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Batalha

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  1. I'm playing Single Player on a new save (from oct-27th) Version - 41.71.16 (Steam), no beta, no mods I surely had a item dupped. I usually unequip my backpack while home, then I decided to go to a small trip on the other part of the city. Got it, packed with more stuff and went to the trip. I remember that when I was getting on the car to go I had to stop the session and come back later, saved probably on the car (or in front of it), carring the military backpack half full of stuff. Spend about 3 days out, then I came back with it and another large backpack, this is probably 3 saves/loads as well. When I came back, I dropped both different bags (military and large) on the ground to sort later. Sorted them, and after finishing I realized that I had 2 military backpacks (which I hadn't before) and it is 100% a dup because both of them have a notebook called Notes, with the same written content, my notes, of course. I don't know how to properly replicate because I noticed only later. Judging by the contents of the right one, I would bet that was the original that I had on the ground before starting to pack to the trip, the one that I'm equiped had loot from the trip. I also noticed some inconsistency with saves and time, like saving it 9am and coming back 4am, this definetively happened. Also missing zeds on the area, lost a big group that I was luring, but had to close the game, when I came back, puff, all gone. I probably skipped a day also, I like to play writing like a diary for my character, storytelling for myself, and it is very likely that the game skipped aug-20th. These days internet was a bit unstable, so I wouldn't be surprised if this is related to some desync between cloud and local saves (not sure if this can happen, but it is worth mentioning).
  2. Hello, couldn't find any related, although I would expect to see, my bad if I missed. Like a dog pooping, transfering a big backpack into the car is a very vulnerable position to be in, refueling a car also. I would like to be able to look around while doing that, instead of stoping, looking around and restarting. I think being able to do that while fishing was a good decision (and I understand that they came on a later stage of the game) and I think every action should allow us to do that, even if that means halting the progress for some balancing reason. I think a 'look over the should' animation would come handy with this, but I believe most of us would simply go by with the turning body animation or none, safety first, right?
  3. Well, now that you mentioned, true, I haven't tested this without the car. In any case still a minor glitch/bug
  4. Hello, I may missed the words to describe it, but one image (or two in this case)... Anyway, I've noticed that the car has some sort of 'bubble' going on where it glitches those little barricades on the side of the road at Valley Station. I'm at 40mph on the first picture, it glitches 9 or so tiles. If I stop, the number of tiles bugged goes down to 2 or 3. After going out of the car (second image), if I'm looking it glitches as well. If I'm not looking, it renders as usual.
  5. This is a small and silly suggestion, but probably easy to implement as well. Just to have some sort of option to redo the last make up. Yep, vanity and lazyness.
  6. I can confirm this bug. I've exercised and walked to cancel, for me it worked normal, but for my friend everytime I was standing still he would see me exercising, otherwise he wouldn't see me at all. Restarting solved the bug.
  7. I have a new character, some days in, fighting some zombies I've leveled up, opening the window, no skill highlighted. I know that it was sneaking and lightfooted, and I believe this didn't show because it has two of them. Its not common (altough this skills kinda level up together, at least for me), surely not game breaking, but a gentle bug still a bug, a lady bug if you prefer. On a side note, I'm loving coming back to the game, great work guys. EDIT: I've just started a new character (for reasons that I would prefer to not share :P), first day, watching tv, first cooking show, than woodcraft, only opened the menu after the woodcraft, no highlight on either.
  8. A 'one-eyed' trait should be interesting, you see only partially, pretty much like car lights at fog/night, and have a poor aiming. And myopia / hyperopia, bluring things according to distance and making harder to read or aim far unless using glasses (that already has a model, yew!)
  9. Hi, I suggest that we should be capable of going beyond bags capacity at the cost of durability, and we should tailor patch them. So, first, bags should have durability like clothing and weapons. Durability loss should be influenced by the activity (running/fighting damages much more than walking) and by going beyond its nominal value. I'll use the schoolbag as example. If we use it as projected (to keep below 15) even running shouldn't damage it and the durability loss is only noticeable on the long term. But as we go above, it wears down quickier, exponentially quickier. So, putting an extra pencil on a bag isn't a big deal, a extra axe is (20% on a schoolbag). Going after 50% should be impossible or straight up destroy it on the first running you have to do. Well, we damaged our bags. So, the storage limit is going to be lower until we fix it. A poorly patched won't be back on its original value. On the other hand, some reinforcement could help improve a bit. Some leather strips on the bottom of a bhb will be a nice thing to aim for. I believe this is good at the beginning with the extra carrying potential and at the end as well, because it is an extra resource to be aware of (and go look for). Adds more uses for extra bags and for tailoring. Having options and making decisions is generally good and I can imagine some 'loot rescue mission' because our bag 'broke' and our loot is surrounded by the zed that made us run on the first place.
