Jump to content

TheMitu97

Member
  • Posts

    36
  • Joined

  • Last visited

2 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

TheMitu97's Achievements

  1. So, I haven't been working on the map recently because of IRL stuff, but I hopefully want to resume working on it soon, even if progress will be kinda slow.
  2. I think I sometimes encounter the same issue myself, but at the same time I also use mods. From what I noticed, it frequently happens near foraging zone borders, for example where it transitions from vegetation to forest, or vegetation to road ect.
  3. I would love to expand this suggestion a bit more - make zombie attacks be controlled by sandbox options. For example, players could set zombies to only inflict bites (more TWD/Resident Evil based) or only scratches/lacerations (more L4D2 based), or both. On top of that I think bites should be kinda treated as deep wounds and require stitching to properly heal.
  4. More progress has been made over past couple of weeks:
  5. I can confirm this, found dirty, bloody and worn boxing gloves that couldn't be washed and fixed. Even when I used a mod that lets you repair item by setting it as favourite, it still stays dirty.
  6. I can confirm same thing happening to me, even in the same place as you. Very often I came back to completely cleared out areas to find them filled with lots of zombies, even with zombie respawn turned off. I can assume it's just migration, but it definitely feels way more frequent in newest version.
  7. 41.78.3 Singleplayer With mods New save, but probably still a thing in old ones So after playing more in latest unstabe build I can definitely say there's something strange going on with either zombie spawning or their migration. It feels way more aggresive in 41.78. Before in 41.77 I was able to swiftly clear Rosewood without problems, but now in unable to do it as zombies just keep on coming and coming from nowhere. Just had a weird situation. Arrived to my base, unloaded loot, did a whole perimiter check around the base - nothing to be seen for miles away. I went inside to segregate loot when I suddenly hear zombies banging on my door. I thought that I might have missed one maybe hiding behind a tree or something. To my surprise I was greeted to a horde of 30+ zombies just casually hanging around my base. Couple more things I noticed from my play sessions: - Zombies seem to be more attracted to gun fire. Even the most quiet firearm caused hundreds of zombies to just appear. (maybe it's mods fault, but it didn't happen in 41.77) - On many occasions I found groups of 4-5 zombies standing really close to each other. Could be coincidence, but I don't recall anything like that happening so frequently in 41.77. - Also keep in mind, that I have zombie respawning disabled completely in sandbox options.
  8. Been doing some shooting yesterday with pistol at lvl 10 aiming and I agree. Was getting way more one shot kills from further away than from point blank/short range. This definitely needs to be aknowledged by developers.
  9. I can say that I felt like this was the case for me as well. One of the patch notes from earlier versions claimed that it was apparently fixed, but I'm not really sure if I feel the difference or not.
  10. Been playing recently in Muldraugh and noticed something similar myself. Although, are you sure it isn't just migration? Zombies tend to just migrate from nearby areas to populate empty ones. I gotta say it occurs way more frequently on 41.78 though, but I actually saw it happen. Dozens of zombies just coming from outta nowhere, even though there was absolutely nothing sound related that could possibly attract them.
  11. Seems like in 41.78.3, it is sort of fixed, apart from some minor clipping of bulletproof vests: Regarding other clothing related issues, there's this one happening on 41.78.3, no mods, happens only with regular Leather Jacket. Ones with logos like Wild Raccoons ect. work fine. Ponchos also cause part of the forehead to become invisible, again no mods:
  12. 41.78.3 Singleplayer No mods Old and new saves As title says, while being inside buildings, almost all exterior walls with windows become invisible. Issue does not occur on stable 41.77 version. Screenshot of the issue included (it's somewhat dependent on viewing angle):
  13. Current map progress - there's too much to showcase in a single topic, but at the same time, there's a lot more work left to do
  14. Still working on it, although slowly. Managed to do some Outbreak areas and RE3 Clock Tower and Dead Factory sketches, might post some screenshots later.
  15. • 41.73 • Singleplayer. • Host. • No. • New save • Reproduction steps: I might sound a bit technical explaining this thing, sorry in advance. According to RadioData.xml file, there are some other scripted radio transmissions that should occur after it's done with the main script, like Jonas brodacasts on LBMW frequency for example. Thing is, they never seem to initiate for me, no matter what. In fact, every single radio frequency seem to stop initiating any scripts after finishing with "main" script. Even tried testing it using debug mode, fast forwarded roughly 2 months after end of the "main" script on each frequency, and none of them ever initiated any scripts. The most notable example is Classified M1A1 frequency, which according to script file, should transmit strings of numbers during first days, but it never does, because it is tied to a "numbers" script instead of "main", which causes this frequency to stay silent forever and never broadcast anything. Of course, I might misunderstood the script thing, and they might be actually supposed to happen at random, but at the same time it doesn't make sense for some of them, like Jonas for example (he references recent McGrew message, which should place it sometime after Jackie's broadcasts end). So my final question is - are these scripts supposed to take very long time to initiate, or they're simply broken?
×
×
  • Create New...