Released: Vehicle Tech Test build
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EG Bot   

Kim, part of the sudden scarcity is likely the extreme increase in fuel consumption this build, something I think should be reverted. 

 

But yeah, overall I do think fuel amount is too deterministic. It'd be better to find cars that obviously weren't abandoned with more appropriate amounts of gas.

 

Hopefully that'll start being included as zoning is worked out.

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B33ware   

So, I play the new build on a more powerful rig (amd a8-7410, and Radeon R5 graphics, 8 Gb ram) and the build run pretty faster.

I didn't spot some serious lag, ~35 fps, first 3 days I play only on foot.

Gas is very scarce, I found ~15 vehicles and all of them were empty. After some looting I found a half-empty gas can and decide to try the nearby wagon. When I start to drive the car I spot the huge FPS drop to 15 FPS and lower, it hard to drive the car with such lags. 

Gas presence is really bad for this moment, when the electricity go off we will not be able to took gasoline from the gas station, there is no gas in the cars. We run out of gas on the map for about 1-3 months in game and they become useless.

I really hope for the IWBUMS 38, good work!

 

 

Edited by B33ware

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B33ware   

Also I found a bag: radio transmissions stops on the day 7-8, don't remember correctly.

The last one I've heard was about infection spread, walking dead and so one, but this is not the end, there should be more and more.

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I haven't played this build long enough to know, but can you honk the horn? If not, that would be a great way to distract the zeds, or perhaps even a mechanic in which we can place a corpse into the driver seat and lay it against the horn, so it goes until it stops, essentially creating a long-term distraction that keeps zeds away from any areas you want to explore.

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EG Bot   
1 hour ago, Kim Jong Un said:

Quick question, but what build of IWBUMS does this incorporate? Wondering what won't work anymore before I switch back.

Pretty sure it's 38.11.

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Svarog   

Sandbox Gas Consumption option is confusing because it's probably the only such thing where lower values increase consumption and higher ones decrease it.

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Build Vehicle 21:

 

[New]

  • Transmission changes is now based on your engine rpm, max gear count, max speed, and not just on speed constants.
  • Now slow you/reduce engine force if you're driving on something else than road/streets.
  • Car keys has now a (small) chance to spawn directly on the car's starter or in the glove box.
  • Car keys are now mandatory to start the engine and to turn on headlights.
  • Keys will always spawn in glove box if you're in vehicleEasyUse sandbox option.
  • When starting the engine, keys will be in ignition (not in your inventory anymore), you'll get them back once you stop the engine.
  • You can try to hotwire a car if you don't have the keys: require level 2 electricity, the more level you have, the easier it gets (mechanics may come in calcul when it'll be out)
    •   The higher the quality of the car, the harder it'll be to hotwire it.
    •   Failing a hotwire could break the ignition, making it not possible to start without proper keys.
  • Replaced character saying "Locked.." by the door locked sound when trying to open a car's door.
  • Added rear seats as container too.
  • Van Seats and Special vehicles can now hold up to 4 people in the back (enter on the middle right for the van seats, trunk for others (ambulance, post van..))
  • Now shows "Switch to xx seat" (where xx is the seat's name) in the vehicle radial menu.
  • Added loot distribution system for vehicles:
    •   Every vehicle have a chance to spawn items inside their trunk and/or glove box.
    •   Some can be specific: ambulance, radio van...
    •   Some can be special: Pickup can have fisherman's, carpentry, etc. loots, could be a car full of groceries, etc.

 

[Balance]

  • Changed gas consumption calcul, now is based on how close you're to increase transmission (the closer, the less you'll consume) still also based on engine's quality/mass of the vehicle.
  • You should now consume less than the 19.1 (depend on how you drive, lot of acceleration will ruin your gas tank!)
  • Reduced the chance to stall while driving (it also won't happend on high quality car).
  • Junk yard's cars should be aligned now, not in random angle.
  • Balanced seats container and trunk size of every cars.
  • Increased the chance of having fuel into a car.
  • Doubled distance for player's to hear car engine.

