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GKuba

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  1. Like
    GKuba reacted to Hugo Qwerty in Sandbox: Seasonal Weather Settings   
    Add temperature and rain settings for each season, so we could, for example, have Very Cold & Very Rainy winters, but Very Hot & Very Dry summers.
  2. Like
    GKuba got a reaction from TheUltiM8Guy in Different sub-types of tires?   
    I'd love to know what's up with those tires as well. I've noticed long time ago that performance tires found either in car repair shops or in flat tire stories (basically 100% condition tires) will always have higher max pressure than performance tires found anywhere else. Never knew about third type though, nor have I seen any other.
  3. Like
    GKuba got a reaction from Tchernobill in [41.78.7] Cannot upgrade weapons [REJECTED]   
    You need to have a screwdriver in your inventory to upgrade guns.
  4. Spiffo
    GKuba got a reaction from trombonaught in FPS Drop in zone after I kill Z multiple times to clear   
    Hello, this is indeed caused by blood decals (and ash decals if you burn zombies). I've reported this issue before here. The problem is that blood and ash leftover after killing zombies never go away and as you kill more zombies in the same area those decals pile up and cause framerate drop. Currently the workaround is as Hugo stated to turn down blood decals in the settings... or grab an entire trunk of bleach and a broom and do some cleaning :D.
    This could be fixed in a future update by having blood and ash wash away with rain.
  5. Spiffo
    GKuba got a reaction from Pandorea in Project Zomboid: I was bitten when I was in the car BUG   
    No need to be so rude. I answered your question best to my knowledge, this issue has been discussed before many times and it's not a bug, just unfinished feature. Mind that the game is still in early access. I've recorded a video specifically to show you exactly what happened to you and how to avoid it in the future.
    In the video I used a car model that is only available in debug mode, this car is animated so you can see when the door is opened and when it's not. Also the car has full condition windows and doors despite them not being visible very well due to the model. As you can see you need to wait a moment for the door to close after entering it, if you start driving immediately the door will not close. Hope this answers your question.
     
     
  6. Spiffo
    GKuba got a reaction from Pandorea in Project Zomboid: I was bitten when I was in the car BUG   
    Your door was open. When you enter the car, the character takes a short while to close the door, if you interrupt the process by eg. opening the map or something the door will never be closed. Currently cars don't have animations for opening/closing doors so just make sure to give your character enough time to close the door before performing actions. You can see the process of closing the door with the newly added infinite progress bar above your character, when that disappears it means the door has been closed.
  7. Spiffo
    GKuba got a reaction from GigiGamer87 in FPS Drop in zone after I kill Z multiple times to clear   
    Hello, this is indeed caused by blood decals (and ash decals if you burn zombies). I've reported this issue before here. The problem is that blood and ash leftover after killing zombies never go away and as you kill more zombies in the same area those decals pile up and cause framerate drop. Currently the workaround is as Hugo stated to turn down blood decals in the settings... or grab an entire trunk of bleach and a broom and do some cleaning :D.
    This could be fixed in a future update by having blood and ash wash away with rain.
  8. Like
    GKuba reacted to Teldae in [41.77] Eyewear gives foraging search radius penalty, regardless of trait interaction   
    Using a character with no occupation and no traits except for Short Sighted, the search radius penalty is -2.00 from 'Trait and Profession Bonuses'.
     
    Equipping Glasses or Reading Glasses removes the penalty from 'Trait and Profession Bonuses' but instead adds a penalty for Clothing Effect at -2.50.
     
    Surely the 'prescription' glasses interaction should remove the trait penalty without adding a clothing penalty?
  9. Like
    GKuba reacted to Hugo Qwerty in FPS Drop in zone after I kill Z multiple times to clear   
    Have you got blood decals turned on?  I've seen that impact performance, which is why I turn them off (& turn blood off completely in the sandbox).
  10. Like
    GKuba got a reaction from bliss in Prettier patches with higher Tailoring level   
    I like this idea as I stopped bothering with upgrading clothes mostly because it makes them ugly. If the patches were at least placed symmetrically it would already look much better.
  11. Like
    GKuba reacted to bliss in Prettier patches with higher Tailoring level   
    Title says it all.
    Cloth patches' textures are the same for all tailoring levels. Some modders are trying to address it but should be in base game IMO.
  12. Like
    GKuba got a reaction from NagashUD in [41.77] [Singleplayer] The latest update caused clothes to clip through each other even more than before.   
    Version 41.77 Singleplayer No mods Reproduction steps: Prepare the following clothes: T-shirt, Hoodie. Preferably in different colors. Wear T-shirt and hoodie, you'll notice the T-shirt clips through the hoodie, the hoodie clips through your pants, and also your arms clip through the hoodie when aiming. This is just an example, this probably affects a lot of other clothes. Video below shows some combinations with hoodie and poncho.  
     
