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Casual_Survivor

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  1. Like
    Casual_Survivor reacted to getstoopid in Leapdoid   
    -5.25 / -5.00 I know how the blurry world looks like *g I just suggest that there should be a small area in front where the character can see "near normal" and further away it gets gradually blurrier.
  2. Like
    Casual_Survivor reacted to nasKo in Leapdoid   
    Hey all, a good mix of things this ‘doid.
     
    Fun gameplay stuff, and a chunk of info we wanted to flag for modder-awareness and the more tech-minded amongst you. (Feel free to skip that bit to get to the more enticing gun stuff from Fenris that’s become its first application.)
     
    Onwards, then.
    HUNKER INNA BUNKER
    Permanent underground structures are being added to the internal build’s map for testing.
     
    As discussed before some basement locations will be randomised to add surprise flavour to your looting, but there’ll be plenty of ever-present locations that will likely be survivor favourites for taking over and making your own.
     
    Here’s a fun example, which also very clearly demonstrates the effectiveness of B42’s tech upgrade that governs the realistic spread of light. It really is very dark down there, and with that very claustrophobic and scary…
     
     
    Another aspect of the underground structures is sound, and now we’ve got more and more of these in the test build our sound team will be working to cut out wildlife sounds, add muffle, echo, drips and such. Likewise, meanwhile, another focus is adjusting the noise of ‘street level’ activity when you climb higher in buildings.
     
    It’s also worth mentioning that in 42, or at least certainly its unstable release, you will not be able to tunnel or break down the external walls of underground structures. This is something it would be healthy for the engine to be able to do (although we’d never have Minecraft-style insta-tunnels in vanilla, clearly) but is probably a can of worms best opened later down the line.
     
    CRAFTING
    In amongst the feverish connecting of code wires from others on the crafting team, Turbo has been working on the new interface that will allow for hand-crafting items on in-game surfaces.
     
    We’ve got something ready to go into the internal build, but in its current WIP form still needs some polish – and probably isn’t quite ready to show off before its rough edges have been smoothed out.
     
    In essence though, this work has been to cater for crafting items that aren’t as straightforward as ripping clothing to make bandages or opening a can of beans (which will always be feasible just in your hands) but don’t necessarily need a specialized workstation either.
     
    Activities like preparing a sandwich or making a nailed baseball bat logically require a handy surface to perform the work. The way it’s being implemented – any logical surface will do (tables, counters etc) but this sort of crafting will no longer be possible while standing in the middle of the street with zombies approaching.
     
    In terms of changes in player habits and behaviour going from 41 to 42, this will probably be the one that’s felt most keenly. There’s a lot of muscle memory we’ll be scrubbing out here, after all. However we are doing our utmost to keep it logical, and to keep it real.
     
    The current challenge has been to devise an interface that accomplishes all the tasks necessary: providing a handy way of browsing or looking up the recipes, allowing for crafting of multiple objects, allowing the use of tools to modify the quality or success chances of the crafting, and giving access to all the functionality provided in the crafting update.
     
    We’re not there yet on this surface level, but functionally on the code level it’s all there and working and ready to be integrated into the game. Next steps will be to make the UI as clean and convenient as can be, improving and iterating as we go, as it’s such a core aspect of 42.
     
    (Just to reiterate, however, simple crafts like ripping bandages and so on will still be craftable in the way they are in 41: right clicking the item and clicking the relevant right click menu option. This is still the most immediate and convenient way for a player to do these split second crafts in the midst of action.)
     
    Meanwhile, of course, the results of all this new crafting continue to get pumped through from the art department, prepped and laid into the code. Here’s a few that popped through recently.
     
    MULTIPLAYER
    We haven’t heard from the MP bods in a little while so let’s go over to Andrei for a little while:

    “We are very busy on the Multiplayer side of things. When Build 41 MP was first released we had three coders on our team, and now due to the success of 41 we have five.
     
    As many will be aware we have been focused on anti-cheat functionality for the last several months which is now being finalized: preventing cheating with inventory and items by moving their processing from clients to the server.
     
    Clearly simultaneous to this we have also been working on the integration of new 42-specific gameplay – most notably adding support for animals into MP.
     
    We have also been moving the team onto the fixes, feature requests and changes we have heard from the community.
     
