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Zorak

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  1. Like
    Zorak reacted to Batsphinx in Released: Vehicle Tech Test build   
    New build released:
     
    1) Zombie collision improved. (Formerly holding down ‘W’ key meant zombies reacted less. Driving into zombies without acceleration had more impact.)
    2) Fixed: Crafting UI on Electronics tab results in error.
    3) Fixed: Fire on-screen results in error.
    4) Fixed: Possible to press E and W while in the car and it will start when the character exits.
    5) Fixed: Car will keep running, and engine noise will follow player.
    6) Fixed: “If I'm in the car OR outside the car attempting to interact with the radial menu (keyboard V) then I sometimes become locked in the vehicle. I cannot turn the vehicle off or exit the vehicle - with E or with radial menu. The only fix is to quit the game and reload. The game doesn't show any errors when this happens.”
    7) Fixed: Fuel Exploit. (You could still refuel a car after the electricity shut-off, then use an empty gas can to get the fuel out of the car, then refuel the car again)
    8) Fixed: Player can read a skill book while driving.
    9) Fixed: Car info window can't be closed while driving. Have to come to a full stop to close it.
    10) Fixed: Burnt out cars can be rammed and made to slide. Should be ‘heavier’. Some also bounce on spawn.
    11) Fixed: In Local Co-Op I found that when both players are in the car, very often the cars simply won't collide with any walls or objects and instead just NoClip through them.
    12) Object synchronization code is improved. All street lights go out immediately when electricity is lost.
     
     
  2. Like
    Zorak reacted to martingee in Released: Vehicle Tech Test build   
    I have a Taxi model done, it's essentially a NormalCar with a taxi sign and advert board on the roof. It needs Mash to do her texturing magic but it'll be for a future update, we've got a core set of vehicles that need tieing into the game properly.
     
    Once that's done we can take stock and decide what other vehicles we want to add. There are some other vehicles already in a WIP state but we need to weigh game balance, lore, engine performance etc. before they get finalised.
  3. Like
    Zorak got a reaction from trombonaught in RELEASED: IWBUMS Build 38.15   
    Or just make a hotkey to toggle old and new way od view.
  4. Like
    Zorak reacted to Svarog in NERF DAMN HELICOPTER!   
    I wish that being outside while this event happens random zombies died to the tune of gunfire AND if outside netted a random "Lodged Bullet" wound and if still outside after that for a while, headshot.

    It should be way worse than it is.
  5. Like
    Zorak got a reaction from Legoland99 in Wednesday 28th IWBUMS Server Megatest - Free PZ codes for participants   
    lets make some pvp action !
  6. Like
    Zorak got a reaction from Svarog in Released: Vehicle Tech Test build   
    Well in 90% of action games you walk by pressing the button so i dont mind that change.
    Shift to accelerate above safety speed is good idea, also speed meter would be good to see if my current speed is "safe" or not.
  7. Like
    Zorak got a reaction from DramaSetter in Released: Vehicle Tech Test build   
    Well in 90% of action games you walk by pressing the button so i dont mind that change.
    Shift to accelerate above safety speed is good idea, also speed meter would be good to see if my current speed is "safe" or not.
  8. Like
    Zorak reacted to Svarog in Released: Vehicle Tech Test build   
    And with this I feel even more strongly that holding "W" should only accelerate so much and reaching top speed should be possible by holding down "Shift" or whatever Run button.

    It's the same problem I have with most games, I don't always want to drive at top speed and maintaining a moderate one is tedious, that and adding in such option would allow you guys to let vehicles like StepVan to flip if the player was dumb enough to try doing a 90 degree turn while speeding like crazy.

    Holding accelerate button accelerates to optimal speed that allows for optimal turning etc. Holding Shift goes for maximum speed but is way more dangerous if something unexpected comes up.

