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MadDan

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Everything posted by MadDan

  1. I believe it's in relation to Erosion also with wall vines being kind of highlighted when you're inside a building.
  2. Just disassembled some payphones and some air dryers, with a broken screwdriver. Obviously shouldn't be possible since it's broken.
  3. Haven't noticed it anymore, the only thing I've noticed from a long test session are these issues: Suggestion?
  4. I disagree on sandbox settings, I mean unless the devs think it doesn't fit the lore. It just definitely feels too... targeted, for lack of a better word. I actually thought about it for a bit, and I think it's due to a limitation with zombies not being able to climb in cars at the moment (if they ever will be with the animation update). So they inserted this focused targeting to deal with it at the moment. I hope that's it and they are able to resolve it.
  5. Not sure if this is intended but I personally don't feel it should work this way. Number One: Zombies recognize you're in a car regardless if you've chased them off. If they're near a car you're in, they won't pass it by. Number Two: They know when you switch seats and exactly the seat you're in. For example, switching from the driver seat to back left passenger seat, they all move to that location. In big hordes, this doesn't matter, but in small groups, it ruins the immersion of "dumb zombies". Number Three: These cause an issue of not being able to sleep in any car that's near small groups, so you need to get a car that works, drive to a safe location, which is most likely a safehouse and might as well sleep there for a better quality of sleep. Thus making sleeping in cars practically useless if you get caught out at night. Suggestion: Add the possibility of "hiding" in the car in the context menu which decreases your chances of being seen. Also allow the possibility of small groups bypassing the car, especially when you're hiding, no radio is on, the car isn't started and basically no noise is coming from the car.
  6. Unfortunately, this is a very hard bug to reproduce or capture because it doesn't frequently happen, but at least making it aware it is a bug might help. Singleplayer, no mods, hardcore survival. Has also happened to me on MP private server with a friend. Specs: Intel Core i7 6700 GTX 1070 16GB RAM Installed in HDD, not SSD Windows 10 Can't really provide much more information that I can think of. I'll try to capture a few hours of footage and see if it happens in so I can edit it into a clip. The best I can capture at the moment was this: You should be able to see the panic moodle pop up every time I go near the car. It vanished behind the car where I'm standing at 1:04 in the video, and there's no corpse there. EDIT: It doesn't just happen near cars, happened to me in Winter is Coming challenge two inside a house. They disappear after dying, and no corpse is left to loot. Irritatingly too random to capture so far. EDIT 2: I finally caught this. This was on the new weather branch, although as you can see it's not exclusive to that branch. It seems to be everywhere, single player, multiplayer, sandbox survival, no mods. Zombie completely disappeared when killed. Singleplayer, no mods, six months later. I didn't edit anything in the weather debug menu either. I was turning shaders on and off before this to give feedback about the weather branch, but that was a minute and a half before I killed this zombie.
  7. Might be a bit hard to see, but it's under the light switch. You can see a single barricade on the door. The green dot goes away if a second plank is placed, back for the third plank sometimes and gone for the fourth one. You shouldn't have to barricade a door four times to get rid of a dot. Kind of a waste of planks and nails.
  8. The only thing bad I've noticed so far is the change from night to day and day to night is very... quick? I mean, it's not gradually changing. It's more like preset 1 morning, preset 2, afternoon, preset 3, dark evening, preset 4, completely dark. I presume that's not how it's supposed to work. In Sandbox, messing with settings and have the date set to December in the settings. I'll mess around some more, sometimes bugs happen once and never again for me with new branches.
  9. Yep, just tried it and looks really messy. Maybe it's intended to move a little bit, but you can drag it across vertical length of the screen like the image shown so it's definitely not intended to behave like that.
  10. MadDan