    Some highlights of this are as follows, but please note that our list is long and not everything will be mentioned! If you’ve felt it or found it annoying in your MP play then it is probably on our list:
     
    Privacy and Anti-Cheat work. We are improving our anti-cheat functionality, and adding various new mechanisms. Improving synchronization of characters between clients. We are debugging and fixing issues where zombies appear unexpectedly for the player, or players teleport instead of walking. PVP animations and logging. Current hit reactions in PVP lead to unfair and unfun behaviours, likewise there are issues with disconnecting during PVP. We are planning to fix this and extend PVP logging. Safehouses. As players will be aware, there are various issues related to exploits and safehouse raids that we need to fix. We also have a lot of things in mind for nice-to-have improvements that we hope to share with you in future blogs.  
    Thanks to Andrei for his thoughts and, again, to underline – this isn’t the only stuff that’s on their ‘to do’ list. It is, however, what’s in their sights over the month ahead.
     
    While we are talking MP, however, it would be remiss to not mention another side project that’s gone into the game recently.
    This is disguise option for multiplayer which, if enabled by the server admin, will allow players to disguise their username by wearing a combination of lower and upper face coverings, or indeed full face coverings.
     
    The hope is that these will create some interesting dynamics for RP and PVP servers, and indeed for general banditry purposes.
     
    (Clearly there’s also a few failsafes having to be built into this! Admins will be able to can also disguise themselves too if enabled and will always see right through disguises, there’s an option to disable disguises inside safehouses, and the system can be disabled entirely on servers that don’t want anonymity to be a feature).
     
    OTHER FUN STUFF
    Okay, before we get to some of the more in-depth stuff some quickfire smaller nuggets of interesting things that have gone into the game recently.
    We are making some character traits have more direct gameplay implications – with a case-in-point being character builds with vision-related issues. Likewise, helmets and headgear that limit what your player can see will get similar, but not identical, effects.
     
    (PLEASE NOTE: effect seen in the following video is WIP. It was an internal video, but is too fun not to share)
     
     

    The Event Zone’s Wild West tourist attraction is now in testing and open for business – now featuring a new game item that is the wooden coffin.
     
     
    Our good friend Ash from TEA has been working with us to integrate Bink into PZ, which is some cool middleware that grown-up games use to play videos, cut-scenes and the like.
     
    We’re primarily getting it integrated for some cosmetic changes you’ll discover when you boot up the game that’ll be seen at a later date, but it also means that we can now show tutorial videos and such in-game.
     
    In future it also makes moving images on TV screens, cinema screens etc. a possibility – although that’ll be a luxury that comes about long after 42 unstable.
     
     
    Finally, in the Fun Stuff section – Fox’s 4K-ification mission continues. In fact, it’s nearly done and higher-resolution UIs for 4K players will shortly become available in the internal test build.
     
    With higher resolutions, meanwhile comes higher resolution screen furniture. So bid a hearty hello to some of your new, newly detailed, moodles. Friendly folk, aren’t they?
     
    PROF’S PROC-GEN
    ProfMobius, he of Minecraft heritage who we brought on board towards the end of last year, has been working on the procedurally generated wilderness to exist outside the map borders to allow for a not quite infinite but huge world outside the main map.
     
    Currently he’s working on automatic blending between hand crafted content such as the edge of the map with the generated wilderness biomes, to allow for a smooth and seamless transition between them without visible borders.
     
    This will also be invaluable for modders, as currently it’s a rather difficult task to blend the edges of a modded map with the vanilla map, which often results in an ugly sudden border of trees or vegetation changes as you transition.
     
    The new system will blend in the procedural elements gradually into the vegetation that exists on a modded map, so the border will be less jarring.
    He’s also looking into generating roads so they continue from the borders of the main map, which will massively expand the canvas for modders to position their modded maps – what with them now being able to space them out amongst a huge game world instead of overwriting or extending the main map which will vastly reduce the potential for conflicts.
    Definitions for biomes, as well as template for road styles will be creatable in lua, allowing for easy modding to provide more diverse and new biomes with different vegetation, different road styles, and ultimately modders will also have access to the building stamping functionality provided by the basement system and could well extend that to place buildings in the world too.
     
    The full wilderness map will have a different set of biomes to choose from, allowing less realistic but more varied biomes to be feasible: travelling an hour down the road to get from a desert to a tundra, for example.
     
    For obvious reason, however, the extension of the main game map borders will be restricted to sensible Kentucky biomes, but may be able to include stuff like farmland as well as forests and plains.
     
    With this system in place, and the huge swaths of wilderness with convenient road networks to utilize, it’s our hope that a heavily map-modded game could have a truly huge gameplay area 100s of times bigger than currently, with potentially miles of wilderness between major locations added by modders
    IMGUI DEBUGGING
    Okay – this is the technical bit for modders I warned you about. There’s some fun gun-related stuff afterwards if you make it through.
    Finally, we expect this to be more of interest to modders than general players, but it will also impact the ease of future development of the game so is good news all around.
     
