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Found 22 results

  1. Similar how disassembling radios now give the battery back if it's still there, disassembling lamps that have light bulb in them should give a light bulb.
  2. I decided to make a list of items that currently can not be picked, but technically should be possible to do. Seeing as virtually anything can be picked now, given enough skill and having required tools, I decided to put it in the bug reports as possible omissions instead of suggestion, even if technically it could probably apply to suggestion. I'll post separate I'll try to post each item, screenshot and example PZMap location based on the most recent public testing build (as the time of writing 40.3 weather test build) and give a suggested name for it, since I think the tiles don't get a name until they are able to be picked: First of all, all the items that are destroyed by vehicles can no longer be picked (cones, signs, mailboxes, dumpsters). I can list them, but they should be easy to determine since it was a new addition and it was being mentioned a few times already I think. Unopenable windows (all of them, it was requested on a few occasions already) All doors (you can dismantle them, but not pick to move, might be intentional though, also see this thread for list of doors that have no name (Disassemblable Object)) Stair and walls which can be sledgehammered, but I assume it's intentional All nature stuff (bushes, trees, etc.), which was mentioned before by someone Tall structures (streetlamps, traffic lights, american flags, tall signs) – some of these can be sledgehammered leaving a funny situation of just upper part hanging, but other than that can not be picked or disassembled. It's an engine limitation though and I think it was discussed before, but listing them for completeness anyway. Light switches (see also this thread) For Lease Sign that are placed on windows though this might be an engine limitation, as normal ones are pickable, see this thread for more info Fuel dispenser, but I guess it's by design Manger / Feeding Trough: https://map.projectzomboid.com/#10854x9084 Empty Sign: https://map.projectzomboid.com/#10609x9909 Zippee Newsstand: https://map.projectzomboid.com/#10606x9610 Fossoil Newsstand: https://map.projectzomboid.com/#10634x9755 Gas 2 Go Newsstand: https://map.projectzomboid.com/#10670x10621 Small Spiffos Dinner Table: https://map.projectzomboid.com/#10619x9649 Large Spiffos Dinner Table: https://map.projectzomboid.com/#10618x9646 50s Dinner Table (see also this threadhttps://map.projectzomboid.com/#10617x10564 Cubicle Walls: https://map.projectzomboid.com/#10622x9684 (level 1) Small Box: https://map.projectzomboid.com/#10608x10256 Buffet Counter: https://map.projectzomboid.com/#10613x10303
  3. I finally get to assembling items that should be disassemblable but currently are not. See also "List of world tiles that can't be picked up" for items that are not movable. Some of the items I already stated in this reply from a thread originally started by@Geras back in reply to his findings. I'll try to update this thread from time to time: All non-movable items listed here and that are not disassemblable (list in this thread) Purple Rattan Chair: https://map.projectzomboid.com/#10914x9994 Purple Rattan Couch: https://map.projectzomboid.com/#10912x9995 Blue Rattan Chair: https://map.projectzomboid.com/#10882x10000 Blue Rattan Couch: https://map.projectzomboid.com/#10853x9943 Light Blue Chair: https://map.projectzomboid.com/#10772x9686 Light Blue Couch: https://map.projectzomboid.com/#10853x9849 Brown Lazy Chair: https://map.projectzomboid.com/#10778x9761 Brown Lazy Couch: https://map.projectzomboid.com/#10876x10003 White Lazy Chair: https://map.projectzomboid.com/#10690x9459 White Lazy Couch: https://map.projectzomboid.com/#10689x9459 Red Comfy Chair: https://map.projectzomboid.com/#10859x9896 Red Comfy Couch: https://map.projectzomboid.com/#10838x9796 Green Comfy Chair: https://map.projectzomboid.com/#10857x9897 Green Comfy Couch: https://map.projectzomboid.com/#10860x9961 Modern White Chair: https://map.projectzomboid.com/#10860x9878 Fancy White Chair: https://map.projectzomboid.com/#10854x9844 Beach Chair: https://map.projectzomboid.com/#10841x9846 Round Outdoor Lamp: https://map.projectzomboid.com/#10905x9992 Fancy Outdoor Lamp: https://map.projectzomboid.com/#10880x9998 