  13. Like
    GKuba got a reaction from Bullet_Magnate in Separate stacks for different .308 magazine types.   
    Hello, I have a small suggestion to improve readability of magazine stacks. Currently we have two types of .308 magazines: the 3-round mags for MSR788 rifle and 20-round mags for the M14 but they both fall into the same stack named simply ".308 Magazine". This is tedious to look through the stack to pick out the magazine type we want so I'd like to suggest separation of these two items by giving them different names such as ".308 3Rnd Magazine" and ".308 20Rnd Magazine". I assume stacks are created based on items' names, so giving the mags different names would be a simple solution to the problem.
  14. Like
    GKuba reacted to nasKo in Upstairs Downstairs   
    Now then, survivors. Let’s do the thing.
     
    NEXT
    This week we released version 41.77 into our Unstable beta. This is primarily aimed at fixing the Linux crashes that have been plaguing server hosts, and so far seems to be a mission success in that regard.
     
    It also improves client to server connections by preferring a direct connection to the server. Servers now have two ports for clients to connect to, configurable through the server options. The game port (UDP 16261 by default) is used to handle Steam queries. The additional port (UDP 16262 by default) is used to handle the direct connection.
     
    We’ve had a successful wider test of 41.77 with more than 30 people on a server without any crashes, and we’ve tested a modded setup afterwards as well.
     
    Upon release there were servers running mods with 41.77 just fine, but unfortunately it seemed that some mod setup constellations caused conflicts that resulted in black screens for some servers.
     
    We have just pushed a hotfix we believe will resolve this.
     
    If, however, you run a 41.77 server and you are still experiencing players unable to log on (only seeing a black screen) then please send us: the list of ModIDs (specifically the “Mods=” line from their server.ini, the workshop= line, and your server logs.
     
    Posting these in the forum release thread or in our Discord techsupport channel would probably be best.
     
    Likewise, any reports of ongoing server instability or general misbehaviour – please let us know ASAP.
     
    THEN
    We’re still adding tweaks and polish to our final B41 patch that we’ll put out once the current network improvements are fully tested, released and stable.
     
    This is the current changelist, with notable additions in the past few weeks on show here if you already read up on what was incoming in our last blog.
     
    OOH, 42
    Build 42 will be a very big update, and it will appear a sizable amount of time after Build 41 is fully wrapped. We’ve announced most of the things that we currently have brewing for it, but there’s one thing we’ve only hinted at so far – and which is very likely to feature.
    As regular readers may remember, a while ago we wrote a blog called Techdoid that detailed some of the big engine improvements we have slated for 42.
     
    Amongst them is a new rendering pipeline which allows for entire chunks to be cached with a depth buffer, which will afford us MASSIVE rendering and scene construction improvements and should rid us of all the performance issues we’ve been plagued with due to the isometric draw order over the years.
     
     
    There’s also a new light propagation system, which allows for light to naturally leak through doors and windows, providing much more atmospheric and believable lighting
      We also got rid of the 8 storey limit on chunks: specifically we allowed each chunk to have its own unique defined height up to 32 levels.
    Finally, we discussed that we’d fixed the many areas of the codebase that used static casts to round the player’s position to determine what chunk or tile they were on to using Math.floors instead. This method allows for negative coordinates to work where prior the calculations would have failed if the player was stood on a tile with a negative coordinate.
     
    This in theory will allow for us, or modders, to build north or west to the same extents as we currently build to the east and south, effectively quadrupling the maximum size the map could be extended to and open up a great deal of extra land to populate should we need to in future.
    Whilst all these features are gamechangers in themselves, they were also done in service of another very specific feature we’ve had planned for a long time, which required each of them to be made feasible in any way.
     
