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Magic Mark

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Everything posted by Magic Mark

  1. There seems to be new visual problems that are fairly major that definitely were not there before. As every house on this block was affected I am assuming it is universal, but this is where I checked http://map.projectzomboid.com/?#0.48298493745722243,0.11804877717150784,31.815846846772118 - keep in mind this is a new occurrence, so I wouldn't say this is tied to the general area. Did not see it happen in the country club, however. Additionally, a few rooms on the second floor did not react when I clicked the light switch. The sound effect did not play for me flicking them either.
  2. I'm not sure if this was an improvement or not. My muffler, from 100%, depleted by 3% from a simple drive from one end of the parking lot at the country club to the road outside of it. Replacing mufflers like this is starting to get old, I feel like giving up and just letting it be loud. Changing mufflers are not part of regular vehicle maintenance. Stuff like fluids and tire pressure is, but when I maintain the fleet each month IRL I don't pop off an exhaust system and put new ones on because that's not how it works. Clearly something needs to be addressed with the logic here. Ever since the muffler degradation has been put in play, it has consistently: A. Depleted 10-fold faster than gasoline. At the current rate, 2-3 muffler changes between fill-ups. This is really odd pacing and makes no sense from a gameplay or realism side. I can understand if I am running over a crawler or a stump why there might be damage, but a daily driving will not damage your muffler in any significant way unless you are doing something you shouldn't. 2. Short drives over dirt and grass damage the muffler. This would make sense if the earth wasn't flat, but it's flat and currently parking my car on the grass is damaging the vehicle. In an old quote from @RobertJohnson before this was implemented this was not meant to be the case, however the small drive back on to the pavement from outside of the house takes off 1% or 2% of my muffler at a time. Unless your vision includes players replacing mufflers faster than they pump gas and that they get damaged in a way any player who doesn't know the meta can understand, I'm really confused as to why the odds for damage have been increased. Drivers in the game are being punished for something they cannot control and will find themselves ditching otherwise perfectly healthy vehicles on the side of the road because mufflers are falling off of the back of the car after several drives on the highway. In real context, this doesn't make sense either, since this isn't something a mechanic giving your car their half-annual checkup will do. Replacing mufflers often (or even occasionally) just isn't a thing. It becomes a thing if the driver, say, ran over a stump, body, rock etc. But never from daily driving. For reference, I have a 2005 Pontiac Pursuit with the stock exhaust system on it. I've driven between towns, on gravel roads to farms, even parked on grassy lawns for summer fairs and what not. For well over 10 years, daily driving hasn't done any significant damage to the exhaust system. What did damage it was running over a piece of concrete debris. Granted, I am a safe driver that has been driving for a while, however anybody can hear a screeching metal sound from their car if their muffler hits anything. To have this just be a regular thing with no explanation whatsoever - increased random chance is much worse - just seems like an excessive gamey thing that hasn't been working out since it has been introduced. This is something that has been implemented with extreme excess and these incremental drops in chance aren't fixing the core problem, let alone increasing the odds of damage. Something in the logic for how it works, doesn't work.
  3. Thank you for that, didn't know this could be an issue on my end. Server has launched successfully after verifying.
  4. I run the server from C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid ProjectZomboidServer It is not Steam MP (currently using Evolve multiplayer). server-console.txt
  5. @lemmy101 I can't test on MP because I can't launch the server. Console says 'pause', press enter to continue and doing so closes it.
  6. Can't launch a server anymore, console says 'pause', press enter to continue and it closes it. Other than that, MP changes in the new builds seem okay for what it looks like.
