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RELEASED: Vehicle Test 41


RobertJohnson

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In the new build (single player) cars drop speed very quickly when releasing the accelerator; the Chevalier Dart and the police car went from 60 to 0 in approximately 1 second and the trucks and vans take about 3 seconds to come to a complete stop without braking.

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1 hour ago, Kedryn said:

In the new build (single player) cars drop speed very quickly when releasing the accelerator; the Chevalier Dart and the police car went from 60 to 0 in approximately 1 second and the trucks and vans take about 3 seconds to come to a complete stop without braking.

That's caused by under-inflated tires.  It was supposed to work that way (since October) but wasn't due to a bug.

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1 minute ago, EasyPickins said:

That's caused by under-inflated tires.  It was supposed to work that way (since October) but wasn't due to a bug.

 

How much under is considered under-inflated? My tires are all 36/40 and I was concerned about going higher than that.

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Just now, Kedryn said:

 

How much under is considered under-inflated? My tires are all 36/40 and I was concerned about going higher than that.

Anything under max pressure (40 in this case) will add some slow-down.  So get as close to 40 as you can (press spacebar to stop inflating whenever you choose).

 

Pressure below Max + 5 = 45 looks like it won't have any ill-effects.  Looking at the tire-inflation action, as soon as you hit 45 the tire is destroyed.

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23 minutes ago, EasyPickins said:

Anything under max pressure (40 in this case) will add some slow-down.  So get as close to 40 as you can (press spacebar to stop inflating whenever you choose).

 

Pressure below Max + 5 = 45 looks like it won't have any ill-effects.  Looking at the tire-inflation action, as soon as you hit 45 the tire is destroyed.

Took me awhile to find a pump in a test game but yes, much better now; I had no idea that 4 air units would make such a huge difference. ;)

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on mp : lag, lag, lag... confined in a 50x50 cell after 30min, and reco do nothing. driving : reappear 30m before without car, and car isn't where "server refresh". There is none difference with previous version EXCEPT i don't stumble on "end of world", just a little code to slow/stop my car before but i see it ~20 square in front, and when the world don't appear.

bad thinks

Spoiler

this is a beta version the border of world is part of the risk and the problem you (and us) occurs. you code against bugs or against beta tester experiences ?


I confirm that release key UP stop the car, and in my case, with synchro problem, where there is some "missing key pressed", i can't go forward. In this update, i move faster by foot

somebody drive me "out of the lag" because can do anything and find a safeplace.
At 2 turn, ( and 4 screen refresh) I see the screen black , only my name. and about 1min, screen begin to refresh a place where he bring me, with a sloooowww appear of world (about 15x15 square), can see Z's on it. Some walls appear after 30sec, and nothing more, so i finally disco/reco.

Edited by arkahys
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28 minutes ago, Neutz said:

The speed limiter is so bad and buggy, i would have prefer it the way it was before, Manually slowing down is better than the current speed limiter.

 

It makes my vehicles stop and go from 55mph to 0 every 100 metres

I think that's flat tires slowing the car down.

The speed limiter just prevents speed over 55, it doesn't stop the car.

If you're running into unloaded chunks though, the brakes are applied.

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14 minutes ago, Tails said:

haven't found a tire pump yet.  im wondering if the tire pump is supposed to spawn on the character since it is the vehicles beta or the tire pump can only be found by looting,

 

I found a tire pump in a warehouse full of crates.

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5 hours ago, EasyPickins said:

I think that's flat tires slowing the car down.

The speed limiter just prevents speed over 55, it doesn't stop the car.

If you're running into unloaded chunks though, the brakes are applied.

 

The unloaded chunks are at the very edge of my screen but it still applies the brakes, im still nowhere near reaching them

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1 hour ago, Neutz said:

 

The unloaded chunks are at the very edge of my screen but it still applies the brakes, im still nowhere near reaching them

 

I experienced the same issue, the car comes to a stop even if the black areas are still quite far away.

I also noticed that sometimes the car stops completely when running over a bunch of zeds; in the previous build this was much less evident, so it might be a balance thing? But still, coming to a halt (with the accelerator key pressed) after running over 5 or 6 zombies still feels that there is too much speed loss.