    The current in-game lighting system means that the indoor ambience levels are defined solely by the time of day. If it’s daytime, the ambient light levels inside a building are above zero, giving just sub-daylight levels, even if there are no sources of natural light that should fall on a tile just by virtue of it being day. That wouldn’t work very well if we were wanting to do… a certain other feature.
     
    The previous eight level hard limit and high rendering cost of multiple levels was rather restrictive if we were to… want to do a certain something.
     
    The lack of support for negative coordinates for character positions? Well that was IMMENSELY restrictive if we… were to want to do a certain something.
     
    A few people may have been able to read between the lines of what all these lead toward. Many more will have just watched the video already.
      The plan we have for basements and sub-levels is an interesting one, as it will provide a lot more replayability to the game map, which is otherwise completely static at the moment.
     
    Essentially in 42 we, or modders, can list positions on the map (along with staircase orientation) that have the space for a basement and can be allocated the potential to have one. However, no basements are placed within the map itself.
     
    When an area is streamed in for the first time, an appropriate basement ‘building’ created in the building editor and exported as a binary file is selected randomly from the list of all possible basements and will be injected into the map as it is loaded.
     
    We could add tags to make it pick an appropriate category of basement to fit the specific house, though right now the code has it set as completely random. Each basement has stairs leading up from its ‘top’ floor and these stairs will be aligned to the correct position when it is injected into the map.
     
    This means that despite the map being static, any areas with basements will yield surprises in every playthrough. This will also, clearly, cause the least disruption to the existing map development, modded maps and everything else.
     
    Whilst most of the basements will be modest basement rooms, that will have their own unique layout and lootable containers and will change on every new world and be populated with our own collection as well as any collections of mod basements that are subscribed to.
    There may be a few, however, which are more extensive, the player could happen upon a super rare and extensive underground complex. We have 32 levels to work with that can be distributed in any way above or below ground per chunk as required, so there’ll be few limits particularly in what modders can do with this.
     
    We can also hardcode some specific basement levels, so we could say provide key buildings within the map with bespoke basement levels that fit that particular building and will always be the same on every map.
     
    Also, with the new light propagation system, you better bring a torch – because unless there are light switches, its gonna be dark even if it’s daytime!
     
    We’re also considering the possibility of other sub-surface structures, such as sewers for locations like Louisville. We’re still researching what would be appropriate and sufficiently realistic for this, however, and it’s not certain what could/would appear in b42 beyond what’s discussed above at this stage.
     
    SPIFFO: BEYOND
    If you are a Terraria player then right now you are likely enjoying the amazing Labor of Love update, and maybe you’ve even discovered a certain someone has made the jump into another game – heralding the beginning of some sort of Spiffo Cinematic Universe.
    Our endless thanks to everyone at Re-Logic for letting our little dude spread his wings (or spin his tail, I guess) and treating him so well.
      This week’s stunning outdoor scene from Citro. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us, especially if you’re an Animations Engineer as Christ alive that would be handy? Details here.
  15. Like
    GKuba reacted to Yana M.D. in [41.77] [Singleplayer] The latest update caused clothes to clip through each other even more than before.   
    i'm not able to replicate this on our side, likely to a few model related fixes, so hopefully should be fixed in the next patches.
  16. Pie
    GKuba got a reaction from Yana M.D. in [41.77] [Singleplayer] Water containers cease to collect water while sitting in a car after having washed clothes in it.   
    Version 41.77 Singleplayer No mods Reproduction steps: Place a water container outside during rain and let it collect water (the bug doesn't happen at this point yet). Wash your clothes using water from the container. At this point the container will start to collect water again but will stop doing so if you enter a car.  
    I've tested this and can confirm it happens for the cooking pot and the bucket. This bug doesn't seem to affect water collector barrels.
     
