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Found 7 results

  1. Good evening. I am experiencing a bizzare issue with a custom-build room I made connected to my converted Diner base. Enough said. Yes, all Doors are shut. Yes, the Staircase and such are fully enclosed. No, Pillars are not able to be place in corners. Am I doing something wrong? Thank you for any assistance you may give me. -TURTLESHROOM
  2. Hey everyone. I was just on my way to Dreadwood from Muldraugh and as I was running through the cornfield by the north farm. As I darted about the corn, axing up some zeds it occurred to me that the last time I was in a corn field, I couldn't see anything but corn. The stalks naturally stagger in position, despite being in rows. There is rarely a lane one can clearly see down in a corn field once inside it. I don't know if player planted corn blocks your vision but I think if it isn't too difficult, it would be neat to see it implemented to make corn and other tall crops block your vision, generate noise when touched and be hard to just run through similar to how dense trees make it all black and slow you to a crawl. Just a thought, not sure if this has already been suggested. Please weigh in.
  3. It is a source of occasional frustration for me that you can't see farther than approximately the width of the screen from where you stand. Based on the Google Maps Street View going along Dixie Highway in Muldraugh, during the day, a survivor on the highway looking south from Knox Bank should be able to see zombies milling about in front of the Sunstar Hotel, and if that survivor had a one-story watchtower next to the road, they might be able to spot a horde as far away as Pizza Whirled. Plus, if we want to use vehicles and rifles to their full effect, we need to know what going on more than a couple hundred feet away. I like Project Zomboid's third-person view setup. I don't want to change it. What I want is to brainstorm UI workarounds for offscreen-but-within-line-of-sight data. My current thought is something like the Moodle system: icons that appear on the edge of the screen with a background color to indicate distance (perhaps dark red for just off screen fading to white at the horizon). Like on-screen objects, they would fade in or out based on your ability to perceive them, but the total amount of information they would give you as a player would be pretty sharply limited: for example, you could have separate icons for one human or zombie, for a group humans and/or zombies, for a vehicle in motion, for a side street, for a side trail, for a dead end ... I think you'd need some playtesting to figure out what distinctions to include, but you'd never put in enough to (for example) tell which survivor on a multiplayer server is coming up the highway towards you.
  4. In its current state the sandbox options are a bit lacking. When you want to change the hearing of a zombie, you either get a zombie that for all intents and purposes is deaf, your normal average zombie, or a zombie that can hear you breath from 100 yards. (exaggeration (duh)) It would be cool if instead of three options, you had a slider bar that you could move left or right and get more variable senses in zombies. Would be cool if this was done for walk speed too.
  5. Okay, I have had an idea how binoculars could work in game: When you press and hold the sneak/ready attack button and drag the mouse to the edge of the screen you get a slightly wider view of your surroundings. With binoculars equipped as a primary/secondary, this view is significantly increased, although you will only be able to see what your character can see, so if there is a house blocking your peripheral vision you obviously would not be able to see anything behind it. A way around this would to be able to get to higher vantage point, a second or third floor for example, enabling you to see over said house. An alternative to having binoculars equipped as primary/secondary, you have the option to "wear" them around your neck. To balance this out, wearing binoculars or having them equipped leaves them prone to damage. They could deteriorate completely over time or slowly get damaged, making the view distance shorter or blurrier. Rendering the Binoculars almost useless. Binoculars will come in a small variety, ranging from 100m-500m (or shorter/longer distances) and will be slightly rare and are not regarded as military equipment. What do you think guys?
  6. JoeM


    I think that being able to find and use binoculars in PZ would add more depth to gameplay. Players of the old side-scrolling shooter Soldat will probably remember the way the game handled sniper rifle scope zoom in two dimensions. The player could move his cursor to the edge of the screen, dragging his view away from his character so he could fire at targets that were out of sight for unscoped weapons. However this left your character vulnerable, as you could not see if he was being attacked at close range. My suggestion for PZ is to include binoculars as an item that would occupy the Primary slot while in use (akin to the spray paint can in the Spray Paint mod). You would be able to see objects beyond the limits of the typical game screen, provided that you had a clear line of sight. Of course all the usual obstructions would still apply - buildings, trees, rain, fatigue etc - but in clear weather and across open ground you would be able to "glass" an area and hopefully make a more informed decision as to what to do next. This could open up gameplay to "keyholes": viewing things far away through gaps in trees and buildings. It would also leave you vulnerable to zombies sneaking up on you while you were "zoomed in". Just like real binoculars, your field of vision would be quite narrow (my set gives me about a 6.5 degree angle) so you would need to scan from side to side to get a full view of what's down range. Everything outside of your FOV could be greyed or blacked out. Devs, I wouldn't have the first idea how much work is involved in this suggestion. But it seems like a reasonable thing for an apocalypse survivor to do, binoculars must be common enough in Kentucky and I don't think it would be overpowered in MP due to the narrow field of view and increased vulnerability.
  7. Does anyone else feel that the Lit Candle as a light source is nearly entirely useless indoors? It barely makes a difference when lit, as far as I can see. I've even adjusted my monitor's brightness settings, etc., but that barely made it better (and I'd rather not have to do that every time Iplay). The smaller the room, the better it is (more surfaces) but for larger rooms it's terrible. Candles cast much more light in reality than this currently depicts. It makes having them in-game a bit pointless (for indoor use). Am I the only one with this complaint? I saw nobody else saying as mch in any topic when doing a forum search; or even a web search. Here's a scrennshot of me, zoomed all the way in, with a candle lit indoors; See what I mean... or, more aptly, don't see. It's nearly pitch black. With the candle lit. Almost totally black without (I can barely see the walls). Perhpas this is an issue that will be fixed, or with some kind of in-game gamm/brightness slider?
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