 

I also have to report the same lag issues experienced by the other players. In comparison with the previous build the game feels a lot "heavier" (but i can't say i have a lower framerate). There are so many hiccups that happen while walking and fighting that combat has become really hard. I had two characters bitten in half an hour time due to the game freezing and glitching during combat. The game would sometime freeze for about one second, as frequently as about once every ten or fifteen seconds. Many zombies would just stop, frozen in place, and then resume motion. You (almost...) can play, if you "imagine" what's going on during the freezes and can predict how to move, so it really looks an issue of lag between client and server. In general unfortunately I have to say that this update feels a bit of a backward step (of course not considering all the fixes for the other bugs, i'm only talking about lag here).

 

I also noticed the new "block transfer" mechanism, and I think that it works fine for things that feel tiny (like nails), but also feels like a cheat for things that should be bulky (logs): you should move those one by one, or at least two (holding one in each hand).

 

Many other sync issues have been fixed for me (fire sprites, barricading, campfires).

Let me know if I can give you more details, and keep up, as always, the great work.

 

 

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Can confirm the new bug of transferring huge stacks in one go.

 

Something's wrong with the constant braking even at speeds well below 55. The edge of the map can be just at the edge of the screen (aka not impeding play) and it still feels like I'm back in a driving instructor's car who's yelling at me for not shoulder-checking.

 

I eagerly await the fix :) Nice to see that a lot of the desync issues have been patched for MP.

 

 

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I read every page to see if this had been mentioned before but one of the house models in March Ridge has it's floor replaced by grass; using the 'pick up object tool' says there are no floor tiles to pick up. All instances of this northward facing house in the bottom right of the screenshot seem to have this problem.

 

sXX8V9H.png

Edited by Kedryn
Image was too small
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As others have said, the new item transfer system feels really weird for most items. For items such as nails and seeds, it works, but for just about anything else such as logs, planks, gas cans, whatever, it feels really strange and unrealistic. Even transferring large quantities of food it doesn't feel right--I just stuffed 5 dead birds into my freezer at once!

 

Not only that, but it also makes the Dextrous trait pretty useless compared to before. Maybe a solution would be to limit the large stack transfers to items with extremely low weights.

 

Edit: The new item transfer system seems to be bugging out for me sometimes. So far I have only noticed it on my stove with stews and water I had cooking. Drag and dropping stacks of them to my inventory has occasionally made them disappear. Boiled 8 pots of water, only have 3 now. Made 2 stews and both disappeared on transfer to my inventory.

Edited by NorthRoad
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Metalworking :

  • Can't refuel blow torch with propane. can only pouring in other blow torch
  • If got more than one blowtorch and one almost empty in inventory, menu don't allow to build : count the most empty (or only the last used, don't know). have to put the most empty in my bag, then menu allow to build.
  • If some parts of construction are missing, item to build don't appear in red.
  • can't take to replace or dissassemble metal crates, can only destruct it.
  • Can't stack 3 metal crates as wooden crates. If can stack 3 metal crates, with his 80, will never say metalworking is useless, lol
  • With all farming i do, i don't find "The Metalwork Magazine Vol.3", is it normal ?
  • no metal sheet in disassemble ? ( metal sink, shower for exemple). tubes tubes tubes and pipes sometimes, but main metal works use more sheet.
  • Disassemble car parts to get metal sheet (recycling old pieces such door, hood, etc who spoil very quickly) ?
  • Disassemble wreck in a veryyyy long process and tiring effect at lvl 6 of metalworking to get a good amount of tubes and sheet ?

 

others :

  • some  metals sheets(x5) disappear at transfert in inventory, occur too with pot filled with water(x4)but remplaced by pot filled with soiled water(x1) occurs when put on crate after purify water.
  • Z's loot again keys for the same door I build (no others), An other door I build use the same keys. so, on 9 doors I build and 188 keys i found, i got 157 keys who work for 2 doors.
  • I just equip my second keyring to count keys, it disappear when click on inventory (to desequip it). rescue keyring disappear, lol
  • no colision between car and lamp on pillar
  • Is it desired that's car key comeback to inventory and no keyring ?
  • shortcuts and action to take a key (car or door) should put it in the keyring not in the opened inventory (button "take all", "take", action shutdown engine, remove key from ignition, etc...)
  • Agree with move a stack to light objects only : may move a stack if total transfered is under a weight. This could force to take half or a quarter of stack to move it rapidly, very imersive. for nails, cigarettes, etc...