     
  17. Like
    GKuba reacted to Yana M.D. in [41.76] [Singleplayer] Repairing guns uses best available gun and deletes attachments and magazines   
    That's a known problem, should be fixed later
  18. Pie
    GKuba got a reaction from Yana M.D. in [41.76] [Singleplayer] Repairing guns uses best available gun and deletes attachments and magazines   
    Version 41.76 Singleplayer No mods Reproduction steps: Have three guns of the same type in your inventory, let's call them: Gun A: the weapon you are actively using, with good condition, attachments and magazine with bullets, Gun B: low condition gun you intend to repair, Gun C: low condition gun you intend to use for parts to repair gun B. Repair gun B assuming it will choose the worst condition gun in your inventory for parts (gun C). Realize that the repair system not only chooses the gun with best condition (gun A) to use as parts for repairing, but it also consumes all attachments and magazine with bullets inside the gun it chose to use for parts.  
    The workaround for this is to favourite your gun so it won't be used but I still think the repair system should choose the worst condition weapon available for repairs and also return any attachments and magazines present on the weapon used.
     
     
  19. Like
    GKuba got a reaction from Magondivel in [41.76] Can't use full watering option for crops   
    Version 41.76 Singleplayer No mods Reproduction steps: Plant a crop and water it using Full (100) option. It will instead water the crop for 50 units. Another thing, it seems like watering cans have capacity of 195, I'm pretty sure it was 200 before, possibly bugged.
  20. Spiffo
    GKuba got a reaction from Tchernobill in [41.76] Can't use full watering option for crops   
    Version 41.76 Singleplayer No mods Reproduction steps: Plant a crop and water it using Full (100) option. It will instead water the crop for 50 units. Another thing, it seems like watering cans have capacity of 195, I'm pretty sure it was 200 before, possibly bugged.
  21. Pie
    GKuba got a reaction from Yana M.D. in [41.76] Can't use full watering option for crops   
    Version 41.76 Singleplayer No mods Reproduction steps: Plant a crop and water it using Full (100) option. It will instead water the crop for 50 units. Another thing, it seems like watering cans have capacity of 195, I'm pretty sure it was 200 before, possibly bugged.
  22. Like
    GKuba reacted to Knb in [41.71] [Singleplayer] Long term performance issues.   
    Hey,
    I just saw your post, I had the exact same thing. after having killed more than 3000 zombies in a cell, the black bloodstains which remained on the ground made the fps cut very strongly when approaching this cell. The only solution I found was to lower the blood decals to 20% in the options. Game options -> Display -> Rendering and Performance -> Blood Decals = 20%
  23. Pie
    GKuba got a reaction from Pandorea in [41.71] [Singleplayer] Long term performance issues.   
    Version 41.71 (save originates from 41.70). Singleplayer. No mods. Sadly no easy and quick way of reproducing this I'm afraid.  
    During my current and longest run so far I've encountered some performance issues. I've started in Riverside and made my base there. After around 5-6 months I've started experiencing framerate drops while going through the town, the problem was getting worse as time went on. Some time later the framerate was unbearable so I travelled across different towns spending a few months out of Riverside. My run ended with death in Louisville after over 1 year into the apocalypse. I've decided to make a new character and hop in debug mode to see if the issue in Riverside still persisted, and sure enough it did. In the middle of the town I get framerates below 20 fps (around 10 fps during thunderstorms), for reference I normally have between 60 and 144 fps depending on where I am and the weather (worst case it drops to around 40-45 when driving at high speed, fully zoomed out during thunderstorm).
     
    My guess is that the performance is heavily impacted by the dried up blood on the streets which never seem to disappear and ash piles left after burning zombies, which also never disappear. If my assumption is correct, the easy fix for that would be having blood and ash disappear over time or during rain. Below is a quick video of me going around the "lag zone" in debug mode with fps counter in the top left. As you can imagine driving a car through this is a nightmare.
     
     
  24. Like
    GKuba reacted to OxManZomboid in Inventory management - Custom categories and less scrolling   
    The mod “realistic inventory “ does help with this kind of thing but it’s not perfect. Still I can’t play without it.
     
    also “simple add inventory pages” is another one that might help you in the mean time.
  25. Spiffo
    GKuba got a reaction from OxManZomboid in Inventory management - Custom categories and less scrolling   
    This reminds me of carrying a bag full of loot in my hand and being jumped by a zombie. When you pull out a two handed weapon the bag just goes into your inventory instantly making you over encumbered. I think those bags should be dropped on the ground in that case.
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