    This is mostly a Keyboard problem, modern controllers have those neat triggers that allow for better control of vehicle speed in most games.
  9. Like
    Zorak reacted to RobertJohnson in Released: Vehicle Tech Test build   
    Done new version:
     
    removed my debug file
    merged with latest IWBUMS
  10. Like
    Zorak reacted to Houski in Released: Vehicle Tech Test build   
    So I have a bug that I've encountered probably 10 times in the last hour of gameplay that is a bit difficult to isolate: 
    Essentially if I'm in the car OR outside the car attempting to interact with the Vehicle wheel (keyboard V) then, in some circumstances I become locked in the vehicle. I won't be able to turn the vehicle off, exit the vehicle (either with E or by using the keyboard wheel) and the only fix is to quit the game and reload. Oddly enough, the game doesn't appear to throw any errors when this happens.
  11. Like
    Zorak got a reaction from DramaSetter in Wednesday 28th IWBUMS Server Megatest - Free PZ codes for participants   
    lets make some pvp action !
  12. Like
    Zorak reacted to Batsphinx in Wednesday 28th IWBUMS Server Megatest - Free PZ codes for participants   
    Just added to the IWBUMS public beta is an MP server option that Stas from General Arcade has been working on.
     
    This momentarily pauses all player activity when admins require server saving, instead of having it stretch out while players are out performing various in-game actions. Stas has also worked on shortening these save times – so this should all help lag, black boxes and the like. It’ll also need a stress test. So…
     
    This Wednesday 28th June at 7pm GMT (8pm BST, 9pm CEST, 2pm ET) we will be running a test IWBUMS server with this new function and anyone willing to jump on and play the game for an hour will get a free Project Zomboid code to give to a friend/enemy/close family relation.
     
    All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade.
     
    Everyone who is online one hour after the event start (so an exact moment around/about 9pm BST) will be given a free PZ Steam code upon PM-ing an organiser with:
     
    The Steam ID number they were playing with. An in-game screenshot of the player scoreboard with your Steam account / character name visible. (Press ESC -> Players)  
    No free codes will be handed out beyond this set time at/around 9pm BST.
     
    SERVER DETAILS:
     
    IWBUMS TEST
     
    Event Begins at 8PM (BST / GMT+1)

    IWBUMS 38.4
    IP: 167.114.157.39
    Port: 16261
     
    Password protected until 7PM (BST / GMT+1))
     

    Q. Who are the event organizers?
     
     
    Q. How do I get my Steam ID?
    Q. What should the screenshot look like?
    Q. How long will it take to get my key?

     
     
  13. Like
    Zorak reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    I don't know how doable it would be but It would be nicer if roof tiles became transparent (Like walls do when standing behind them) to show the player character instead of becoming completely invisible.

    Edit: This house is glitchy, aprroaching window gives the effect visible, approaching door next to this window has no effect whatsoever.

     
    Edit 2: Blood on higher levels is always visible.

  14. Like
    Zorak reacted to RobertJohnson in RELEASED: IWBUMS Build 38.15   
    IWBUMS 38.4
     
    [New]
    Changed how custom maps are loaded:
    After selecting your mod, you now arrive on the "select spawn location" screen. There is no longer a "select map" screen - to avoid confusion. Every map mod that's enabled is now loaded, including their spawnpoints. This means you don't need to code your own 'multiple maps mod' to load up more than one. New sandbox option:
    Fire spread (previously No Fire spread on server): allow or not spreading fire. [MP] When a server save occurs all player action is paused for a very brief time. Currently a server option. This will hopefully reduce lag and side-effects of players performing actions during the save.
    [MP] Got rid of TransactionID while it's bugged & it made server saving longer.
     