 

[Bug Fix]

  • Fixed a bug with the sandbox option Gas Consumption.
  • Fixed wrong textures for green pickup.
  • Can now access the glove box only when sitting in front seats.
  • Fixed being able to drive through double doors.

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Svarog   

Won't start :S

1505996818573 Could not initialise SteamUtils
Exception in thread "main" java.lang.UnsatisfiedLinkError: no PZBullet32 in java.library.path
	at java.lang.ClassLoader.loadLibrary(Unknown Source)
	at java.lang.Runtime.loadLibrary0(Unknown Source)
	at java.lang.System.loadLibrary(Unknown Source)
	at zombie.core.physics.Bullet.init(Bullet.java:40)
	at zombie.GameWindow.init(GameWindow.java:1798)
	at zombie.GameWindow.maina(GameWindow.java:1053)
	at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)

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nasKo   

Same here

 

1505997861581 znet: Java_zombie_core_znet_SteamWorkshop_n_1Init
java.lang.UnsatisfiedLinkError: no PZBullet64 in java.library.path
    at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1867)
    at java.lang.Runtime.loadLibrary0(Runtime.java:870)
    at java.lang.System.loadLibrary(System.java:1122)
    at zombie.core.physics.Bullet.init(Bullet.java:38)
    at zombie.GameWindow.init(GameWindow.java:1798)
    at zombie.GameWindow.maina(GameWindow.java:1053)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)

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Svarog   

Crashing a car into a tree messes up the game so hard even reloading a save doesn't make the world load back in. You can move and all but nothing other than the UI is rendered.

This error starts to appear on every single tick.

java.lang.NullPointerException
	at zombie.vehicles.PolygonalMap2.getChunkFromSquarePos(PolygonalMap2.java:3670)
	at zombie.vehicles.PolygonalMap2.getSquare(PolygonalMap2.java:3674)
	at zombie.vehicles.PolygonalMap2.access$2(PolygonalMap2.java:3673)
	at zombie.vehicles.PolygonalMap2$VisibilityGraph.addPerimeterEdges(PolygonalMap2.java:1735)
	at zombie.vehicles.PolygonalMap2.createVisibilityGraph(PolygonalMap2.java:2131)
	at zombie.vehicles.PolygonalMap2.createVisibilityGraphs(PolygonalMap2.java:2141)
	at zombie.vehicles.PolygonalMap2.updateThread(PolygonalMap2.java:3838)
	at zombie.vehicles.PolygonalMap2$PMThread.runInner(PolygonalMap2.java:3925)

 

Edited by Svarog

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Brex   
1 hour ago, RobertJohnson said:

Reboot steam, wait for update, missing dll and jar should be there :)

 

Car sounds prob went missing, expect update soon again.. :P

 

Are you gonna add abandoned vehicles on the side of a road, crashes at intersections, etc?

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nasKo   
Just now, Brex said:

 

Are you gonna add abandoned vehicles on the side of a road, crashes at intersections, etc?

Yes, one of the recent Mondoids also mentioned that (art being in the works)

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Any chance the fixes the bug fixes for MP can make it to the vehicle build?

 

I have a group of people prepared to make a test road trip around the map with the new vehicles, I'll report my results regarding seats and seat changes as more stuff has been done.

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Rogers   
15 hours ago, Svarog said:

Does this happen to anyone else?
 

 

It happened to me the moment I turned the car's engine on, exactly like that, whith crazy pointer, the black screen and the red box with numbers going up to six thousand. I can still open the vehicle radial menu, character health panel, etc. couldn't leave the car by pressing "e", had to use the radial menu, the character came out exhausted, screen continued black and the numbers in the red box kept rising.

 

So, I loaded the save, the car disappeared and my character is now forever exhausted, I don't get the ''rest'' option and even after sleeping nothing changes

Edited by Rogers
update

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Just read that in the future cars will drop in quality for use outside of the street.

