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SabitaUsagi

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  1. Spiffo
    SabitaUsagi reacted to nasKo in Project Zomboid is In Need Of A Change Of Design   
    I don't think you understood what I said, because this isn't it:
     


    Either you misunderstood me or how the leveling system works because you don't level up what you're doing, you gather experience in it but that doesn't actually make you better at a skill until you spend a skill point on it, that you earn by doing anything. At the start, yes, it could very well be that you are only able to level up what you've done (gained experience in), but why spend a skill point in it instead of just getting better at it when you've collected the relevant experience?
     
    The system doesn't bring a feel of realism at all with how it currently works. 
    You essentially collect experience in the various categories and later on get to spend skill points to actually level them up, though you've already spent time doing the thing. At the later levels you might choose to level up something else, and not level up the thing you've been doing, too.
  2. Like
    SabitaUsagi reacted to Burger_Time in Project Zomboid is In Need Of A Change Of Design   
    I don't think you got what he said right...
  3. Like
    SabitaUsagi reacted to ZombiesLoveBrainiacs in Project Zomboid is In Need Of A Change Of Design   
    Also, the soundtrack is imo really unique & the concept is great, while OP's choice of music feels bland & generic in comparison. It would be nice to have some ingame CD's with 80/90ies music, tho.
  4. Like
    SabitaUsagi got a reaction from Schmarotzer in Mod Menu update   
    I really think the Mod menu could use some updates.

    1 A 'disable all mods' button....
    2. The ability to save your active mods as a list, and load said list. This can be utilized for testing what mods work with what, along with server mod lists.
    3. Both within the Mod menu and on the Steam Workshop a build version separation for mods. Or maybe for within the Mod menu. even if you have a Mod installed/subscribed for a newer or older build it won't show up if you are not running the build version it is for.
  5. Like
    SabitaUsagi reacted to Planet Algol in Allow us to save mod settings the way sandbox setting, character builds, and character appearance can now be saved.   
    ie some drop of drop down interface that allows me to save and load sets of mod configurations.
  6. Like
    SabitaUsagi got a reaction from DJArbuz in Bugging textures on MacOs Mojave   
    Same issue. Has to do with Nvidia GPU's and the lack of Open GL drivers/support with Apple. 
    the build 41 update has higher openGL compatibility Reqs. 
    Unless the Dev's can figure out how to change what the texture's rely on basically back to what build 40s requirements are we are shit out of luck.
    Personally i think they've given up on this issue and that we will be stuck on build 40 unless we buy/build newcomputers.
  7. Spiffo
    SabitaUsagi got a reaction from GoodOldLeon in Zombies are broken   
    your skill level in stealth doesn't mean anything if you aren't actually in stealth mode.
  8. Like
    SabitaUsagi reacted to nasKo in Zombies are broken   
    My picture was from debug mode, where I tried to specifically test the detection range of zombies.

    To the video: The first zombie was already walking (they do that to relocate). You were in line of sight so he noticed you.
    Edit: Going frame by frame it might not have been already walking but definitely had line of sight. 

    The second zombie (behind the first) noticed too, because you were in LOS. He turns towards you by playing the slow turn animation.
     
    This doesn't look like something that shouldn't happen to me, personally. I'd kind of expect the first zombie to see me 100%. The second one behind it definitely isn't out of the ordinary. 
    Especially considering there was no sneaking involved. The character just waltzed out in brought daylight and the zombies that had LOS reacted. I don't see them all reacting, just the ones that would make sense to me (LOS).

    Entirely possible there's something to balance here, but I'm not convinced that video shows something that shouldn't happen.
     
     
  9. Like
    SabitaUsagi reacted to EnigmaGrey in No textures on Player or Zombie models, OSX version[Build 41]   
    Got the rather battle-worn and scared iMac with the NVidia 650M on Friday.
     
    tl;dr: I was wrong about the VRAM requirement, as at least for the 330M-750M, all these nVidias are mobile chipsets. They use memory sharing to get around the 256-512MB of RAM they have available. So that shouldn't matter so long as the system has enough RAM otherwise to run the game and the OS.
     
    Still not sure what the problem is, but it looks like the base color of either the shirt or character's skin (if nude) is applied to the entire character model. There's also some flickering on the model when certain shaders are enabled.  Don't necessarily think it's a compression issue, as it seemed to work correctly for floor tiles, when enabled. 
     
    So we'll have a good play with the thing over the next week or so, and see where we get.
  10. Like
    SabitaUsagi got a reaction from trombonaught in Cannot cook a blue plastic bucket to sterilize water   
    this is a joke, right... right?
  11. Like
    SabitaUsagi got a reaction from Si1ver in No textures on Player or Zombie models, OSX version[Build 41]   
    Tried adjusting both the 2x textures and texture compression, no effect. No Mods active. Game seems to be running smooth otherwise. Well 10 or so minutes in at least. 

  12. Like
    SabitaUsagi got a reaction from Me man in No textures on Player or Zombie models, OSX version[Build 41]   
    Tried adjusting both the 2x textures and texture compression, no effect. No Mods active. Game seems to be running smooth otherwise. Well 10 or so minutes in at least. 

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