 For me there is more "reappear 20m before" by foot, before update was very uncommon.

 

Still : (but I was thinking easy to implement because code/visuals are already here !)

  • barbed fences useless (same effect as broken window + cross trees)
  • no buildable metal door / metalframe door (So why build metal wall ? there is a wooden door ! and Z's knock the door !). and in transparency : high wire meshs / prison bars / prison doors



I was on my roof, and think about the fact i can't see the base of the building, may use the mask to see player behind wall as opposite in the back of player to see in pit , like this :
vue.png

Edited by arkahys
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3 hours ago, NorthRoad said:

As others have said, the new item transfer system feels really weird for most items. For items such as nails and seeds, it works, but for just about anything else such as logs, planks, gas cans, whatever, it feels really strange and unrealistic. Even transferring large quantities of food it doesn't feel right--I just stuffed 5 dead birds into my freezer at once!

 

Not only that, but it also makes the Dextrous trait pretty useless compared to before. Maybe a solution would be to limit the large stack transfers to items with extremely low weights.

 

Edit: The new item transfer system seems to be bugging out for me sometimes. So far I have only noticed it on my stove with stews and water I had cooking. Drag and dropping stacks of them to my inventory has occasionally made them disappear. Boiled 8 pots of water, only have 3 now. Made 2 stews and both disappeared on transfer to my inventory.

I fixed the time it takes to transfer heavier items, it should be the same as earlier versions (not released yet!).

 

I added moving some of the items when the action is interrupted.  So if you're moving 10 logs and stop half-way through, 5 will be moved.

 

The transfering of stacks was changed because the framerate would drop when the player had 5000 nails in their inventory for example.  That would create 5000 timed actions and would refresh the inventory window 5000 times.  In the new system there is only one action per 50 items.  But the times should work out the same (after the fixes that haven't been released yet).

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since 35.x got some problem with fullscreen / windowed mode. If fullscreen is set on, sometimes start windowed and out of screen (with system tray), have to go options > fullscreen off, apply, then fullscreen on to be in fullscreen. This launch was preset "fullscreen off" and got 4 red box but one error and as sometimes, got background picture of game, but no menu or text (occur more in fullcreen than windowed) :
 