    For the ease of integration of various aspects of Build 43 we took some time to implement a debug gui library known as imgui into the game which replaces our somewhat time- consuming lua based debug interfaces. We realised that it would likely benefit Build 42 content too, and as such it became part of its glorious whole – and indeed started giving us results the very next day.
     
    Imgui is, essentially, the industry standard for providing powerful easy-to-implement debugging uis into game engines and it’s already paying dividends.
    If you are bored at this point it’s fine to skip to the guns.
    First of all, before anyone gets excited about this being used for mod UIs for gameplay, we’re strictly only allowing this to be enabled when debug is activated in the game.
     
    This is because the way imgui needs to be rendered is extremely detrimental to our rendering multithreading since it doesn’t support it on opengl, as well as this the entire point of the system is to provide extremely quick to implement debugging UI that favours ease of implementation over performance.
     
    As such we need to put our foot down on restricting the new UI to debugging otherwise we’d quickly see our performance gains eaten up dramatically by modded games. We do plan a big UI overhaul in future but want to use UI middleware suited for actual end user gameplay, with all the performance, swishes, fades, pulses and slickness the UI finally deserved. ImGui is not that.
     
    In debug mode, the game can now run with more a ‘development IDE’ feel, with various inspectors and dockable windows to examine the bowels of the game and the game viewport as a dockable and resizable window. For example you can inspect all the game UI elements active to allow for easier UI work and debugging within the game, and you can inspect variables on a plotted graph to help balance values over time. Otherwise you can inspect in-game textures and other assets, and numerous other helpful things which should really aid in demystifying the game’s innards for our modding community.
     
     
    Modders will be able to dive in and look into the guts of lua and java at runtime to inspect anything they like: navigating through characters, items, or anything else to inspect them.
     
    Imgui also contains a fully functional text editor. We plan for this to be completely integrated for lua editing within the game itself, as well as a more robust debugger to replace the slightly ropey F11 one we currently have, however this is also a challenge due to the way lua executes so will come later.
     
    In the meantime, for a nice Build 43 behind the scenes, here is the in-game AI behaviour editing UI with breakpoints, stepping and watch window:
    In terms of more imminent usage for game-improvement, meanwhile, let’s move over to Fenris at the gun range.
     
    GUN IMPROVEMENTS
    From the second imgui was made available Fenris, he of ORGM mod vintage, leapt at the opportunity to use its features to do some intensive firearms work: making them more useful at lower skill levels without breaking balance, while also providing for more tweaks for accuracy based on the player’s actions.
     
    Here he is on the firing range, with imgui active.
     
     
    Here, the graph shows a new AimingDelay mechanic (the blue line) first initially dropping after the player starts to stablise their aim, then rising with each shot – then overlaid with the recoil delay and animation states. We see him taking timed shots and waiting briefly so his aim stabilises again. The effect can then be seen across the different skill levels, and how the rate of fire changes.
     
    Fenris’ work on improvement here is extensive, but aspects of his commits to the game these past two weeks have included:
     
    Rebalance of how hit chances and recoil are calculated, and general RoF with firearms. Improved the target highlighting which was previously misleading, with the colour shifting to green shades with lower hit chances than expected. This is now corrected to go green closer to 80%. Previously only aiming & reloading skills, the distance to target and how long ago you stopped moving had an effect on the highlight. Now Strength helps with recoil, Dexterous and All-Thumbs impact on shouldering the weapon, and Eagle-Eyed and Shortsighted can change the optimal sight range. Rates of Fire have been increased to more realistic expectations, but it now takes a bit of time to stabilize your aim when initially shouldering the weapon or after each shot. This time is reduced by aiming skill and various traits and conditions. Firing as fast as possible is less accurate then taking your time and lining up the shot. The lighting of the target square is also now taken into account.  
    FINALLY
    We saw this pop up on the YouTubes and thought it was a great run-down on what we’ve been working on. Our thanks to CosmiicSteem for the vid!
     
    This week’s foggy safehouse from Rick Grimes, though presumably not the real one. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
  3. Like
    Casual_Survivor got a reaction from mimo_za in Hmm, Upgradez   
    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!
  4. Like
    Casual_Survivor reacted to nasKo in Sky High   
    Sky High
    So… hmm, where were we?
     
    Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
     
    The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
     
    The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
     
    To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
    We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.

    We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead. 
     
    SKY HIGH
    The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
     
    Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
    EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…


    PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
     
     
    Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
     
    With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
     
     
    Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
     
    If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
     
     
    In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
    This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
     
    This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
     
    To be clear, this vid shows the sort of stuff that we’re now able to finally nix – although whether that will happen prior to 42 going unstable or later on is still an open question.
     
