car have manual transmission and you want to drive faster, you need to change gear to a higher one. If your car have automatic transmission, you don't need to do it. However, if you want to park your car/go backwards, you need to change gear to "reverse"/parked/neutral at both situations.
     
    Fourth suggestion — add more fuel types.
    Won't write a poem here, so let's just say that cars like trucks should use diesel, standart cars like sedans should use, let's say, 95 e.t.c.
     
    Next one — a bit different car inspection.
    Character should walk around the car, inspect all the parts and then he can know their condition. However, a low leveled mechanics can know only approximate condition of a part. A person with a 0 level of mechanic skill shouldn't even know part's condition beside parts which condition you can see clearly (like doors, hoods, trunk lids).
     
    Sixth suggestion — more details on cars.
     
    Some details that isn't very noticeable, but will look pretty neat. I.e: smoke coming out of exhaust pipe, ability to turn on turn signals/emergency signals, wipers that increase your field of view while it's raining e.t.c.
     
    Even more suggestions! More ways to dump our car.
     
    Currently, we can't eff up our car that badly so it won't start anymore, so cars seem invincible.
    Here's some ways to dump car I want to have :
    If you aren't good at drifting, your car should do a barrel roll while skidding; crashing at high speed must destroy your wheels, front and some engine parts; if you good at mechanics, you should be able to break someone's brakes which can lead to funny situations; drifting should severely damage your tires.
     
    The list may be continued!
     
    Small suggestions list:
    You should not be able to try start car if the last attemp wasn't successful and there's still a sound playing.
    Zombies should be able to pull you out of the vehicle and get In vehicle through the windows.
    Players' bodies shouldn't fall out the car — they should stay in a car.
     
    That's all for today. I hope you liked it.
     
    Пока!
  15. Like
    Wolf_EX reacted to Geras in Small but Important Suggestions Thread   
    890.
     
    Rain and storm should dampen the sound of footsteps and melee fighting, pushing and stomping, so zombies would hear us from a smaller radius.
×
×
  • Create New...