Jump to content

EvaN

Member
  • Posts

    80
  • Joined

  • Last visited

Posts posted by EvaN

  1. Hey everyone !

     

    It probably has already been suggested countless times, but just in case, here it is, one more time :

     

    I suppose I'm not the only one playing this game and often switching computers (home, work, friends', GF's, etc...)

    It would be really cool to continue our savegame on different machines via steam's cloud.

     

    I know I can copy my savegames on a USB stick and take it back and forth, but that's really a pain in the *ss :D

  2. 9 hours ago, Reid said:

    Hope they don't dissappear... So people who want to create massive cemeteries are free to do so and people who prefer to burn them all can burn them all

    Ah yes, I suppose some people would like to keep graves intact :P Maybe add an option to remove them manually then ? Or maybe make it so only un-decorated graves dissapear over time... Or maybe just keep it like that and burn corpses to save space :D But the smoke would pollute the air ! Think about the planet, and your children !

  3. Do graves dissapear after a while ? In my game I've dug a ton of them, and I'm running out of space around my safehouse, between those and my crops... Would be nice if they did dissapear, else it would just be simpler to build a firecamp and burn corpses over them (or using gasoline), as it saves much more space...

  4. I've tried this mod during the week-end, on the vehicle test beta. It's fun but some things are strange :

     

    -when I take control of a survivor, the camera stay centered around the main character. Even the fog of war remains the same. Also pressing "Esc" does not return me to the main character.

    -The wife started whining about food, so I dropped some cans on the ground. She was "hungry (33)" and ate all 3 cans, and now she is still hungry (25)... Looks like she can not go under 25 hunger, and will simply eat anything I can throw at her :P, resulting in a huge waste of food.

     

    Is this because of incompatible version ? (Playing Vehicles test  beta)

  5. Only problem i'm having right now is a looped beeping sound when I start the game (even before the main menu, frequency is about 2-3 BPM). The beeps loop for about a minute then stops. It only happens with IWBUMS 35.5 (I often switch between IWBUMS and stable release for solo/multi). Except for the beeps, the game works just fine

     

    No idea what is causing that :(

  6. Lost yet another character to an zombie-virus infection, resulting from a minor bump with a tree (yep, you can get infected by car-related injuries :-( )

     

    I'm not even mad tho, I'll start a fresh game to enjoy all the new cars and stuff :)

  7. Hello everyone,

     

    I just wondered if there is a mod out there making Hydrocraft and ORGM compatible ? I just can't seem to find anything on Google...

     

    Some Hydrocraft recipes require a vanilla gun/shotgun/hunting rifle, but if you play with ORGM, you can't find those...

     

    Regards,

    Evan.

  8. Enjoying this mod more and more, great work, makes the nomad way of life much more enjoyable :)

     

    Some more suggestions :

     

    -Being able to board cars even without gas ? No moving obviously, but being able to evade rain, honk or sleep inside (might wanna check the "Sleeping Bag mod" for the code)

    -Keeping the car immobile not consuming gas ? (Pretend i'm just jumping in to evade rain, not turning the engine on)

    -Increase honking's noise range ? (for diversions)

    -Increase car visibility / moving noise to zombies (I'm playing with eagle eyes/pinpoint hearing zombies, and I need to be really close to draw their attention, about the same distance as sneaking... obviously a car with a running engine should make at least as much noise as a running character, and be seen from further)

  9. 10 hours ago, Hydromancerx said:

    The way recipes go is there needs to be some sort of output for every recipe. Recipes cannot be made without an output so the way around this is to have it use up a item in the recipe. Such as registration papers and then give you back them. Nolan and i talked about all sorts of items from Air Fresheners to Fuzzy Dice to Steering Wheels to Shoes! He said he may use a Drivers License instead. All items of course are pointless.

     

    Shoes for instance would be nice if it were not for the fact they would use up your shoes every time making you have to put them back on. Originally the car Key was supose to be the item. But now that keys are specific to the car you find it in making a new one every time would not be good. Especially if you have more than one car key and it deleted the wrong key when it gives you back the key. Not to mention using it delete you special key and give you a generic key.

     

    I do agree that it would be nice if they could be nameable and put on the key ring. Both i think might be possible.

    Oh, so that's a technical limitation, my bad :P

     

    Also BUG REPORT : That's the second character I lose due to scratching my shins/forearms in a low speed car-crash. For the first one I wasn't exactly sure, but now I can confirm 100% I've not been bit/scrached by a zombie, yet I'm still zombified by the car related injuries (also no hypochondriac trait and no "everyone's infected" sandbox option).

  10. 33 minutes ago, Hydromancerx said:

    I suggested it for when he found the key. But i have no idea why when you start the car each time. That should say require registration papers and then give one. Rather than using it up all the time. Right now its making like a bunch of papers. When there really only needs to be one.

    Hum, I can't see the need for registration papers in a apocalipse... Sorry mister deadcop, looks like I stole this car ! Whatcha gonna do about it ? :P

    Anyhow, I'll just keep stashing those on zed corpses and burning them once in a while, until this is fixed.

