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TheMitu97

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Everything posted by TheMitu97

  1. Not for now, been busy with IRL stuff again, but I'll resume working next month.
  2. If you're not getting any more annotated maps it simply means that game already spawned all of them, after which you won't get any more spawns. Annotated maps also spawn in car glove boxes. Perhaps couple of them could've spawned in wrecks (not burnt ones), which technically still have glove boxes but they are not accessible, or you simply missed a vehicle or two. Zombified survivors (found inside road horde event or sometimes in survivor houses) also have a chance to have them in their backpacks.
  3. That is precisely why I don't use it for melee weapons. Usually green means good, but apparently not in Zomboid lol. If it's not 100%, then why bother. I keep it for firearms though, as it's somewhat useful and usually has less problems.
  4. With the case presented here I really do worry about the upcoming 32 story buildings rendering. Currently tall buildings tend to have pretty bad render priority, where you have to come really close to the building for it to show what's behind it. It makes travelling through dense skyscrapper filled streets painful to navigate as you cannot see what's in front of you. Agree that billboards also cause some hazards, I myself splattered a lone zombie standing perfectly "behind" it, after which I just try to go around them. This also applies for trees to less extent, as they actually go transparent if you're nearby and there's a zombie behind it (it doesn't help if you go full spead on the road though). The only possible fix I could think of would be to hide billboards or other obstructing stuff if there is any zombie behind it, but with those tiles being on different height level, I think it would be either pretty hard or impossible to implement as of now.
  5. The problem that's present here and other similar posts is the green outline straight up misleading players. On that video you can clearly see the green outline on walking zombie, which many players will assume is the one your character is targeting, but in reality, it targets completely different one (in that case zombie on the ground). This whole misunderstanding would be avoided if zombie outline appeared on correct target. This doesn't happen often, but I personally had some bad encounters with misleading outline myself, mostly using guns however. As for the situation that happened in that clip, my advice is to avoid fighting near cars, as it tends to cause targetting outline being off due to zombies being technically around the corner (you cannot hit zombies behind corners) but are still visible to players.
  6. Just wanted to point out that UMP45 entered production in 2000, so it would be lore-breaking to include it in game that takes place in 1993. Mac-10 would be a better .45 alternative instead.
  7. More progress, I've been busy these last two months, focusing mostly on north parts of the city.
  8. My original idea was to make it connected to default map, although it might prove to be difficult without conflicting with other map mods already on the workshop. If I end up making whole Arklay County map, it might become a standalone, but for now I'm stuck making Raccoon City. I will probably release it first with limited or without any surrounding areas somewhere on vanilla map. I'm predicting Build 42 might release before I'm done, so I'll decide where to put it in the future.
  9. Spencer Mansion will eventually be included after I'm done with the city and will be bit further from the city. My goal might be a bit ambitious, but I would like to not stop on Raccoon City alone and also make smaller towns around it, like Stone Ville. There is someone who already made mansion for PZ, could potentially ask them if I can include it in my map. Outbreak locations will definitely be included, I already made some areas like J's bar, Apple Inn and huge chunk of Raccoon Zoo. When basements will finally be introduced to the game and proper tools are released to make it happen, I will definitely add underground areas, like sewers and laboratories.
  10. Current map progress as of today. Still a long way to go. Mostly focused on south part of the map now. End result regarding how big city will end up should be something close to Louisville. There will be tons of dense apartment buildings and shops and for the most part, there won't be many spacious areas like in vanilla cities, except for the outskirts. Big building down south is Spencer Memorial Hospital from RE3 Remake, as I decided to implement some remake stuff, but overall I want to stick with city from original games. I might post some close up pictures later.
  11. Had a bit of a break due to IRL stuff, but I plan on resuming work soon.
  12. 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.
  13. 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.
  14. 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.
  15. More progress has been made over past couple of weeks:
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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:
  23. 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):
  24. 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
  25. 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.
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