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Magic Mark

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Everything posted by Magic Mark

  1. Not from Kentucky, but this is exactly why I was thinking there is more room for it in the game than one would think when brushing it off. It could easily be justified for placing it in the unused rural area outside of towns for this exact reason.
  2. Not sure if this has been said already but engine noise can only be heard by the player driving the car in MP.
  3. Kentucky, especially rural Kentucky, has a large culture for horses and a penchant for farms that rely on livestock. With that said, not one of the towns included has any kind of veterinary establishment. With the world that the game is supposed to represent, that is an oversight, and something you should consider addressing with the upcoming map update. While I'm not asking for quadrupeds, it's overall much better for lore and having the world make sense to perhaps change the map to include a clinic of this type in both future towns and at least one or two that already exist. If not for dogs and cats, for horses and other livestock. With the setting choice, this is something that should have popped up at least a couple times already. It also would help solidify this as genuine Kentucky with an equestrian center at some point. Having stables is a start, but just like guns (I'm ecstatic for the new models displayed with animations update by the way), this is a very prevalent culture within Kentucky that deserves a larger representation.
  4. Currently, changing car parts seems to reset the visual damage on vehicles.
  5. Placing sheets is also on the list of things that require re-connects to see.
  6. A car key disappeared - unsure of exact event that triggered it, but it was this sequence of events: - got out of Chevalier Dart after shutting off engine to put gas in the car from a pump. - Moved a separate key to a different car - Initial key disappeared at some point - no chance of user misplacement - and yes, it wasn't in the other car. - Re-entered car, key wasn't in inventory, wasn't in any container, or on the ground even
  7. Bug: -Cannot remove rear windows on the Chev Dart. -Cannot put out fire on charcoal grill
  8. Basebuilding in multiplayer is unplayable at the moment, the only thing that works without having to reconnect is physically building items through the right click carpentry menu. Placing campfires, lighting campfires, barricading, shoveling dirt, making farming plots and planting seeds appears are not sync'd properly at all. They show for friends, not the person who placed them.
  9. Mufflers still degrade extremely fast. I replace mufflers faster than I need to pump gas, 5-fold
  10. Can confirm that as well. Metal bars did not barricade when added, but appeared upon reconnect.
  11. Bug on PZ multiplayer (not tested on single player). Attempting to barricade a window with metal bars uses the bars, but does not actually barricade the window. Will be interesting to see if they exist once I reconnect.
  12. ^ Was about to say that I can't loot corpses.
  13. The locked status of windows and doors are not synced from player to player. Our strategy to get into locked houses is to have each player in the party try the door, always it will be open for at least one of us.
  14. I agree to a certain extent, I tried to blend an admin account and player account and the instant benefits that could not be turned off (carry weight, moving items, reading instantly) killed the sense of progression. That said, having custom permissions (like setting an account that simply just has the ability to save and shut down the world) would solve this for me.
  15. Absolutely massive desync issues with multiplayer (server of 2-4 people). Plants not visible by player who was far away when planted (confirmed by side-by-side screenshots) Leaving meat on grill/fire and going off menu will reset the cooking time (tested with from-frozen Salmon).
  16. Key duplication bug @RobertJohnson: Vehicle found with key in ignition has key in ignition every time the vehicle is entered regardless of whether it had been removed or not.
  17. Digging farmland on placed dirt tiles no longer works. MP if it matters.
  18. Can confirm, something is wrong with muffler degradation. Deteriorates rather randomly.
  19. The flickering of containers (mainly freezers?) continues to be an issue, however it can be offset temporarily by accessing it by clicking off of a different container inventory.
  20. "Feel like they fit in the game" So... like this? RJ's doing his research to see what's a good choice for the game, I don't think anybody expressing what's wrong with the picture above is undermining his creative process. There's nothing silly about fixing the algorithm for car spawning as that's what this build is for. That said, good on RJ for being very receptive to the criticism and asking for community feedback to help improve on this. There's nothing "silly" about that. He could easily have not said anything at all and just released it, but no, he specifically opened the floor for feedback. I kind of find it hard to see how this discussion is coming from left field.
  21. It actually displays "wavedevice" or the default, there is no option for microphones or anything. As for blue cars, that aerial shot that was shared on the thread earlier showcased a significant amount of blue cars - only thing is, the image was overexposed, so they would appear to be black/silver as opposed to metallic blue due to the saturation. Those are definitely light and dark blue vehicles, you can pick them out easily from the silver due to silver's lack of reflected blue. Even bluish silver pops up just as many times as the red cars do, but the red cars stand out more. Needless to say, they are much more common than purple (which came up more than a few times in your preview). These aren't specifically from the 90s, but adding "USA" to the end of the aerial parking lot view search brought these up. Definitely a strong presence of blue cars, even if the lighter blues are harder to miss. This is a satellite image, Virginia. Houston.
  22. Additionally, HAM radios in cars (at least the police truck I found with one) do not function. You can listen to the different channels, but there is no indication that it is a military radio. Really loving the changes so far! Keep up the good work.
  23. @RobertJohnson Looks great! Only thing I'd have to say is there is a lack of blue vehicles. I agree about the taxi as well since they are really common. Can't seem to take off gas tanks on the Station Wagon (could be a universal issue) and also it appears that the Station Wagon and Sedan have the same trunk size?
  24. Red doesn't stand out particularly for the 90s, 30% is too generous. Red would be about as common as blue. Might want to lump red and the other "bold" colors together.
  25. Noticing now that liveried vehicles are extremely hard to come by. I haven't seen a single ranger vehicle ever since they made it so they only spawned in specific places. I got lucky and found a fire pickup maybe once. No sign of the ambulance or radio van, or any postal/delivery livery vehicles either. Also, no Fossoil trucks at all. May want to consider adding in rare chances of each vehicle showing up in other spawn lists. After all, we are under the assumption that there was a police response to these events, right? And delivery trucks were caught on deliveries? Since these vehicles don't really add any particular benefit over others, I think it's a waste of their creation if they cannot be found. They should have a low, insignificant chance of showing up rarely. This will add some variety to the parking lots and also make it look like there was chaos (finding that the police showed up to somebody's house, for example).
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