  10. Hi, The Idea came out when I was sheperding a horde away from a gas station and the flock destroyed an small wooden white fence, than I ran and jumped the high metal fence, but they pathed around it. I'm suggesting that a horde could break things that a single zombie can't. This post kinda talks about the option of breaking doors in group (https://theindiestone.com/forums/index.php?/topic/28547-breaking-of-doors/), I made this one because the idea is broader. A single zombie probably wouldn't ever break a high metal fence, neither 5. But several dozens would start to overcome the metal structures within a reasonable time. Many things can't stand an horde pushing its body weights. The idea is to take into consideration the number of zombies (and assign them an horde force, or something like it) and interact differently with some stuff, specially when they are atracted by something (cof cof player cof). Some (crude) ideas: - Plastic tables/chairs: small hordes - Loot on the ground: medium (like water bottles and soup cans being trampled) - furniture: medium - high metal fences: large - forest: huge (could be linked to a massive migration event, where you can hear trees falling while the smellly ball of death creeps through the woods) EDIT: I forgot to put a 'cost' on this things. When a horde is doing some of this actions, some members should be crushed. The massive horde pushing its way throught the metal fence, some unlucky member on the front row, you can hear his ribs breaking but they don't even notice it, they are moved by only on desire. You. Sheperding is quite effective to loot a part of the town, and with cars isn't much of a danger. But if the massive numbers you meshed together could "morph" into something more destructible, well, we may think once or twice before grouping them, specially in the early game. Thinking about a possible (positive) side effect, I've notice some lag before in very large groups ( many hundreds). If the solution goes towards treating them as a single unit, decision and path making would be greatly improved. Even graphics could bennefit if somehow you mesh the inner ones into a unique thing. I'm aware that counting zombies close to each other and enabling some actions based on the number is way, way easier, but doesn't hurt suggesting this.
  11. Hey, just did, backed my save and my old log, because IWBUMS ( :P ) and headed to freeze hunting. I was at Muldraugh, as you can see the log, 5 min car trip to the same location of (1) and (4), bam, got it. It starts to happen really close to the road intersection there. I thought that would be an leak as well, but later I figured that isn't time/traveling distance dependent and the memory usage wasn't that high (about 45% when I checked) and also is very unlikely to be spawning itens because I have been there before and I did not perceived this problem within urban areas thusfar. I can see some 'missing in settings table' and 'no such model', but I really don't know what I'm looking for (well... thinking about it, I usually don't know on projects that I work on either, lol). Just to be clear, this isn't a game breaking bug and the workaround is quite simple, but something is wrong and is a pleasure (try) to help pin point it 10-06-20_21-54-08_DebugLog.txt
  12. Hi, I'm playing 41.37 now, My character tried to fill the bottle from the back of the water filter, entering the small room instead of going straight. The pictures are from McCoy's warehouse (the one most to the right).
  13. Hey, thanks the answer, unfortunatelly, didn't work. I put zomboid folder on CCleaner exclude list (the only thing antivirus like that I use). I ran some tests and I'm starting to believe that some chunks are causing the issue. I can absolutely confirm this issue 4 times: 1) The first one I described, from riverside to west-point, near west-point. 2) (after trying the exception list recommendation) I exit muldraugh south and took the muldraugh-rosewood riad, got the problem on the end of the road. Fun fact, not far from the turn, I met a feasting party, hit 2~3 zombies and the freezes disapeared shortly after, I believe the performance god took them as sacrifice 3) The road paralell to the main road of Muldraugh (I exited from McCoy heading west, than took the first road to the right), didn't travel much to notice the issue. 4) And after the first entrance of west-point (the one that goes to the farms first, if you're traveling west to east), this is about the same point that I got the problem the first time I drawed on the projectzomboid map (with my AMAZING paint skills), tried to circle the area, I know that is damn innacurated but you can give me at least a B for the effort
  14. Sorry, I'm playing at the 41.37, no mods.
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