Spoiler

....
1518831753514 Loading: media/lua/client/erosion/debug/Point2D.lua
1518831753532 OnLoadSoundbanks
1518831753533 texturepack: loading Tiles1x
1518831754952 texturepack: finished loading Tiles1x
1518831754952 texturepack: loading JumboTrees1x
1518831755065 texturepack: finished loading JumboTrees1x
1518831755065 texturepack: loading Tiles1x.floor
1518831755155 texturepack: finished loading Tiles1x.floor
1518831755155 texturepack: loading Characters
1518831757873 texturepack: finished loading Characters
1518831757874 LOADED UP A TOTAL OF 75 TEXTURES
1518831757891 [VOICE MANAGER] Init: Start
1518831757891 [VOICE MANAGER] VoiceInit
1518831757906 znet: Java_zombie_core_raknet_RakVoice_RVInit
1518831757906 fmod: globalSystem = 0xA92238
1518831757906 fmod: FMOD_System_GetRecordDriverInfo: nativeRate = 44100, nativeChannels = 2
1518831757906 fmod: System create record sound: OK
1518831757906 fmod: Create resampler: OK
1518831757930 fmod: Create acoustic echo canceller: OK
1518831757930 [VOICE MANAGER] FMOD_System_CreateSound OK
1518831757931 fmod: GetRecordNumDrivers id = 0, sound = 0x151a828 loop=1
1518831757956 [VOICE MANAGER] Init: End
STATE: enter zombie.gameStates.AlphaWarningState
STATE: exit zombie.gameStates.AlphaWarningState
STATE: enter zombie.gameStates.MainScreenState
1518831760661 -------------------------------------------------------------
1518831760661 attempted index: new of non-table: null
1518831760661 
1518831760661 -----------------------------------------
1518831760661 STACK TRACE
1518831760661 -----------------------------------------
1518831760661 function: instantiate -- file: MainScreen.lua line # 216
1518831760661 function: addToUIManager -- file: ISUIElement.lua line # 918
1518831760661 function: LoadMainScreenPanelInt -- file: MainScreen.lua line # 1705
1518831760661 function: LoadMainScreenPanel -- file: MainScreen.lua line # 1664
java.lang.RuntimeException: attempted index: new of non-table: null
    at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:623)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
    at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
    at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:67)
    at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:130)
    at zombie.Lua.Event.trigger(Event.java:37)
    at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:61)
    at zombie.gameStates.MainScreenState.enter(MainScreenState.java:517)
    at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:135)
    at zombie.GameWindow.logic(GameWindow.java:667)
    at zombie.GameWindow.run(GameWindow.java:1286)
    at zombie.GameWindow.maina(GameWindow.java:1062)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:185)
1518831760662 
1518831760662 -----------------------------------------
1518831760662 STACK TRACE
1518831760662 -----------------------------------------
1518831760662 function: instantiate -- file: MainScreen.lua line # 216
1518831760662 function: addToUIManager -- file: ISUIElement.lua line # 918
1518831760662 function: LoadMainScreenPanelInt -- file: MainScreen.lua line # 1705
1518831760662 function: LoadMainScreenPanel -- file: MainScreen.lua line # 1664
1518832065232 znet: OnPersonaStateChange
1518832108732 znet: OnPersonaStateChange
1518832115561 Screen resolution changed from 1375x876 to 1375x848 fullScreen=false
1518832115562 MainScreen.onResolutionChange 1375x876 -> 1375x848
1518832115571 -------------------------------------------------------------
1518832115571 attempted index: control of non-table: null
1518832115571 
1518832115572 -----------------------------------------
1518832115572 STACK TRACE
1518832115572 -----------------------------------------
1518832115572 function: onResolutionChange -- file: MainOptions.lua line # 1931
1518832115572 function: onResolutionChange -- file: MainScreen.lua line # 1861
java.lang.RuntimeException: attempted index: control of non-table: null
    at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
    at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
    at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:67)
    at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:130)
    at zombie.Lua.Event.trigger(Event.java:37)
    at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:181)
    at zombie.core.Core.setScreenSize(Core.java:2320)
    at zombie.GameWindow.run(GameWindow.java:1289)
    at zombie.GameWindow.maina(GameWindow.java:1062)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:185)
1518832115573 
1518832115573 -----------------------------------------
1518832115573 STACK TRACE
1518832115573 -----------------------------------------
1518832115573 function: onResolutionChange -- file: MainOptions.lua line # 1931
1518832115573 function: onResolutionChange -- file: MainScreen.lua line # 1861
1518832116511 Screen resolution changed from 1375x848 to 1375x876 fullScreen=false
1518832116512 MainScreen.onResolutionChange 1375x848 -> 1375x876
1518832116520 -------------------------------------------------------------
1518832116520 attempted index: control of non-table: null
1518832116520 
1518832116520 -----------------------------------------
1518832116520 STACK TRACE
1518832116520 -----------------------------------------
1518832116520 function: onResolutionChange -- file: MainOptions.lua line # 1931
1518832116520 function: onResolutionChange -- file: MainScreen.lua line # 1861
java.lang.RuntimeException: attempted index: control of non-table: null
    at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1817)
    at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
    at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:67)
    at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:130)
    at zombie.Lua.Event.trigger(Event.java:37)
    at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:181)
    at zombie.core.Core.setScreenSize(Core.java:2320)
    at zombie.GameWindow.run(GameWindow.java:1289)
    at zombie.GameWindow.maina(GameWindow.java:1062)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:185)
1518832116521 
1518832116521 -----------------------------------------
1518832116521 STACK TRACE
1518832116521 -----------------------------------------
1518832116521 function: onResolutionChange -- file: MainOptions.lua line # 1931
1518832116521 function: onResolutionChange -- file: MainScreen.lua line # 1861
1518832133001 znet: Java_zombie_core_znet_SteamUtils_n_1Shutdown