 

This should really be re-thought. Many people I visit regularly (including family and the yard of my old house) operate farms that have had gravel and dirt roads around the property and nothing is wrong with those cars. Most vehicles are made with this in mind. There is no situation being created using these kinds of paths as they have no way to actually damage the undercarriage.

 

Parking on the grass and patrolling around the fall fair through the fields isn't going to screw up your ride or even damage the undercarriage either, especially if it's a flat space (and would still apply otherwise in any normal driving scenario).

 

Realistic compromise: Continuously running through 3-feet tall grass and bushes will drop your vehicle in quality over time. However otherwise it is just a matter of fact and experience that unless you are neglecting your car, you will not create a situation that will result in the degradation of your car's body, suspension, undercarriage etc. by driving on this in a flat environment. Chip in the paint at most.

 

It's also worth noting that significant loss of speed should only really occur in mud/dirt, sand and grass, not gravel or packed dirt. I haven't seen what the slowdown is, but I'll try it as soon as the build catches up on MP fixes

Edited by Kim Jong Un

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EG Bot   

The vehicles my family sacrificed to the dirt and gravel roads of PEI would beg to differ. 

 

Poor things just didn't stand a chance.

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35 minutes ago, EnigmaGrey said:

The vehicles my family sacrificed to the dirt and gravel roads of PEI would beg to differ. 

 

Poor things just didn't stand a chance.

Unless you are neglecting your vehicles (or other mechanical problems), there is no situation being created by driving down a flat gravel, dirt or grass road that will damage your undercarriage, suspension, etc.

 

People who have lived in a city or town could easily develop these fears about country driving, but it's a common knowledge and experience in our country community that any fear that parking/driving on grass or using a gravel road to get somewhere will screw up your car is absolute hogwash. Unless there are boulders being left out on those roads, your car will run and drive as fine before and after.

 

The vehicles I've driven for years range from an 81 camaro Z28, 86 chevy truck to an 04 Pontiac Montana (FWD minivan) and an 05 Pontiac pursuit (compact). Whether it's the winding dirt road up to my aunt's land or down the gravel road 2 townships over to our worksite, no harm has been done.

 

The effects of these roads are so menial it's absolutely harmless.

 

Personal anecdotal evidence aside, there is nothing happening there that will do any significant damage to your vehicle, at the time or over time.

Edited by Kim Jong Un

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9 minutes ago, EnigmaGrey said:

The vehicles my family sacrificed to the dirt and gravel roads of PEI would beg to differ. 

 

Poor things just didn't stand a chance.

That's because your Canadian cars are bad and if you get down to Texas (Or really anywhere somewhat rural in the US), our cars are very durable, there's a huge dirt path (A mile or two long maybe?) riddled with potholes not far from our has and they've owned it for years, hardly any damage and they're using small Sedan. Besides cars like jeeps it would be down-syndrom town if my jeep got crapped on by a little dirt, Jeeps are built for off road.

 

(I have to flaunt the superior american cars for a second, just let me indulge myself)

Edited by Queen Glory

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28 minutes ago, Queen Glory said:

That's because your Canadian cars are bad and if you get down to Texas (Or really anywhere somewhat rural in the US), our cars are very durable, there's a huge dirt path (A mile or two long maybe?) riddled with potholes not far from our has and they've owned it for years, hardly any damage and they're using small Sedan. Besides cars like jeeps it would be down-syndrom town if my jeep got crapped on by a little dirt, Jeeps are built for off road.

 

(I have to flaunt the superior american cars for a second, just let me indulge myself)

Considering that our car market is nearly the exact same, you're insulting your own stuff.

 

Also, we can import vehicles earlier than you guys can, so that's that too.

 

It's a matter of car neglect, not what road you choose (unless you are going rock climbing/mudding in a hand-me-down Golf). If there was any real concern of driving on these kinds of roads consistently causing damage, there would be a reason for it. Kicking up the uncommon rock on a loose gravel road while going high speed and chipping the paint doesn't count.

Edited by Kim Jong Un

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