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Casual_Survivor

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  1. Casual_Survivor

    Leapdoid

    I feel like a kid waiting for Christmas. I already love the game as is, but the smoother framerate, z-buffering, and dynamic lighting will, if nothing else, make this near perfect for me. All the immersive stuff going into this build is insane. I cannot wait to dive into this.
  2. I love all of this and I'm glad to see some new videos of the progress! I hope you all had a great vacation as well! Light propagation was one I was most curious about and I have a feeling it'll be an area that'll get tweaked a fair bit over the course of the beta and beyond. Some are saying it should be darker but I agree with EngimaGrey that the lighting in the room the video started in is should give you an idea of how dark it can be. I also noticed two windows in that room; one looking out into the hall that is covered with a sheet, and one that sits between the outside world and the interior room that I assume is also covered. With the bright lights just outside, there is going to be some light coming through unless you have really thick sheets covering the windows and it's not going to make the room pitch black. I feel it should only ever be pitch black if there is no possible light source to interact with the area you're in. All that to say; I think it looks perfectly natural as is. My only suggestion is the propagation of the street lights at the tail end of the video. I feel it is acting more like a spotlight with a circular area clearly defined and then suddenly back to dark as soon as you leave the circle. It'd be cool to see a gradual falloff of light intensity as you move out from the center instead of just a sharp cutoff. I love this game as is but this update has me beyond excited. Not that you need some stranger to say it but, keep up the great work!
  3. Casual_Survivor

    Sky High

    I'm so excited for this update! Keep up the good work!
  4. Version 41.65 Single Player No Mods I started a new game yesterday and played for several hours with no issue. I load up my save today and noticed that my game would freeze for a few seconds in regular intervals. I later caught on that the freezing would happen consistently right before the time would tick over to its next 10 minute cycle. I discovered this by chance when I slept and noticed that every time the clock was about to tick over, the game would freeze. This is also true when I'm awake and walking around; the game freezes and when I regain control, the clock ticks over. I know there was mention of garbage collection issues in the not too distant past that was the root of this issue, but I'm curious why this wasn't presenting itself on my initial run yesterday. System side, nothing has changed. Nothing has been installed or uninstalled and no settings were changed either in the game or with the system itself. UPDATE: I tried to play again today and noticed that the freezing is almost completely absent now. There is still a very, very brief hiccup that happens when the time ticks over but it doesn't seem to be an issue now. Despite my best efforts yesterday to track down a potential culprit on my system, I couldn't find one. Given the circumstances, I'd chalk this up to something with my system rather than a bug. I am currently unable to upload the "logs.zip" file because it seems the upload progress doesn't move forward. I will attempt to attach it again later. logs.zip
  5. Interesting. Maybe it was some sort of bug? I had only added in two parts of salmon when it wouldn't let me add anything more, that's why I wanted to empty it and start over.
  6. The hang generally lasts about 1.5 seconds, but sometimes might be just a hair longer than that. I'm as positive as I can be that it's directly related to the time changes, because if I speed up time, the hangs will also speed up in line with the time changes. To be clear, it happens directly before the time changes, not some random time before or after, but always directly before it. This issue happens regardless of where I am. My base is the farm house on the very bottom right of the map, so there is no issue with zombies as I've only ever encountered two in the 24 days I've been there. If you checked the link to my location, you'll see it is incredibly remote and zombie populations there are incredibly sparse by default, and I've cleared most of them out. That said, even when there are tons of zombies on screen, the hangs still happen consistently, not more, not less. The game generally runs smooth and only succumbs to stuttering when I'm fully zoomed out. Outside of these hangs, performance has been fine.
  7. To recreate this, you'll need a watch or some other way to determine in-game time. What happens is that the game will hang momentarily every time the clock is transitioning into the next 10 minute window. As an example, imagine I'm just walking around at 12:30 and suddenly the game hangs for a moment; as soon as I'm able to resume control, the clock will now read 12:40. I'm guessing there is some internal operation happening every 10 in-game minutes that is causing this hang. This isn't something I've noticed on previous iterations of build 41 but in fairness, I've been away from the game for the last couple of months, so I can't offer a specific patch that started this problem. I'll be glad to offer any help I can.
  8. I actually had no idea this was a thing, but I was making a dish with salmon and vegetables, when I put too much salmon into it and was unable to put anything else in despite having valid items on my person. So through the crafting menu, I emptied the pan only to discover that it actually destroys the items within rather than salvages them. I'm not sure why it operates this way currently, maybe it's just an oversight or possibly an older mechanic that was intended to be addressed in the future. If not, I find it bizarre that valuable food would somehow just disappear because we put too much of it into a pan. Going forward I'll be mindful of this mechanic but it seems antithetical to a survival game where food is a major resource to have it just vanish into the void. I understand you're cutting things into portions, but why not treat portions as a separate item with its base stats reduced by however much a portion is. For example, I was able to cut salmon up into two portions; if I wanted to salvage it, why not just create two items called Salmon (portion) and make its stats 50% of what a full salmon would be? I would say items like liquids (vinegar, ketchup, mustard, etc..) and granular types (salt, pepper, sugar, etc...) would be un-salvageable, but solid items like fruits, veggies, meats, cheeses, and so on should be allowed to be salvaged from a dish if it's still being prepared and not yet cooked. Also, this is a little off topic, but I had no idea putting a full salmon into a roasting pan would stop any other items from being added. I'm not sure if this is communicated to you with higher level cooking skills but accidentally putting too much of something into the pan to the exclusion of everything else, and then not being able to salvage any of it seems like it should be communicated in some way if that's how the mechanic is going to continue to function.
  9. EnigmaGrey answered this question in the Bug forum. They said:
  10. I've been watching his playthroughs of build 41 and happened to catch the scene in question last night so I thought it'd be a good idea to post it here. There's been a few other clips I've seen but I feel this one demonstrates the elusive issue much better than any of the other ones.
  11. It's actually something they're going to add back in during IWBUMS. There's a number of features still yet to be implemented and you can check out the dev blog here to see what is still going to be added. They just wanted to get the beta out sooner rather than later so some features haven't been properly added in just yet, but will be during this IWBUMS phase.
  12. I had a similar issue when looking through a window to see one zombie at the foot of a staircase and nothing else. Jumped in and engaged the zombie and midway through killing him, 3 zombies seemingly just appeared out of nowhere coming at me from behind the zombie I was engaged with. They all were well within my line of sight and nothing was obstructing my view so I'm at a loss of what exactly happened. Like Arthix, I can't seem to find steps to recreate it since maybe this is one of those randomized scenes you can come across or it's entirely possible there were some tweaks to the detection system. All I can say for sure is that the areas they all "popped in" at were areas I could clearly see and those areas were lit up within my sight cone. Here is a video example from YouTuber ambiguous amphibian experiencing this bug: If the video doesn't start at the time I marked, then seek to 8:54.
  13. Lacerations are a new, more extreme version of scratches, and (if I'm remembering correctly) carry a higher chance of infection and subsequently zombification if that laceration was from a zombie.
  14. I've been having this issue as well, but I've started using "E" to close the door when it is hidden and it's been working just fine.
  15. Just curious, were your clothes listed as "bloody"? I believe there is a chance to get infected if you come into contact with zombie blood when you have a scratch or laceration.
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