linux64, 1440x900

Edited by arkahys
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  • Disappear of items (stack or one) occurs again after a transfert, seems it's when there is already an items at the destination.
  • some vehicles seems locked as they should be in a safehouse : can't hotwire (i can, but do nothing), can't unlock doors. (wasn't the problem)
  • Somes vehicles when hotwired, loose the ability to start it (neither in menu, nor shortcuts). francklin valuline 6 seats, in my case (wasn't the problem)
  • I never man
  • IRL when you remove rear seats : trunk is bigger >> Missing rear seat could give an access to trunk by doors and bonus space trunk , could be very good and resolve many rear door access / capacity problem !
    somes franklin valuline are 2 seats + 85 trunk and others 6 seats and 85 trunk. In the 2 seats van, can't add rear place (IRL even if it is an option, the car have ability to). to balance, bonus space trunk should be most than the space of biggest seat.
    then If you want to carry more, you may have only a seat, but if you meet somebody, you won't carry him.
  • Can't remove rear windows of Dash Ranger, but can open it. Should be reverse : can't open it, but can uninstall.
  • Hotwire vehicle is at lvl 2 now ? was mecha lvl2 and elec lvl3 and was able to hotwire.
  • Ability to repair extern metal parts (doors, hood) with metalworking + sheet ? (add of previous post to disassemble metal parts of vehicles)
  • Miss the ability to remove hotwire. when you have the key and somebody borrow your car for exemple ! And in advanced server, all cars will be hotwired for a new player. With the "hotwire don't work problem" I have hotwire almost all cars of Westpoint on server....
  • Ability to uninstall and change neyman (keeping the key print) at high Mecha level !
  • Is there an chance for car who don't have key already spawned to appear in zombis corpse killed around  (lucky trait) and at container respawn ? (I kow there is chances in container, but is it only at map generation ?)
  • Car battery weighs 0.6... and radio battery STILL weighs 0.6 ? more heavy a screwdriver  ? May time to reduce electric batteries weight (close to an empty gas jerrycan) and up the Car Battery ! (close to a full gas jerrycan)
Edited by arkahys
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31 minutes ago, arkahys said:
  • Disappear of items (stack or one) occurs again after a transfert, seems it's when there is already an items at the destination.
  • some vehicles seems locked as they should be in a safehouse : can't hotwire (i can, but do nothing), can't unlock doors.
  • Somes vehicles when hotwired, loose the ability to start it (neither in menu, nor shortcuts). francklin valuline 5 seats, in my case
  • I never man
  • IRL when you remove rear seats : trunk is bigger >> Missing rear seat could give an access to trunk by doors and bonus space trunk , could be very good and resolve many rear door access / capacity problem !
    somes franklin valuline are 2 seats + 85 trunk and others 5 seats and 85 trunk. In the 2 seats van, can't add rear place (IRL even if it is an option, the car have ability to). to balance, bonus space trunk should be most than the space of biggest seat.
    then If you want to carry more, you may have only a seat, but if you meet somebody, you won't carry him.
  • Can't remove rear windows of Dash Ranger, but can open it. Should be reverse : can't open it, but can uninstall.
  • Hotwire vehicle is at lvl 2 now ? was mecha lvl2 and elec lvl3 and was able to hotwire.
  • Ability to repair extern metal parts (doors, hood) with metalworking + sheet ? (add of previous post to disassemble metal parts of vehicles)
  • Miss the ability to remove hotwire. when you have the key and somebody borrow your car for exemple ! And in advanced server, all cars will be hotwired for a new player. With the "hotwire don't work problem" I have hotwire almost all cars of Westpoint on server....
  • Ability to uninstall and change neyman (keeping the key print) at high Mecha level !
  • Is there an chance for car who don't have key already spawned to appear in zombis corpse killed around  (lucky trait) and at container respawn ? (I kow there is chances in container, but is it only at map generation ?)
  • Car battery weighs 0.6... and radio battery STILL weighs 0.6 ? As heavy as 2 hammer ? May time to reduce electric batteries weight (close to an empty gas jerrycan) and up the Car Battery ! (close to a full gas jerrycan)

Regarding hotwired vehicles: it is possible to hotwire a vehicle even if there is no petrol/gasoline in it. Once it's hotwired it won't start. Could this be the case here?

