Jump to content

CaptainDingo

Member
  • Posts

    18
  • Joined

  • Last visited

Recent Profile Visitors

818 profile views

CaptainDingo's Achievements

  1. I have a mod that adds new traits. Some of these traits add items to the player on spawn. However, I'm unable to add items that aren't in Base without causing mod errors. I assume I need to somehow properly reference these non-Base items from "camping" and so on. Could someone help? For instance, when I use: iteminv.AddItem("camping.CampfireKit"); I just get errors. All items in Base work however.
  2. I'm still not really happy with those slanty bits (seen in Svarog's post above the player) never disappearing, especially when I'm up on the second floor of a house and they're everywhere (depending on how the roof is built).
  3. Also this: Not a huge problem, just something weird when I'm on the 2nd floor of this house - note the weird white ghosty bits of roof. Unless this is to do with the fact that those slanted portions are technically on my same level, in which case I guess not much to be done about that.
  4. ACK. After this update, do not go to any location that has an overhead roof outdoors. I could easily see this getting me killed.
  5. I wonder if there's a better way. Because players aren't privy to seeing the boundaries for cells, so it makes the effect fairly unintuitive. Also it means you could be right next to some bodies but just over the threshold of a cell and not be sick, meanwhile you could be on the far end of a cell and be sick from zombies that are very far away... When you say zones, do you mean cells, Robert? Or are the zones something else?
  6. That's... bizarre, Svarog. It looks like running up to a corpse pile won't immediately trigger illness, then suddenly the illness starts rising quickly just as you're leaving. Then it keeps rising until you're like a full screen away. Then sometimes you'll run away even further and your illness starts going on the rise again when there's clearly nothing around...? Something's really borked. It just looks all wrong. There's almost no rhyme or reason to the system at all.
  7. Yeah, I'm sure it will (alongside shirts with graphics, etc.) but I figure we're probably a few months away from that at least...
  8. Currently, it seems the palette of colors that clothing spawns from is totally random. This sounds good on paper, but in reality every 10th person probably doesn't own a purple sweater and green pants. Predominantly you'd expect to see a lot of blue jeans, and black and white shirts. Is there any way to edit the palette that clothing picks from? I noticed in the item definitions, clothing has palette entries but they point to something I don't know how to find.
  9. I feel like a lot of this darkness discussion will also be reliant on people having properly calibrated monitors. I take great care to properly calibrate the brightness on my monitor (I do graphics work and need to know when things are actually black, etc.) and I concur that Svarog's screenshot isn't as dark as it could be. What Svarog seems to be asking for is that when you look in a direction at night, your view radius shouldn't provide any light. It should look as dark in front of you as behind you. And I agree.
  10. Regarding the sports car "tipping" like the above poster said, if it's not there already there should probably be some kind of number that tells a car how top heavy/tall it is. Sports cars generally have a really low center of gravity, so they're extremely difficult to flip even if they do turn quickly. Meanwhile, a van would flip much easier taking the exact same turns.
  11. Not sure what you mean Enigma when you say that safe mode "is the fix". Considering it disables zooming, it's really just an unfortunate workaround. I really want the ability to zoom in. If it was the fix, why not commit what safe mode does to the basic build of the game? Now that there is a food cooking progress bar, I'm starting to see why it seemed like food would never cook in previous builds. I play at 12 hours = 1 day, and because food has such an unrealistic cooking time (1 hour to cook a single meat patty), I would have had to wait 30 minutes in real time to cook it. At least, if cooking speed is tied to time scale as I suspect it is. So really this would be a problem with how slow food cooks just in general (I think, not sure). Now I know at least that to cook anything I need to use the time speed buttons. Anyways, I don't mean to be all negative, I notice the game runs extremely smooth in this build and that's good.
  12. Hm. Kind of disappointed to see that the black screen bug is still there, especially as it has been an issue for... how long now? 3, 4, 5 months? I don't remember the last time I could play the game without being in safe mode. Here's hoping the bug where food never cooks is finally fixed, too.
×
×
  • Create New...