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TheMitu97

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Posts posted by TheMitu97

  1. • 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? 

  2. 41.73

    Both Singleplayer and Multiplayer

    Host

    Yes

    New save

    Reproduction steps:

     

    This issue only happens when engine of the car is already running when you enter it and start moving after entering immediately. Despite a sound of closing door playing, in reality, door stays open. This obviously creates danger for unaware players, as it leaves them vulnerable to zombie attacks. I'm pretty sure it didn't happen in previous builds. Happened in both singleplayer game and in multiplayer session with a friend. Also can't exclude that mods might be causing the issue, although like I said, it's something that started to happen recently.

  3. Dunno if it helps or not, but I had exactly same thing happened to me on 41.72 build. A crawler zombie spawned in my bedroom on 2nd floor, there's absolutely no way he somehow got in there. Plus I had respawns off too. Other buildings that I already looted also seemed to have zombies respawned.

  4. 41.73

    Singleplayer

    Host

    Yes

    New save

    Reproduction steps:

     

    So here's how it happened. I cleared one of the buildings, killing 5 zombies in the process, after which I decided to set up a base inside, so I took the bodies of killed zombies outside and left them there. After couple of days I was surprised, when after leaving my building, one of the bodies reanimated and got up before my very eyes, which I think shouldn't happened, since I already killed it. Also happened to me few other times, notably after clearing Rosewood with a shotgun and looting corpses few days later, although it was less noticeable due to huge piles of bodies. Yes I use mods, but nothing related to zombie AI (mostly item/vehicle mods).

  5. As the title says. When I encounter a closed car, that I don't have keys to, I can normally open up the hood to check status of all parts. But I cannot uninstall the car battery without owning a car key? Why would I need a car key for a part that is just under the hood? Same goes for lights. Then at the same time, I can normally uninstall radio from a locked car. A part that shouldn't be accessible without car keys. I think it needs some tweaking. Car battery and lights should be removable without needing keys, and radio should require them.

  6. I can confirm that this happened to me too, I burnt like half of my gas towing a trailer through the dirt road, and it struggled a lot. And towing vehicles through anything that's not asphalt, even if using heavy duty vehicle is just impossible, as you start to lose speed, untill you fully stop. Can't move any further unless you disconnect towed vehicle.

  7. On 5/5/2022 at 6:21 PM, SomeGuy said:

    I understand what you're doing. I checked the workshop and I was surprised there was no Resident Evil locations. Not even a specific building like Spencer mansion or the RCPD. Great job on building the city. I'm just starting the building mod but have trouble making double doors and rotating doors currently. Also, using slopes to get the basement, now that's clever.  Which version of RE did you use? Original, Remake, or a mix of both?

    I am planning on mixing both, using remake locations in different spots to fill up the gaps. Right now I'm taking it a bit slow, but project is still alive.

  8. So, I've been working for a past few weeks on recreating this huge and iconic city. I saw too many dead attempts on this, that it kinda broke my heart and gave me motivation on trying it out myself. Right now I've been focusing on Downtown area, recreating all buildings from RE3 and RE2, then I'll start filling out the gaps, and eventually start placing custom stuff, that was not seen anywhere. This might include buildings/stores from Remakes, Outbreak series and Operation Raccoon City.

     

    Current Progress (WIP):

     

    RPD and some surroundings:

    image.thumb.png.48f18b4924b5bd014f02b3c705040f19.png

    RPD needs some exterior detailing, and minor interior addition, maybe replacing walls texture and making better main gate. Other buildings are missing upper floors, as first I wanted to make a proper street layout. Changing everything afterwards would be tedious. 

    Also, it is elevated like that in order to include basement floors, since basement are not a thing in PZ for now.

     

    Some other buildings:

    RE3 Shopping Mall:

    https://imgur.com/jDID3ur

    Arukas Building:

    https://imgur.com/D01ZbCM

    Kendo Gun Shop:

    https://imgur.com/vqvzaI8

    RE2 Restaurants:

    https://imgur.com/dGN9qVV

    https://imgur.com/8jv9kfm

    RE3 Construction Site:

    https://imgur.com/DdEMOUV

     

    Keep in mind that most of them are still not fully finished.

     

    Since Raccoon City is a really big city, that was not showcased in it's full glory, I'll probably have to add tons of custom buildings to fill up areas not seen in any RE games, but I'm up for a challenge. I am also trying to make stuff appear a bit more realistic, this one is mostly in regard of very tiny streets, which would be really tedious to navigate and also adding custom rooms to some locations for better functionality. 

    If anyone is willing to help, feel free to message me. I'm also open for suggestions regarding mapping, placement ect. I'm not planning on abandoning this project, unless some serious IRL stuff happens to me, which is unlikely.

     

    Custom shop signs made by GalacticDissonanta, Rusty and myself.

