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Seedling

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  1. I think zombies should be able to destroy any wall or obstacle, but only if it makes sense. Like, they will path to a nearby door or window as it's recognisable as such, but otherwise will pick a random wall to start wailing on it, with a preference for walls already attacked by other zombies (ie, it will have damage and blood on it) or that appear weaker then others. A level 1 or level 2 wall has holes that might give it a line of sight/sound of a player, whereas an unplastered tier 3 wall allows more sound through then a plastered one. And an interior non-loadbearing wall will be way weaker then an loadbearing or exterior wall. And damage will be tiered as well, so a level 3 will first have to be degraded to a level 2, then a level 1, then a destroyed wall (like you see in burned out houses) which allows zombies to climb through them. Actual destruction only happens if a wall is bracketed by destroyed walls. (Fire will work like that too then, degrading floors and walls, outright collapsing if too much neighbouring tiles are damaged as well. Some walltypes have different rules. Concrete walls cannot be damaged, but they might be scaled by climbing zombies if enough zombies gather at one section. Chainlink fences will tend to lock zombies in place because they can see the player, but if too many gather at one point they might actually start to damage it by the mass of bodies pushing it, so you want to break line of sight or kill them. (Note that attacking through the fence has a chance of inflicting damage to it.)
  2. Those tall wooden garden walls you see in Muldraugh everywhere do not have the cutaway like houses have. Makes it quite dangerous to run along them, as a zombie can be resting or walking there.
  3. Any corpses nearby? Dead or undead
  4. The graphics card is a AMD Radeon HD 7870, and while it's not the most recent model, it has more then enough VRAM to handle PZ. Firefox was also running (for the map), so I suspect either FF or PZ (or both) are leaking memory which caused both to crash (although FF doesn't really crash so much as it stops rendering complex stuff like the map or Youtube videos while the regular stuff remains usable.) The crash doesn't happen right away, it takes hours of playing the game to flood the VRAM. However, while throwing an unhandled exception isn't the prettiest (Early Access being a thing obviously), the bigger question is: why is character state saved on a fatal crash, when world state is not? I can imagine the devs want to enforce Ironman mode to prevent players cheesing out of a scratch, bite or nasty fall, but player and world should be in sync and not rollback the player 1 second and the world 30 minutes or 2 hours... Hmm.. as I was writing this, I had PZ running on pause in the background... and it crashed again... attached logs.zip again. logs.zip
  5. Just had another crash. I attached the logs.zip, as well as a screenshot of the error shown in the other window. This is a new character in an existing world, and I didn't exit yet, so I do not know if logs.zip reflects this character or the one that died. logs.zip
  6. I've had a few crashes (probably related to the GPU, so I reinstalled the drivers), and while my character is at the spot on the map where the crash occurred, the map itself hasn't been saved at all and reverts to the last time I exited normally. So anything I dropped on the ground or in containers is no longer there, anything I picked up is back in the containers, as well as in my inventory (unless I dropped or ate it.) Like, I exited at 4:00 am on 23/12 in my safehouse, hit continue, play until 25/12, crash while walking around outside, and after reload end up at 4:00 23/12 again, but outside and a whole bunch of stuff is either missing or duplicated... and if there was a zombie horde at that location on 23/12 4:00, you are done for... I didn't see an auto-save option in the options menu that might have gotten set to none, so I'm at a bit of a loss (literally) over this bug...
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