Magic Mark Posted May 18, 2017 Share Posted May 18, 2017 (edited) What makes them no longer useful for attracting hordes? I can still do it just fine, and all things considered It should never have been "as intended" for how it attracted zed before. This is what a horn should be used for, and for logic sake should require slow speed. The scene in the walking dead where Merle drove a car slowly and blasted music to send a horde in the area of his former comrades comes to mind. Edited May 18, 2017 by Kim Jong Un BayCon 1 Link to comment Share on other sites More sharing options...
EnigmaGrey Posted May 18, 2017 Share Posted May 18, 2017 1 minute ago, Kim Jong Un said: What makes them no longer useful for attracting hordes? I can still do it just fine, and all things considered It should never have been "as intended" for how it attracted zed before. This is what a horn should be used for, and for logic sake should require slow speed. The scene in the walking dead where Merle drove a car slowly and blasted music to send a horde in the area of his former comrades comes to mind. They stop following you within half a screen unless you go very slowly. Zombies seem to have a low chance of actually honing you in when in motion. There'll be no circling the block to move them from around a house or building now, you'd have to drive close to every zombie and hope they "hook on" and don't fall behind. Having to manually and constantly blast a horn to do this just doesn't sound very appealing to me, though I"ll give the radio a shot. Kuren 1 Link to comment Share on other sites More sharing options...
Magic Mark Posted May 18, 2017 Share Posted May 18, 2017 (edited) Loud sounds is how attracting zed hordes from a vehicle has been portrayed a lot outside of this medium so I would hope mashing a horn is a viable method here. That said I'm still not seeing the zed "give up" as easy as you imply, perhaps this is tied to the already existing sandbox option for zed sound-follow distance. Edited May 18, 2017 by Kim Jong Un Link to comment Share on other sites More sharing options...
Magic Mark Posted May 18, 2017 Share Posted May 18, 2017 Report: Really like the new textures. The wood panels on the station wagons. The fact that you still included a few variants without the wood is impressive (smart!) as well and I'm glad you guys ended up going with this. Found a few old-texture vans. There are still a few issues with the draw order of cars. Hopefully these help. This could also just be a RNG thing but the supermarket parking lot in Rosewood was barren of anything, no cars. I'm glad that you guys are listening to the feedback a lot and not just going into it with tunnel vision. Vehicles are going to great when the kinks get ironed out. I can't wait to use these on my server. BayCon 1 Link to comment Share on other sites More sharing options...
cool daddy shark Posted May 18, 2017 Share Posted May 18, 2017 (edited) Would you guys consider adding in drunk and otherwise impaired driving? Drinking behind the wheel and not sleeping during those long loot hauls should have penalties. Edited May 18, 2017 by sharkstertheshark Blasted_Taco, Soul Filcher, Kuren and 5 others 8 Link to comment Share on other sites More sharing options...
Magic Mark Posted May 18, 2017 Share Posted May 18, 2017 11 minutes ago, sharkstertheshark said: Would you guys consider adding in drunk and otherwise impaired driving? Drinking behind the wheel and not sleeping during those loot hauls should have penalties. *spits water out of mouth* YES! This would be an awesome way to add some penalties to the great elixir of wisdom. BayCon 1 Link to comment Share on other sites More sharing options...
hunger john Posted May 18, 2017 Share Posted May 18, 2017 (edited) Does the car scale seem really off to anybody else? They're pretty big in comparison to the player, and they can just barely fit in normal garages, not to mention only one at a time fitting on a lot of roads. And I don't know if it's just the perspective, but a lot of the cars, namely the sports car, seem wider towards the front end than in the back. W̶h̶e̶n̶ ̶c̶a̶n̶ ̶w̶e̶ ̶e̶x̶p̶e̶c̶t̶ ̶M̶a̶s̶h̶'̶s̶ ̶t̶e̶x̶t̶u̶r̶e̶ ̶o̶v̶e̶r̶h̶a̶u̶l̶ ̶i̶n̶ ̶t̶h̶e̶ ̶t̶e̶s̶t̶ ̶b̶u̶i̶l̶d̶,̶ ̶o̶r̶ ̶i̶s̶ ̶i̶t̶ ̶a̶l̶r̶e̶a̶d̶y̶ ̶i̶n̶?̶ ̶ Edit: Cars look amazing now. Love how you can place items in the glove box/front seat. Overall phenomenal and exceeded all my expectations. I'd like to suggest the handling be adjusted a little, it's pretty difficult to make turns without going off the curb in vans. Edited May 18, 2017 by hunger john BayCon 1 Link to comment Share on other sites More sharing options...