Antique Outdoor Lamp: https://map.projectzomboid.com/#10846x9846 White Curtain: https://map.projectzomboid.com/#10882x10001 Beige Curtain: https://map.projectzomboid.com/#10905x9759 Small Green Curtain: https://map.projectzomboid.com/#10776x9767 Grey Long Curtain: https://map.projectzomboid.com/#10852x9842 Small Pearl Curtain: https://map.projectzomboid.com/#10872x10004 Jorge Foreguy Barbecue / Full Jorge Foreguy Barbecue: https://map.projectzomboid.com/#10867x10003 Mail Box: https://map.projectzomboid.com/#10898x9996 Stop Sign: https://map.projectzomboid.com/#10860x9981 Cash Register: https://map.projectzomboid.com/#10675x10630 Black Cash Register: https://map.projectzomboid.com/#10849x9763 Shop DIspenser: https://map.projectzomboid.com/#10669x10629 Neon Open Sign: https://map.projectzomboid.com/#10851x9765 For Sale Sign: https://map.projectzomboid.com/#10764x9727 Standpipe: https://map.projectzomboid.com/#10662x10661 Generator (randomly spawned) There's also various mirrors, though I don't know what they should drop and things like corkboards, cardboards posters and hay bales, there is no reasonable thing for them to drop, though they could technically be usable as a fire source. Some of the items (e.g. microwave) should also use Electrical instead of metalworking and plastic items should not be disassemblable at all (currently I think just the table is). It might be a good moment to enable some thread and or fabric from disassembling the curtains, armchairs and coaches, as well as some Tailoring boost! It would surely help training that new skill.
  4. It seems that for partially-filled containers you often don't get an option to pour into or fill from taps etc. You can only fill them by putting them on rain or pour/drink some from it and then when it's emptier, it can be filled. There are also some odd rounding errors with the floats being involved. I kinda wish the system would be less sophisticated and just used unit for water containers (i.e. cup = 1 unit of water and then other containers multiple of it, similar how taps have)
  5. It seems there's not much left of those anymore, as most (all?) of the objects that can be picked got its name. It seems all that's left are a fence and a few toilet doors that are not pickable, here's the list of those that I spotted in Muldraugh, feel free to add if you know of more: Fence: https://map.projectzomboid.com/#10843x9084 Outhouse Door: https://map.projectzomboid.com/#10834x8938 Blue Toilet Door: https://map.projectzomboid.com/#10607x9384 Brown Toilet Stall Door: https://map.projectzomboid.com/#10612x10557 Blue Toilet Stall Door: https://map.projectzomboid.com/#10666x10614
  6. It seems that metal shelves (e.g. here: https://map.projectzomboid.com/#10835x9532) use carpentry to disassembly – they should use metalworking instead.
  7. https://map.projectzomboid.com/#10838x9539 It seems to be the same omission as this one:
  8. When there is something standing on a tile (like a sink, microwave or a radio standing on top of the cupboard or table), you can still try to disassembly it but it says the chance is 0% no matter your skill level. Ideally it should show the message similar to the one you get when the container is full of items.
  9. I think those are remnants of the old system when you could only pick one tile objects and those items could be picked one tile at a time. However, across the updates you can now pick multi-tile signs and things such as Map of USA as whole, so I think this mechanic should apply to the following items as well: Fancy Brown Rug (6 tiles) Dark Purple Rug (6 tiles) Child's Drawing in Muldraugh Elementary School (5 tiles) Children Drawing in Muldraugh Elementary School (3 tiles) Door Mat Rug (2 tiles) Here's the picture of all these tiles and a Map of USA for comparison put inside a container. There are probably more of these items, the first place to look for them would be the "_Rug" named tiles but I posted only the ones I personally experienced myself. EDIT: Forgot to add that there was also some lightning errors with the children paintings, not sure if they are related to this issue:
  10. This depends on where you click, I noticed that with an Lightwood Desk. Choosing one option results in the whole item being disassembled properly. P.S. I seem to run out of 100 MB of attachment quota; how can I remove my old attachments?