    Changes on world view:
    Building levels above the player are ONLY hidden for the "current building". "Current building" defined as the building you're inside OR if you're outside, the building blocking our view of the player character OR a building whose window you're look through. To peek through a window stand adjacent and face it. Building levels are also hidden when the nearest visible zombie is behind a building. So if your character looks behind the back wall of a building and there's a zombie there the building's floors will be hidden just as they would if you walked behind the building. Building exterior walls are no longer stencilled to transparent when you're outside unless they are actually blocking the view of your character.  
    [Balance]
    Lowered flies sound.
    Changed graves sprites for a 2 tiles instead of 3. (smaller graves)
     
  15. Like
    Zorak reacted to EnigmaGrey in RELEASED: IWBUMS Build 38.15   
    Corpses aren't generally considered a vector for disease, according to the CDC. There's a few exceptions, of course, and maybe it can be written into the lore somehow, but generally manhandling corpses is probably more dangerous than just leaving them and keeping your distance.
     
    So I mean, it's not really useful in real-life either. It just feels better.
     
    Getting arbitrarily killed by PZ's equivalent of the cold, in short order, because there exist corpses in a zone of basically random size is just lame.
  16. Like
    Zorak reacted to EnigmaGrey in RELEASED: IWBUMS Build 38.15   
    This disease really shouldn't kill the player anyway, beyond the most extreme. Uncomfortable, mentally disturbed, sure, but death seems like an odd sentence.
     
    Adding a new Moodle for odour would be nice. I don't see why that can't  be done now. Adding mental effects (discomfort at the inability to maintain normality)  and new illnesses would also be good.
     
    Piggybacking zombie infection or fake infection just doesn't sound like it's working.
  17. Like
    Zorak reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    I noticed a lot of people have been complaining about dying from sickness lately so I decided to run a test on how many Corpses it takes for Sickness to start setting in and how close/far away they have to be.

    I am now convinced the whole thing is fairly bugged.

    Sickness starts at 20 corpses in the area, the distance that has to be kept is too big and sometimes, it is truly ridiculous.

    Test Environment: No Zombies, No Traits, Weak Zombies, default otherwise. I spawned around 50 of them, 20 in the beggining and then groups of 5 around the area, killed them all, notice how far I had to go to stop getting sick in later part of the video.
  18. Like
    Zorak got a reaction from DramaSetter in Small but Important Suggestions Thread   
    170. increase damage and aoe of areosol bomb by 25% and pipe bombs by 50%.
  19. Like
    Zorak got a reaction from DramaSetter in Small but Important Suggestions Thread   
    A lot of good ideas here!
    ill just add few not mentioned before
    101): more ammo spawn: its hard to use guns not only because the noise but also lack of ammo, its hard to find enough to start a gun fight or just lvl up shooting skill
    102) less canned food
    103) jar lids reusable, more jars and lids spawn, required lvl 2 in cooking to makre jars with food - I remember long time ago preserving food was so much requested feature and then RJ added it ! But we dont use it as you never find enough jars / lids for winter and canned food is just too common.
    104) more light sources (torches, bigger flashlights) + darker nights.
    105) pills that work like herbs : faster fracture healing etc.
    106) more buff for cooking, nutrition is nice but now we eat different kind of "spawned" food instead of cooking. That well feed buff is good but dont last long.
    107) make that 1hit-jaw-stab with knifes require lvl 2 or 3 in blade skills (its OP)
    108) merge lightfoot and sneaking skills into stealth skill: they are not worth investing skill points in them.
    109) merge defence skills into one.
    110) buff metal wall HP by 4-5 times !
  20. Like
    Zorak got a reaction from Legoland99 in More Defenses   
    How about this ?
    .
  21. Like
    Zorak got a reaction from xXxFANCYCAPYBARA36xXx in More Defenses   
    How about this ?
    .
  22. Like
    Zorak got a reaction from Patrick H in More Defenses   
    How about this ?
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  23. Like
    Zorak got a reaction from DramaSetter in More Defenses   
    How about this ?
    .
  24. Like
    Zorak got a reaction from DresdenBBQ in More Defenses   
    How about this ?
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  25. Like
    Zorak got a reaction from Brex in More Defenses   
    How about this ?
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