    Oh and here’s another player/zed falling vid as we love it so much…
     
     
    OH, RATS
    We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
     
    Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
     
     
    As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” –  which is currently two months on default non-Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
     
    In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
     
    We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
    Oh, and would you like something to wash down with that bleach?

     
    MAP LATEST
    Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
     
    Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
     
    If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
     
    With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
    Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
     
    All the cool kids will want to hang out there, we’re sure.
     
    Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
     
     
    IT’S A GAS, GAS, GAS
    Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
    The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
    Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
     
     
    As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
     
     
    We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
     
    Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
     
    Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
    4K REVOLUTION
    One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
     
    There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
     
    Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
     
    HOLSTERS
    In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
     
    Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
     
    You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
     
     
    OTHER STUFF
    Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.  
    For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.  
    FINALLY
    A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
     
    We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
     
    Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
    We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
    A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here
  5. Like
    Casual_Survivor got a reaction from Curias in [IWBUMS Build 41] Zombies spawning inside house after jumping in.   
    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.
  6. Like
    Casual_Survivor got a reaction from Pandorea in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    EnigmaGrey answered this question in the Bug forum.  They said:
     
  7. Like
    Casual_Survivor reacted to EnigmaGrey in [IWBUMS Build 41] Zombies spawning inside house after jumping in.   
    Well, it's awesome to see a video of it.
     
    We have thought we had sorted this in testing by making it so that zombies would only spawn in the house when you basically look at it from outside, but it looks like it didn't take.
  8. Like
    Casual_Survivor reacted to ohgodspidersno in Clothing insulation resets to 0 after washing machine   
    Devs have confirmed that there is no insulation right now. They are planning to add it back in later.
     
    They probably are doing this to reduce the number of bugs they need to fix in this build.
  9. Like
    Casual_Survivor reacted to Arthix in [IWBUMS Build 41] Zombies spawning inside house after jumping in.   
    Same just happened to me!

    I started on Riverside on the Brawler difficulty. I can't think of any other steps to recreate this.
  10. Like
    Casual_Survivor reacted to Curias in [IWBUMS Build 41] Zombies spawning inside house after jumping in.   
    Played on Muldraugh. Approached house. Looked inside window. All is clear, jump inside house. All is clear inside for about 5 seconds before a group of around 20-30 zeds spawn all around me and swarm me. Scared the living sh*t of out of lol
  11. Spiffo
    Casual_Survivor reacted to EnigmaGrey in Losing focus on containers.   
    We are aware of the problem. It will happen for most timedactions until it's fixed.
  12. Like
    Casual_Survivor got a reaction from thejoker954 in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    Put a few hours into the new IWBUMS and wanted to give some feedback on what I've experienced so far.  I chose the custom sandbox mode and used the "Two Weeks Later" preset since it seems that mode isn't on the main screen anymore.
     
    First is the issue with closing doors.  Having put a good amount of time in the previous build, this new build seems to make closing doors harder to accomplish.  Generally, if I was very close to the door, I could right-click it to close it or hit E.  Now however, it seems much harder to do so.  I don't know if it's actually changed but I suspect the new animations make it harder to get into a viable position to accomplish this task.  It might just be a problem with me adapting to the new movements though.
     
    Second is the music.  I'm loving the new music but it never stops playing.  Once one track is finished, another one starts up.  I'm aware I can toggle the music on or off but I don't want to do that because it adds to the overall experience, in my opinion.  I'm hoping, at the very least, that you'd consider putting a delay between when one track ends and another begins.  Also, it'd be cool if the music was situational like more tense when surrounded by zombies or when critically injured but that's just a personal suggestion and not something I'd put forward as a 'need to have' type of thing.
     
    Last is something I'm not sure is a new feature or a bug, but it's something I feel isn't intended.  There's been a few times now where I've entered a house and zombies suddenly appear dwelling within.  For example, I was recently killed when entering a house through a window.  I approached the window and saw a single zombie standing at the foot of the staircase near where the window was so I entered and proceeded to attempt to dispatch him.  While I was engaged in combat with him, out of nowhere, three other zombies appeared out of nowhere behind him at various distances.  I could understand if something was obstructing my view but from where I was positioned, they all were well within my line of sight.  Like I said, I don't know if this is a new change or a bug (or neither) but I've never encountered something like this in the previous build so I thought I'd put it out there in case this is something others are experiencing as well.
     
    Great build so far and I'm excited to dive in for some more.
  13. Like
    Casual_Survivor got a reaction from link8dragon in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    I don't know if it'll work on controller, but there's an option in the key binding section that allows you to double tap the "Jog" button to sprint, instead of having to map it to an entirely different button.
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