    Talking about suggestion, how about that :

     

    -Make "Car keys" rename-able with possibility to put them on the keyring

  11. Hello everyone !


    I'm having a little issue with this mod, playing with an AZERTY keyboard, each time I want to go up (Z key), my character spams "I don't have a digital clock with me"

     

    I've been searching the files and found the right one to modify in order to change the "clock check" to the W key, but it's a code (it gives Z = 44)...

     

    So, what's the number for the W key ? I've been googling many sites for LUA key codes, but none of them gives Z=44, so I guess it won't work for the W code...

     

    Regards,

    Evan

  12. Found a bug :

     

    Sheets on CLOSED see-through doors are invisible. Can still be interacted with (remove, open, close) and work properly (block LOS when closed, don't when opened), but they are invisible on a closed door (visible when door is opened)

  13. On 15/3/2016 at 2:51 AM, EasyPickins said:

    IWBUMS 34.13:

     

    • Fixed an exception when using the mousewheel in the main menu before the game started.
    • Fixed container capacity changing when moving objects.
    • Fixed freezer container being lost when moving objects.
    • Fixed wrong container capacity being displayed when clicking on objects in the world.
    • Fixed non-food items getting aged, which after enough time would cause them to have no texture (the game was trying to use the "rotten" texture which didn't exist).
    • Fixed farming sprites not showing in the context menu.
    • Fixed farming sprites for in-game plants.  There may be bugs here, it's a bit confusing.
    • Fixed some ??? tiles when importing old savefiles.
    • Fixed disappearing items and weight capacity possibly being exceeded when spawning items.
    • Fixed making bowls of pasta/rice giving a Pot instead of a Saucepan.
    • Fixed being able to move a combination fridge+freezer when the freezer wasn't empty, losing items in the freezer.
    • Fixed ProjectZomboid.exe argument handling.
    • Fixed items in a freezer not being placed on the ground after destroying a combination fridge + freezer.
    • Fixed vertical sprite position after moving objects with the 2x tiles.
    • Fixed teleporting to the staircase above when one staircase is directly above another (actually it still happens sometimes, will fix later).
    • Fixed radio tile properties causing floating radios, and Makeshift turning into non-Makeshift when placed.
    • Crates can now be moved with the furniture-moving commands.  When building new crates, the height is chosen automatically (no need to use the R key).  Currently, this allows stacking crates on top of tables as well, although that might change.  Destroying crates lower in a stack should cause the higher crates to drop down.
    • Fixed the new lighting system not "spotting rooms" properly.  This prevented spawning of indoor zombies and generators.
    • Fixed black screen after a coop player died and respawned, caused by the lighting system not handling the new player's position in the world.
    • Fixed 3D models flickering on/off in coop.
    • Fixed massive memory leak with sprites. The Redboid server had 21GB of unreleased sprites after running for a day.
    • Fixed right-clicking not detecting players or corpses with the 2x tiles.
    • Fixed black fridge having 20 freezer capacity
    • Fixed the appearance of grime below windows (so it matches adjacent walls).
    • Changed some nutrition numbers
    • Updated left side icons to non-pixelized ones
    • Fixed unlucky trait giving some times more loots

     

    Little question : Does this work for the Rain Collector Barrels too ?

     

    I'm trying to make a mod to convert Trash bins into Rain Collector Barrels and with my very limited lua/java skills, I'll just be able to make a simple recipe so you pickup a trashbin, convert it to a rain barrel with a simple recipe, and then place the crafted barrel from your inventory. Not that I don't want to, but digging through carpentry code scares me. I'd prefer the simple recipe solution :(

  14. Hello everyone,

    Just wanted to report a bug : I found a nice sheltered house and a generator, so I wanted to move some more fridges inside to freeze lots of food. So I went to some other houses to pickup fridges and install them back at my place. Problem : They no longer have a freezer compartment, just the regular fridge. Also when I went back to the place I took the fridge from, there was now an invisible freezer, alone without its fridge :D

     

    Nothing else to report yet, except that I love this game more and more after each patch. Keep up the amazing work guys !

  15.  

    It's kinda bad for gameplay if we introduce things that have 0,0001% probability. If we follow that logic we could add to the game things like choking to death while eating/drink. It would be very bad game mechanic. For example you survived for 2 years and you die because of choking, not nice right?

     

     

    Heimlich yourself with a chair ! :D

  16. I remember one time, a few builds ago, I spawned in the trailer park, which is, for me, one of the worst possible spawn locations, so I grabbed what I could (a fork and a plastic bag) and went outside to search for a safehouse. Zombies around pretty much every house around, and it started raining. I couldn't enter houses discreetly (no time to force open a window without being seen, and breaking the glass would attract them). So I went further, still looking for a house that I could enter quietly. After a while in the rain, my character got sick and started coughing, then sneezing, attracting more and more zombies everytime. I couldn't lose them, I tried packing them, luring them in a corner of the neighborhood then running to the other side, but there were always a few of them there. After many ingame hours of running like a retard, I was starving, dehydrated, exhauster, tired, drenched and sick, and behind me, a gigantic horde of zombies (no exaggeration, there were like 200-300 of them, maybe more. Zoomed out, the horde filled like 1/2 to 2/3 of the screen). At this point my character was in too bad shape to lose them, so eventually they caught up with me and teared me apart in the biggest gangbang i've ever seen.

     

    Lesson learned : Don't stay in the rain :D

×
×
  • Create New...