EnigmaGrey Posted May 18, 2017 Share Posted May 18, 2017 1 hour ago, hunger john said: Does the car scale seem really off to anybody else? They're pretty big in comparison to the player, and they can just barely fit in normal garages, not to mention only one at a time fitting on a lot of roads. And I don't know if it's just the perspective, but a lot of the cars, namely the sports car, seem wider towards the front end than in the back. W̶h̶e̶n̶ ̶c̶a̶n̶ ̶w̶e̶ ̶e̶x̶p̶e̶c̶t̶ ̶M̶a̶s̶h̶'̶s̶ ̶t̶e̶x̶t̶u̶r̶e̶ ̶o̶v̶e̶r̶h̶a̶u̶l̶ ̶i̶n̶ ̶t̶h̶e̶ ̶t̶e̶s̶t̶ ̶b̶u̶i̶l̶d̶,̶ ̶o̶r̶ ̶i̶s̶ ̶i̶t̶ ̶a̶l̶r̶e̶a̶d̶y̶ ̶i̶n̶?̶ ̶ Edit: Cars look amazing now. Love how you can place items in the glove box/front seat. Overall phenomenal and exceeded all my expectations. I'd like to suggest the handling be adjusted a little, it's pretty difficult to make turns without going off the curb in vans. Cars are scaled to the models used in newer animations, so they'll continue looking a bit off until they're released. p This isn't it. Kuren, hunger john, BayCon and 1 other 4 Link to comment Share on other sites More sharing options...
ProjectSky Posted May 18, 2017 Share Posted May 18, 2017 (edited) The new car image is perfect, but there are some small issues. Like this graph drawing issues, characters were blocked by the vehicle model. and this. Edited May 18, 2017 by Sky_Orc_Mm BayCon and DramaSetter 2 Link to comment Share on other sites More sharing options...
B33ware Posted May 18, 2017 Share Posted May 18, 2017 Gonna test new update this evening Are some visual representation of damage on cars in pipeline? Or we just gonna drive some invulnerable brick without any scratch till it's HP is off? Link to comment Share on other sites More sharing options...
Brex Posted May 18, 2017 Share Posted May 18, 2017 Is anyone else getting the freeze/crash problem after about half an hour of gameplay? Or is it just me? Link to comment Share on other sites More sharing options...
BayCon Posted May 18, 2017 Share Posted May 18, 2017 (edited) 17 hours ago, Colin said: Speak for yourself, regardless, I am not specifically stating this for electric vehicles, but for other potential items that would exist outside the predefined date..... as a procedural game content creator, game developer and programming language developer, I know exactly how much work it is developing features that require procedural generation or replacement.... creating new layouts for buildings is not hundreds of hours of work but instead days of planning and coordination, with some ideas between the current devs, I'm pretty sure they can do it...... (whether they would want to is a complete different story) buildings already can be pre-burned, so placing "invisible plots" for buildings that did not exist before and replacement buildings would not be difficult at all since they have already built the necessary tools..... What you're neglecting to realize is that we're talking about 8 - 10 people who already have their own roadmap, and already have their hands full in achieving their parts. It's unreasonable to expect them to expand the focus of the game in a direction that doesn't fit their original vision and will take many hours of extra work. And for what? It doesn't add anything too meaningful to the gameplay formula. Gamers, for the most part, don't like meaningless RNG reskins or games that are wide as an ocean and deep as a puddle (No Man's Sky and Starbound's criticisms come to mind first). In almost every case I've experienced, RNG systems are inferior to hand-crafted content, and we have enough games that rely heavily on RNG. I'm not interested in having that come to Zomboid, because it cheapens the experience. Part of Zomboid's charm is the fact that most of its content (I won't say all because there are certainly things I don't know) was built with love from the ground-up, and hand-crafted. They even use their own proprietary engine because today's done-to-death Unity and Unreal engines were not readily available to them at the time. Also, when you have a map the size of 2 - 3 real cities, what is the gameplay benefit of changing layouts of buildings? If you want a fresh experience, you're certainly free to travel to one of the 3-4 cities already in the game, and they are adding more areas at a solid pace. On top of that, there are so many full maps added to the base map (in different areas so you can use more than one at once if you would like) made by modders that if you installed each one, it would almost be a completely filled map. It's just meaningless to me. However, the only opinion-based statement I agreed with in this post was the statement about generating empty plots where buildings would be. I had actually thought about how nice that would be several days ago when I saw this area of the Muldraugh map. Edited May 18, 2017 by BayCon Kuren 1 Link to comment Share on other sites More sharing options...