  11. I'm not sure if anyone reported it already and I guess it's a known issue and possibly technical limitation, but various multi-tile objects have different lightning on tiles and when it came to things like painting or rungs, there are visible seams on them. Is there anything that can be done to prevent it? I am currently running at default medium options with lighting quality set to medium. Is there anything that can be done to prevent or mitigate the effect? See the rag, painting and coach from the attached screenshot to know what I'm talking about.
  12. So I make a ham sandwich with (not fresh) bread and I wind up with a sandwich that is negative happiness and boredom. Adding fresh ingredients makes the sandwich worse (more unhappiness, more boredom). I would expect it to become more enjoyable, not less.
  13. Hello, I have an issue. My game freezes and doesn't respond until I close it completely. This happens in my house, almost always on the stairs. I have only three mods. Two of which just change the icons, and the third just adds one line of text, nothing big. I'm playing Sandbox, world was created on last version (41.39), but this has happened before. Also, this was not at the start of IWBUMS, this appeared about a month or two ago. I attach the last log when I froze on the stairs and a screenshot with my house circled on the map. Just in case. Please help me, this issue is quite annoying 30-06-20_19-20-49_DebugLog.txt
  14. Hi Folks, I looked through the bug tracker and haven't seen this one mentioned, so I hope it's not a dupe of something already reported. I've recently returned to Zomboid after a little hiatus and been playing with the latest build of 41.39 and was excited to hear that clothing can actually be repaired! However, when I attempt to repair clothing I see the progress dialog bar but nothing gets repaired and the resources are consumed. I also see little red error boxes in the lower right of UI after I inspect clothing and right-click Hole to get the Patch Hole context dialog. I followed the console.txt log and see the following errors regarding getScratchDefenseFromItem(Clothing.java:936) and getBiteDefenseFromItem(Clothing.java:922) methods: LOG : General, 1593988288187> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: getScratchDefenseFromItem function: doPatch -- file: ISGarmentUI.lua line # 124 function: doContextMenu -- file: ISGarmentUI.lua line # 167 function: onBodyPartListRightMouseUp -- file: ISGarmentUI.lua line # 92 ERROR: General, 1593988288194> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General, 1593988288195> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1480) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1434) at zombie.ui.UIManager.update(UIManager.java:872) at zombie.GameWindow.logic(GameWindow.java:237) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.NullPointerException at zombie.inventory.types.Clothing.getScratchDefenseFromItem(Clothing.java:936) ... 22 more LOG : General, 1593988288196> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: getBiteDefenseFromItem function: doPatch -- file: ISGarmentUI.lua line # 124 function: doContextMenu -- file: ISGarmentUI.lua line # 167 function: onBodyPartListRightMouseUp -- file: ISGarmentUI.lua line # 92 ERROR: General, 1593988288196> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General, 1593988288196> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1480) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1434) at zombie.ui.UIManager.update(UIManager.java:872) at zombie.GameWindow.logic(GameWindow.java:237) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.NullPointerException at zombie.inventory.types.Clothing.getBiteDefenseFromItem(Clothing.java:922) ... 22 more ERROR: General, 1593988288197> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __concat not defined for operands: + and null at KahluaUtil.fail line:82. ERROR: General, 1593988288198> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: __concat not defined for operands: + and null at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:800) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1480) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1434) at zombie.ui.UIManager.update(UIManager.java:872) at zombie.GameWindow.logic(GameWindow.java:237) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) LOG : General, 1593988288198> ----------------------------------------- STACK TRACE ----------------------------------------- function: doPatch -- file: ISGarmentUI.lua line # 124 function: doContextMenu -- file: ISGarmentUI.lua line # 167 function: onBodyPartListRightMouseUp -- file: ISGarmentUI.lua line # 92 So, there are already issues of some sort even with the context menu. When I attempt to repair the clothing, via Patch Hole -> Ripped Sheets I see the repair progress bar do its thing and consume the resources and new red error box pops up. The repair doesn't seem to do anything no matter how many times I try it. If it's its merely a skill failure, there has to be a better way to approach it, but from the console.txt it sounds like its just a bug. When I perform that action, I see the following in console log regarding addPatch(Clothing.java:1038) method: LOG : General, 1593988295353> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: addPatch function: perform -- file: ISRepairClothing.lua line # 30 ERROR: General, 1593988295354> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General, 1593988295354> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:102) at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:8830) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:8561) at zombie.characters.IsoPlayer.lambda$update$40(IsoPlayer.java:1938) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.characters.IsoPlayer.update(IsoPlayer.java:1930) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:69) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:131) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2764) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5559) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.iso.IsoCell.update(IsoCell.java:5502) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3125) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.iso.IsoWorld.update(IsoWorld.java:3053) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1561) at zombie.gameStates.IngameState.update(IngameState.java:1275) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:282) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:722) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:748) Caused by: java.lang.NullPointerException at zombie.inventory.types.Clothing.addPatch(Clothing.java:1038) ... 38 more I'm playing Zomboid on a Macbook Pro, OSX 10.14.4 (18E227), but I'd be surprised if this issue is platform specific. I love this game and thank you for your time! -Michael