     

  9. On 8/7/2020 at 1:08 PM, FUNICULIFUNICULAA said:

    I tried with the M16 and the 9MM pistol and they both had this bug, I tried reloading both via the hotkey and in the inventory, also with the weapon reloading wheel, i play with keyboard and mouse and i'm on 41.40, it worked fine in 41.39, however i have over a 100 of mods so perhaps it comes from there, although there isn't a single error while loading or playing.

    I think I had the same issue. And I believe the mod that is causing your problem is "Scrap guns". After disabling it, reloading started to work again.

  10. So, there's a problem with player-built walls if set on floor 1 or higher, they're not showing up properly when standing on the same level. They're cut like the player is standing behind them, which I don't think is suppose to happen. 

    For example, here's how it looks from ground floor:

    https://imgur.com/nYXwhWg

     

    And how it looks when I go up: 

    https://imgur.com/txgjiMd

     

    (I used debug mode, to make it faster)

    If someone already posted something like that or if it's already known issue, then my apologize.

  11. 30 minutes ago, ZombieHunter said:

    Actually it is about as easy as that. You build 3 tiles - from land to water. Then destroy 1 tile connecting land to water. You don't need to even build "large bridge" of zombies simply need literally 3 tiles.

    After that you are perfectly safe cause there is 1 tile broken and no way to walk across.

    If my idea worked out, then 1 tile gap would not work, since zombies could just go through water and climb your structure (remember, 1 tile from shore should be around ankle deep, not a problem even for zombie). 

     

    This type of base would be similar to high floor safe houses with broken stairs.  Both are pretty much safe from zombies but players can still enter it.

     

    And speaking of placing structures on water, there could be an option of one level high requirement, so you can still build bridges and stuff.

    38 minutes ago, ZombieHunter said:

    They could, but that would make the feature pointless since there is very little water to begin with.

    Don't forget about custom maps. They could really benefit from those additions, and open new opportunity for modders.

     

    39 minutes ago, ZombieHunter said:

    Bring a Towel - problem solved.

    This whole "dry yourself with a towel" thing should be a bit changed, at least for my water mechanics idea (It could stay the way it is for rain wetness). I would say that clothes would need to dry out over some time, mayby with towels speeding this process.

  12. 1 minute ago, ZombieHunter said:

    The main issue here is players will simply build bases on the water and swim in and out of it. Since they no longer have to worry about zombies attacking it. 

     

    Also last time the River Froze in Kentucky was 1976. 

    So they could forbid placing any structure on water tiles. Problem solved. As for frozing, you're mayby right, that's why I posted it as optional.

  13. Hello everyone, I want to come up with a suggestion about water in Project Zomboid. It always bothered me, that water is only a blue carpet acting as an invisible barrier (I know, it's gonna be animated in the future, but still be an invisible barrier).  And if there was a small stream, I had to walk a long way to find a dry land to cross it.

    So I have couple ideas on improving it:

     

    1. Basics
    We should be able to enter the water. It would have course make your character wet, depending on how deep water is. There would be couple levels of deepness, from ankle deep to fully submerged. 
    It would affect which clothes gets wet and also how fast can you move. Moving in water could also be louder.

    How could this work? My example is deepness level being dependant on distance between water tile and actual ground. With the exception of swimming pools.
    Something like: 1 tile from shore - ankle deep, 2 tiles from shore - knee deep, ect.


    2. Swimming
    About swimming part, I have couple ideas for that:

    - You could swim for limited period of time, depending on your fitness level, weight you're carrying and how much tired you are. If you get exhausted, you will start drowning, losing health and eventualy die.
    - About zombies, they can't swim. Either can't enter deeper bodies of water or make them walk on the bottom, like TWD. This could be troublesome to do it, but I don't have any ideas for that part.
    - Some additional traits. Like "Can't swim" which would cause instant drowning when water is too deep. Or "Liked to swim" which would make character swim faster/longer.
    - Being in water could also have positive effects when the weather is hot. And of course negative when it's cold.
    - About the big river up north, you can just put some invisible barriers 
    - If it's too hard to make, just skip it entirely, make invisible barriers in places too deep to walk.

     

    3. Sewers. 
    I've seen that sewers are planned feature in the future. If it's gonna be implemented into the game, sewer water could work the same way as normal water, but along wet, makes clothing dirty. 
    Any wounds being submerged in the water could have very high chance of getting infected. Water high in the sewers could be dependent on raining. So sewers would become a deathtrap when it rains heavily, with chance of drowning.

     

    4. Additional (optional) things:

    - Water turning into ice on winter season. You could walk on frozen bodies of water, with chance of it breaking under you. Depends on temperature, your carryweight and if you're running or not.
    - Simple craftable boats. It would require high carpentry level to make one.

     

    I'm open for more suggestions about it, if you have other ideas then feel free to share them.

  14. I love everything in the new build, can't wait to test it myself. Combat will be a lot harder, especially with nerfed knifes and stabbing weapons. Also love all clothing options. As I'm speaking about clothing, there's gonna be possibility of adding more clothes via modding ? I know you've added tons of new stuff, but some people may want to add some more things. If the question has been answered before, then apologise for asking again.

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