The White Wolf Posted May 18, 2017 Share Posted May 18, 2017 So I tried again yesterday and today, I still have the bug with everything in black around the car if I quit the game in a car, itmade the game crash finally I also had this weird bug a moment ago but I don't know if it's car related It's hard to see the rain drops but it's raining in my house I don't know why, i just destroyed the stairs Link to comment Share on other sites More sharing options...
Lexx2k Posted May 18, 2017 Share Posted May 18, 2017 (edited) So, I figured out why I had no car containers. The solution was obvious and I should have thought about that right from the very beginning: Mods. Did lots of testing and at the end figured out that "Quick Containers" is at fault. With this mod enabled, none of the cars will have accessible containers. Edited May 18, 2017 by Lexx2k Kuren 1 Link to comment Share on other sites More sharing options...
Kuren Posted May 18, 2017 Share Posted May 18, 2017 11 minutes ago, Lexx2k said: So, I figured out why I had no car containers. The solution was obvious and I should have thought about that right from the very beginning: Mods. Did lots of testing and at the end figured out that "Quick Containers" is at fault. With this mod enabled, none of the cars will have accessible containers. This is why they always tell you to turn off mods when testing... lol King-Salomon 1 Link to comment Share on other sites More sharing options...
BayCon Posted May 18, 2017 Share Posted May 18, 2017 39 minutes ago, The White Wolf said: So I tried again yesterday and today, I still have the bug with everything in black around the car if I quit the game in a car, itmade the game crash finally I also had this weird bug a moment ago but I don't know if it's car related It's hard to see the rain drops but it's raining in my house I don't know why, i just destroyed the stairs I was going to say the no-staircase sheet rope strategy was risky, but I see you left your door unbarricaded. Actually.. It still is risky bro. Zombies can tear down sheet ropes now so do be careful. I usually make sure the rope is there before exiting, and I make sure there's a rope at every window, so in case some go out, I'll still have some to use. Link to comment Share on other sites More sharing options...
steiger Posted May 18, 2017 Share Posted May 18, 2017 43 minutes ago, The White Wolf said: It's hard to see the rain drops but it's raining in my house I don't know why, i just destroyed the stairs This has been reported both in this thread (and I think in the IWBUMS 37.14 branch too!) Essentially, the roofs don't work. If you have a walkable floor above you, it blocks the rain, but roof tiles seem not to. Link to comment Share on other sites More sharing options...
BayCon Posted May 18, 2017 Share Posted May 18, 2017 12 hours ago, EnigmaGrey said: I'd say sound's been nerfed to the other extreme. Starting up a car seems to only attract the closet zombies. Driving past hordes, they often won't turn and notice you until you're almost right on top of them. Zombies only follow until you out pace them by 20-30 tiles then just stop. If you shut off your engine, only the ones within 10-15 tiles seem to keep coming, though they sometimes lose focus and just stand there. Now they're no longer useful for distraction or moving hordes around unless you go really, really slowly - and even then it's debatable. Maybe the radio would help, but haven't bothered. On the plus, performance in Six Months After is now good. Without having all those zombies path-finding to a single object, it's very playable. Just without this, it's now very easy to "win." Drive around / through hordes, go to a clear area. Live in peace and harmony. A damage model would, of course, change that since there's so many of them, but I genuinely found it much more fun trying to move them out of the way with the vehicle's noise mechanics, than shouting or carrying around a gun. It's hard to conceptualize how this'll play out. This really does kill the enjoyment for me, though. I really did like the hustle and movement present in the prior build. It was fun thinking of how to mitigate the flood of zombies that'd come trying to start up an old beater, not to meant filling it with loot as quietly as possible before fleeing, and using other cars / noise makers as distractions to loot high-value targets. Losing the hordes by zigging and zagging complimented it nicely, realism be damnmed. Sandbox options for sound radiuses changed would be very helpful. Not everyone has a PC that can handle "floods" of zombies, and it still wouldn't be able to even after optimization. Also, there's a difference between "hordes" and nearly every zombie in the city . With this build, I can reach a somewhat stable 24 fps. It's still not comparable to the 60 I used to maintain, but it's getting there. I will say, however, that I like the radius the way it is now. It's almost a full screen, which is more realistic anyway. I still found myself carrying a large horde on my back and having a vehicle-related death. I think a way to keep this radius while still making the car difficult is to have an unforgiving damage model for hitting too many zeds. This is kinda graphic and dark, but if hitting one deer can do this... ...we can make hitting a handful of humans (which weigh on average in between a doe and a male deer), just as punishing to the performance of the car (to be clear I'm not asking for full-body car denting and breaking mechanics lol ;). While I'm for the idea of increasing the Radius of Attraction a little bit, just a teeeeny tiiiny bit , what was present in the old build is not beneficial to gameplay. Driving around to find a house to stay in was not possible because you'd have every zombie in a 3 block radius sweeping through it and breaking all the windows before you can even get out of the car. That's just one example too. Link to comment Share on other sites More sharing options...