    Zedlights

    Let's just hope they keep to their word about no mentioning of NPCs until they're a week away. I get animations will come, but it's obvious the wait will get to people. Unlike Steam people who don't seem to grasp the concept of "focusing on something intently, makes slower or the wait longer" and ignoring PZ like I did for almost a year for vehicles to be finished is better. It's just unfortunate vehicles were released first, far from them being bad or anything, but because I'm way more for animations and wish they could have released a test branch as fast as they did for vehicles.
  11. I wonder though since we can't see our character in the vehicles (windows are blacked out), how would they come around that with Motorcycles, as in showing your character riding the bike? Maybe animations will allow that to happen? I'm fully on board with adding Motorcycles though.
  12. It does not stop, it's looped incorrectly. But if there's an SFX update planned, then that should solve the problem. Could you link where they said there was one planned if you don't mind? This is what it sounds like in PZ when held: This is what held car horns sounds like:
  13. A noticeable issue and can get a bit annoying in combat. At least for me. The car horn noise is fairly obvious but during any hit with a blunt object, or stomping on a downed zombie (haven't noticed with blades), results in a *pop* sound. I've just especially noticed it with headphones. Video: Edit: It does happen with bladed weapons, but only if you don't use the *one-shot jaw stab* animation. Edit 2: Running over multiple corpses also causes the sound effects to pop. Can get very annoying with headphones on. Hopefully, you guys can come back to these when animations are in for more polish.
  14. I mean the sound? As in how it gets chopped off when it's playing the effect. Like what I mentioned in the first post: "but will the horn sound be updated? It cuts out and can get very annoying, it doesn't seem like it loops correctly." Maybe you mightn't know if they'll add it which is fine, but I'm just curious because the sound effect is a bit glitchy at the moment. At least when you don't use Q and use the menu.
  15. Ah okay, thanks. I think that's new, haven't used ESC before to cancel anything. I need to check that out to see if it cancels but it should do it now. Do you know if they're going to re-do the horn sound?
  16. If you spam pressing the horn, your character gets stuck in the action queue until the number of times you clicked catches up, so if you pressed "e" to exit in the middle of the queue, your character will get out at the end of the action queue, with no way to cancel. At least as far as I can see, doing another action didn't cancel it and I basically couldn't do anything else. Also: I haven't been on the forum in a while, but will the horn sound be updated? It cuts out and can get very annoying, it doesn't seem like it loops correctly. Latest stable build: 39
  17. As long as I have an option to severely reduce each type of vehicle, then I'm fine, but goddamn I can't imagine living in the U.S if that's how loud cars are. I barely hear any noise unless it's an idle diesel jeep. Or truck/tractor.
  18. I also have the boot/trunk bug. Not one single car has the container. Green tiles are there and the animation for opening the bonnet/hood.
  19. I don't know what this car was supposed to be or how it happened, I couldn't get it to work when I snapped the screenshot though. Possibly due to fraps maybe? My FPS there was alright, which was weird. Pressing "Stop engine" throws up tons of errors. Start engine works though.
  20. I've been getting worse performance, micro stutters when walking/running, and when I pick up speed it crashed. I'll keep trying and tweaking. Never gave my specs: Intel Core i7 6700 nVidia GTX 1070 16GB Ram Windows 10 64-bit DX12 if that makes any difference. I'll check if I had mods on by accident too and do another test. Performance before this patch was gradually dropping FPS. UPDATE: Performance seems to be the same as last time, still about 20FPS and it doesn't fix itself once the car has been driven, e.g when I'm walking it's still the same FPS when I'm not going as fast as the car was. Disabled my mods and the micro-stuttering is a bit less but still is a lot more than without cars in the game. Normally (without cars)it might be one stutter when a massive horde appears out of nowhere.
  21. Never understood how showing development and progress can look like anything else. I remember a post that Lemmy made year(s) ago about them being tired of developing, yet are still doing it and intended to complete it regardless of the fact. We're all annoyed at not having what we want, I think that's obvious. There's no doubt though that TIS is the most annoyed out of all of us not having it completed yet.
  22. MadDan

    Here In My Car

    This is exactly what I was hoping for and more. I didn't expect cars to interact with each other that way. Pretty awesome progress, with the engine even. Having a full degree of rotation is just...
  23. With animations, most likely the most realistic animations you'll get in an Isometric game when you're running them over. Which should be pretty decent. I doubt we'll have proper physics ever from the limitation of the engine, though who knows? At the very least, judging from how good the animations are, vehicles should have great animations for running over zeds.
  24. Congrats on the baby! Could this be like MP back in the day? Randomly I woke up one Monday and saw multiplayer videos out of nowhere. Animations teased first, vehicles released before them. Who knows, but crazy progress on vehicles. Man. Also, the little features of TVs menus and the oven dials play a big part in this since you already have code in place to use for the car radio, heater, (filling fuel?) etc... I'm always a firm believer that small features go a long way into changing a game dramatically when all put in place with other systems.
  25. Maybe how in the latest mondoids, we saw the zombie direction is only in one way, towards the character once they're aggroed. So allow us to attack from the side? Or maybe new animations for stabbing the side of the head instead of under the jaw? Not too sure honestly.
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