  7. Ever since forage areas became depletable there has been no need for it making you sleepy instantly.
  8. Immediate issues: -Extremely glaring issues centered around the Country Club exist for maps. These 10 houses in particular: http://map.projectzomboid.com/?#0.4764981677671175,0.11905390884910143,50.90625217166628 Would recommend going through here and double checking the zoning. This includes -Trees blocking doors -Paths not reaching the porches of houses -Multiple houses missing light switches in various rooms -Closet missing doors (coords unsure) -No mailboxes -No backyard decorations at all. Considering there are two doors leading to the yards per house, at least some clear land could be a temporary fix for this, currently both rear doors of each house just open up to dense forest, some trees right against the door. -Watching TV no longer rewards XP -Replacing a car door does not fix a broken lock -Need keys to take engine parts -Muffler degradation is still too extreme, there should be easily defined reasons for this occurring I.E. backing into something or running over objects. Mufflers are not a part you are expected to swap out every couple of years, let alone every road trip. It's definitely improved, but a drive from Muldraugh to Riverside, on road with no obstacles, claimed 15 percent of the muffler. It's still faster than the gas consumption to a high degree, undeniably so. -There appears to be a new texture issue with station wagons. A few edges seem to be 'masked' by olive green paint. -6 seater vans no longer have windows (not sure if intentional) and are still very low to the ground. (Will post longer post with engine rebuild feedback when I'm not dead, there's a little bit of logical leaps here that I believe can be fixed with simple compromises that both work towards making the game more playable without having to create too much)
  9. Something is very wrong with the Park Ranger and Fossoil trucks. No, this isn't another post about the texture for Fossoil trucks being weird. This is new. Clearly the textures for them are interchangeable and the game in multiplayer has an extremely hard time deciding whether you are looking at a Park Ranger pickup truck or a Fossoil work truck (which has lights and a siren for some reason). In multiplayer, the second driver in our convoy started in a Ranger pickup truck. He fell behind, but when he caught up the truck magically transformed into a Fossoil truck. On the driver's screen he was still a Ranger. Then, every time we would lose each other and catch up, the texture would go back and forth between park ranger and fossoil. Clearly something is wrong, maybe they share the same file or something. I'm willing to bet the loot lists for the two vehicles for very different professions are the same. Texture reference: "Where did that fossoil truck come from?" "What fossoil truck? Is there an abandoned car I missed?" Additional desync issues, pretty hefty: For a player with lightly choppier internet connection, these roadtrips as a passenger are an absolute gamble. The 2nd driver of the convoy, when coming up to areas we were, would come across this player just standing in the road. In that player's screen they are in the ambulance, which has stopped for them. I, the driver of the ambulance, have already reached the destination.
  10. Don't worry, I've confirmed with Batsphinx that this is indeed on the list, there is just other tasks they are trying to get through
  11. I saw the station wagon in the update post, unfortunately new spawns of the car are still showing the same trunk capacity as the regular sedan version for me. Can confirm that a lot of desync issues have been fixed. Looking forward to trying the build with the boys tonight.
  12. Unsure of how drastic the change was in degradation over the last balance fix for it, but the muffler depleted about 10-fold the consumption of gas. I swapped 5 mufflers between fill-ups and drove relatively exclusively on roads, only going off for a couple seconds to park and dodge pile-ups. I haven't driven very much in the current build but it's still depleting very fast. Like the slowdown for having low PSI on your tires this may be a realistic aspect to driving that is implemented excessively at the moment.
  13. I understand that you are able to remove the seats from cars for extra storage space? I think it's worth a mention that removing seats gets rid of the container entirely, but the mechanics menu does display a container capacity.
  14. The reading speed seems to be dramatically increased. I have slow reader and I average 1 page a second, on settings where reading speed is increased. However those settings haven't changed and everyone on the server is noting that they are finishing books in minutes. Desync: We're having a few major issues with passengers in cars randomly stopping in their instance of the game while the driver (and in some cases, another passenger) continue down the road. We've had cars of three arrive at the destination, but a passenger will show that he is still inside the car, stopped in the middle of the road at a place we passed minutes ago. Mechanic bug: Rear windows on the Dart still cannot be removed (saw something about it in the patch notes and not sure if a fix was intended). If you click the option, nothing happens, the menu just goes away.
  15. Extreme problems with this, both ingame effect wise and out of game realism wise. Experienced driver and shop experience here. Long story short: This would have no significant effect at all until the tire is actually significantly lower than optimal - I'm talking 20/60 PSI for a compact tire and even then the slowdown IRL would not be this dramatic or excessive. So, having 5 PSI short of the tire capacity is considered pretty normal for tires and most definitely not a big deal. No notable performance difference for daily driving. Having shop experience, that's generally what to aim for. You don't usually go for the capacity as going over capacity can pop the tire - the air cap is the cap. So when coasting is not a thing at all anymore because of this slowdown for being a few PSI short on each tire, something is very illogical with this and excessive. Tested on multiple vehicles with 90-100% tires. Coasting just isn't a thing anymore - At most, I'm 5 PSI short of a perfect 100% tire capacity and within what would be the average, maintained PSI. Usually within 2 of the capacity. And letting off the gas is the same thing as slamming the brakes. It feels stronger than that in some cases. These are optimal tire conditions realistically and there is no longer any ability to coast. Letting off the gas just stops you dead in your tracks. It feels like all of the optimization for coasting has been reverted. Realistically: You'll want to consider this only having any slowdown effect when air pressure is notably low. What it is right now is definitely excessive - in some cases this has surpassed the previously tested braking distance of vehicles for only being 4 PSI short. IRL being lower than air capacity (but not too low to the point of a tire being low) will not make a difference. This should be a negative effect of the extreme (where the tire is actually low, i.e. 10-20 PSI and lower), but currently drags you down far too excessively, beyond any degree of realistic slowdown and in cases where there should be no effect at all. For comparison, micromanaging your tire PSI is something race engineers do for the track in some specific cases, and that's really only the significant example of where this is done, because the effect of this is so nominal until the tire actually becomes low/flat. TL;DR Too excessive and that implementation is not realistic. In my opinion it's a little too gamey for something that should only be a punishment for having a significantly low tire. If this is supposed to be realism feature, then have it only give any effect at all for the tire being low. Otherwise this is something almost entirely semantic that has drastic effects where none should be. There should be a range where there is no slowdown, and then a slowdown where it's gone unmaintained (i.e. not flat but halfway to the ideal range) and then just further slowdown until the tire will burst.