BayCon Posted May 18, 2017 Share Posted May 18, 2017 8 hours ago, EnigmaGrey said: Cars are scaled to the models used in newer animations, so they'll continue looking a bit off until they're released. Reveal hidden contents p This isn't it. The new models are bigger? Sweet! By the way, I was wondering what could really be done about the scale of the vehicles. On one hand, vehicle-to-house scaling is fine, but player-to-vehicle scaling is off. The real problem comes with the fact that player-to-house scaling is fine too... I'm interested to see how the developers balanced that out when the animation update finally drops. Link to comment Share on other sites More sharing options...
BayCon Posted May 18, 2017 Share Posted May 18, 2017 (edited) Also, has anyone used the car that looks like a corvette yet? I have not even found one, unless you count the "destroyed" car models in pileups. I like that some cars are rarer than others, and I'm not arguing for their current rates to be changed, I just wanna see one in-game, because I haven't found one yet. EDIT: Oh yeah, and Mash's textures for the cars look excellent! I enjoyed Martin's cars up close as well, but at farther zoom levels is when the appeal started to drop for me. Edited May 18, 2017 by BayCon DramaSetter 1 Link to comment Share on other sites More sharing options...
The White Wolf Posted May 18, 2017 Share Posted May 18, 2017 37 minutes ago, BayCon said: I was going to say the no-staircase sheet rope strategy was risky, but I see you left your door unbarricaded. Actually.. It still is risky bro. Zombies can tear down sheet ropes now so do be careful. I usually make sure the rope is there before exiting, and I make sure there's a rope at every window, so in case some go out, I'll still have some to use. Well I also made one window with a sheet rope inside the house instead of the stairs, but yeah I know there's a risk that Z's tear those down 34 minutes ago, steiger said: This has been reported both in this thread (and I think in the IWBUMS 37.14 branch too!) Essentially, the roofs don't work. If you have a walkable floor above you, it blocks the rain, but roof tiles seem not to. Oh okay so it's not just me, I hope this will be corrected, it's kinda annoying ^^' BayCon 1 Link to comment Share on other sites More sharing options...
steiger Posted May 18, 2017 Share Posted May 18, 2017 1 hour ago, BayCon said: Also, has anyone used the car that looks like a corvette yet? I have not even found one, unless you count the "destroyed" car models in pileups. I like that some cars are rarer than others, and I'm not arguing for their current rates to be changed, I just wanna see one in-game, because I haven't found one yet. I have used the corvette. Interestingly, I didn't spin out as much as I expected to. I think all the handling characteristics are identical at the moment (or based on vehicle weight)? This can be differentiated in the future, I'm sure. BayCon 1 Link to comment Share on other sites More sharing options...
Brax Posted May 18, 2017 Share Posted May 18, 2017 Hallo, after the latest update i'm not able to forage anywhere. My base is in mauldraugh here. I had plenty of places where to forage before, now there is none. Is anybody else experiencing this issue? Link to comment Share on other sites More sharing options...
Brax Posted May 18, 2017 Share Posted May 18, 2017 Hi, While lighting a fire i have some rendering problem. Here a screenshot. Attaching log file console.txt Link to comment Share on other sites More sharing options...
DramaSetter Posted May 18, 2017 Share Posted May 18, 2017 Guys,you doing really not bad! I was thinking that you gonna spend on fixing that idiotic bug months or years,but no,you did it! ( But still some issues with drawing car textures at distance, etc ) Link to comment Share on other sites More sharing options...
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