  15. OnTickEvenPaused event isn't working while the game is paused.
  16. 41.39 IWBUMS, Windows 10, Steam, Modded Observed behaviour: Sometimes when encountering survivor corpses in homes, multiple MSR788 rifles will be found on their corpses. In one case, the corpse had four rifles, which seems excessive. Expected behaviour: Dead survivors only have one rifle. Observations: Whenever I encountered this, the rifles had gun-mods installed (sights, recoil pad, stock, etc) . I encountered two separate instances: - In one case, four rifles were found, one which had four mods installed, one with three, one with two, and one with a solitary mod. - In another instance, I found a pair of rifles. One with two mods, and one with a single mod. - In all cases, each rifle appeared to be identical to the previous rifle in the inventory, but with an extra mod added each time. Supposition: Some code is building up mods on MSR788 rifles (and maybe other guns?) in a loop, and creating a gun for each iteration, in addition to/instead of at the end of the loop. Notes: I'm Australian, and not well versed in gun culture. Maybe US folks having four rifles in their inventory is a totally normal thing?
  17. 41.39 IWBUMS, Windows 10, Steam, Modded Observed behaviour: Encountered an issue the other day where I made a burger with *so many good things*, but with each ingredient I added, the burger became more boring and sad. It remained a sad and boring burger after cooking. Investigation A little sleuthing revealed this post describing the bug, where a sandwich of burger made with stale bread starts off being mildly sad, and becomes more sad with each ingredient and spice added. While I haven't had a chance to test for reproducibility, it's a plausible explanation for what I saw, as my bread had neither the fresh nor rotten markers on it. Expected behaviour: Adding fresh ingredients to a burger always makes it better, even if the burger is originally sad and boring.
  18. It should have money inside, but it's not container at all. Example location: https://map.projectzomboid.com/#10849x9763
  19. When you try to add "Global XP" when the game is in debug mode, the game will throw an error. This option and relevant strings should be removed entirely, as we no longer have need for this
  20. Fanny Pack (Front) -> Equip Primary/Secondary -> Wear on Back -> Double Icon in Inventory Panel: In addition, it seems not a good idea to change DisplayName of Fanny Pack when it wear on Front or Back, since this will lose the name entered by player via "Rename".
  21. this has been a issue for a long time, but i just never reported it cause i didn't see it as that big of a deal until today, if your walking diagonally (WD, SD, WA, SA) you can't open doors. you have to click on them with the mouse in order to get them to open, i figured it wasn't a big issue as i always click on doors to open them. but after watching Ravenim get killed by the issue i realized it's a lot more of a issue. it's funny because sometimes it works and sometimes it doesn't, a few minutes before ravenims demise he opened a door diagonally the same way and it opened, but when he was trying to run away it wouldn't (should also include that most of the time it won't work if you are jogging, you need to be walking to open doors) i hope this issue can finally get resolved and people can run and open doors diagonally as well as vertically/horizontally (when i say diagonal i mean moving down and right or up and left)
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