  16. Dead Island, that would be very interesting. Probably too multi-leveled to come out any bit coherent but it's definitely an idea to keep in your back pocket. Compared to making that, Trumball valley is easy.
  17. A few things would definitely have to be omitted, but the layout could easily stay the same. Anything surrounding multi-level terrain will have to go.
  18. If I could learn the map tools, I would gladly put some work into this. If you were at the Undead Labs forums before they shut down, I'm Alan Gunderson from the SOD community. Glad to see more SOD fans here
  19. I'm in support of all of this except for moving fireplaces. You can't really move a fireplace. Usually stuff like Chimneys are incorporated into the design of the house and aren't exactly feasible to just move.
  20. Can confirm the new bug of transferring huge stacks in one go. Something's wrong with the constant braking even at speeds well below 55. The edge of the map can be just at the edge of the screen (aka not impeding play) and it still feels like I'm back in a driving instructor's car who's yelling at me for not shoulder-checking. I eagerly await the fix Nice to see that a lot of the desync issues have been patched for MP.
  21. In addition, the fire sprite no longer shows
  22. All traffic jams appear to have been firebombed as 90-95% are destroyed. Every single traffic accident being like that is relatively illogical unless there is an implication that the military meticulously bombed every single buildup of cars without leaving any behind, so you should consider including a separate type of jam that's simply a buildup of traffic. Additionally, you should consider not having every single car ditched on the side of the road being near - destroyed. Maybe create two different states - crashed VS abandoned, with the standard fluctuation of how much gas is in the tank / none at all. There are just as many reasons for a car to be abandoned and still functional as one that has been in a traffic accident.
  23. Merci Lang coupe states that it has four doors when it does not. Additionally, the Masterson Horizon claims to have 2 doors when it has 4.
  24. Unsure if this is helpful, but fireplaces are very much in the base game and can be found in numerous locations. The lodge you posted yourself is a nice place. There is a house near the mall that has one as well: http://map.projectzomboid.com/?#0.923662547963498,0.2860559231972876,410.18627024600187 The country club has one: http://map.projectzomboid.com/?#0.46843419921139867,0.10590146338881054,114.47545997288275 The houses nearby (the majority of these have a fireplace) http://map.projectzomboid.com/?#0.4767354443135743,0.12111099912094894,55.20614389124361 A lot of houses in Riverside have fireplaces: http://map.projectzomboid.com/?#0.5623800606995861,0.10258262288054172,55.20614389124361 Hope this helps you find your home!
  25. Having "footage to show your mates" isn't exactly what I would have in mind as the purpose for the camera due to how much extra memory that will take, let alone rendering it in any way that isn't a clip-replay system that will most definitely be a step down from the dozens of screen-cap programs you can get for free. If anything, your initial implementation where you can use it to see an area your character currently isn't is probably the best you are going to get, and at that it is still very flaky. At best... CCTV. The game's setting also provides it's own limitations as you don't have an iphone to simply whip out of your pocket whenever you want to videotape something, let alone creating footage of you assaulting a base. The 'go-pro- technology just simply isn't significant enough in 1992 to be a household existence unless you are dedicating a member of your raiding party to carry around a clunky Panasonic camcorder. Conclusion? Probably not going to get your go-pro experience you described above for both lore and gameplay reasons. Unless you are asking the developers for a built-in screen recorder where you can share clips, at which point I would be entirely against this as it is a waste of effort among the plethora of services that already do this. Security cameras, maybe, guaranteed that the area being filmed will render with much less detail. TL;DR Alarms are a solid idea but your expectations for video cameras will not be met
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