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General :

  • select container by overlay sprite select always one below if click to the bottom of a container. don't select the visible overlay sprite, select in priority the lowest. should be the highest, to tie in visible sprite.
  • If more than 3x3 crates , selecting those at the bottom of fail (placing 3x crates on 9 square around player, those ahead/right can't be selected)
  • destruct all interior walls in a house, give many shadow error : Light react as walls was always here.
  • durty border wall to the floor is ugly when removing wall, leave trace of walls
  • Vehicle window is really big on my screen, (as recips), hide the player and main part of screen in each place i put it !  have to close window at each sound to verify the security. Could I move window out of the screen ? allowing to put window to bottom to see behind and watch my player and around him. Very more simple and fast if there is sound of a Zombie than aim and click on the tiny close button ( who is sometimes behind inventory window).
    Even if i rarely craft in unsafeplace, could be usefull to recips window, I think many people who manage windows do like me and move windows on the bottom or/and corner just for an action on background, or to keep not far.
  • If I got 20 glue and 10 not full, have to click one by one on fill in xx% can you add  "gather" when more than 2 to fill all not full with each other ?
  • container MUST be transparent when back to player and ahead. With the weight and the number of car parts have to do many containers (I double the need of capacity in my safehouse), I have to know perfectly where I'am in this big storage because don't see me.
    Going further : may add an other round mask, just the diameter of player who blind everything who is ahead and in back of player.
  • there is many reset with zombies and problem when up and down in stairs. same problem (or advantage, i use this against player killer) for player. may the last square up of the stair should be concidered (and see) as the upper floor, because the head and hands of Z's and player are at the level up (therefore the weapon), may Z's declared in code crouch so they hurt lower body.
    In my estimation, think will appear more smoothy and appreciable.
    Can't move sideway on stairs, so I cross literraly Z's on it, should can evite them, and prevent me to pass if 2 or 3 on the row.
    Can't fall from the side of stairs, but i can from a floor without fence ? side Floor above, in a stair should be concidered at wall but without this i should fall.

connexion :

  • sometimes  "contact server" or an other connection step on server screen hang,connexion button is shadowed, so can't connect other or retry. can you add a "cancel" button ?
  • Can't use [tab] to pass from user to password, etc...
  • On spiffo numbers of players (in info server) are rarely wright.
  • I think it would be wright to display the date in info server. Allow to prepare player for winter wear, degradation, etc... know very advanced server

 

Vehicles :

  • There is a random fail to hotwire, can we heard a fail sound ?  On some cars have to retry 6/8 times, I thought to a bug.
  • green squares, with the perspective and car height aren't really specific for front and rear seat,  think a surronding line of door would better situatewich door player is facing.
  • If no battery can't unlock the door where I'am seating because There is only the "Lock all doors" (powered plock), miss (un)lock the door (mannually).
  • If i destruct all rooms wall to do a garage at ground floor, can't drive on it, there is many false collision point.
  • Franklin valuline 6 seats (without rear windows):
    If I open one middle door the two rear seat are accessible right and left.
    accessing rear places are by facing rear tires. maybe could be better display 2 seat in middle door (as 2 bag or crates on the same square)
    can (un)install midlle and rear(side) window, but there is no middle or rear(side) windows
    there is rear windows but can't (un)install it. and logic : i can (un)install rear door without remove window
    Could we uninstall door with window on it ? (with weight added and health in info tooltip). The glass is part of the door who is part of the car.
  • All seats allow capacity of big seat while there is only standard seats installed on all vehicles.
  • (Result of the last point) Change Seat don't change the capacity of seat in car. Allways big seat capacity ( 30 )
  • "Standard seat sport" and "sport seat sport" are inverted in spec (standard W:10 cap:10, sport W:15 cap:20
  • "performances suspension" (3 types) have logo from brake
  • find a pieces of each cars parts (except one), but can't find any tire pump, isn't include in respawn list ?
  • If battery car have an health and a power statut, then we can reload it ?  we may reload batteries on power generator ?
  • If i remember correctly, you add usable pump to refuel car, Is it considered to power pump by powering gaz station with generator ?

 

somebody can tell me where what/where is  Scoreboard and Mini-Scoreboard ? (if it isn't character info)

 

P.S: will edit if another dots....

Edited by arkahys
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23 hours ago, arkahys said:

since 35.x got some problem with fullscreen / windowed mode. If fullscreen is set on, sometimes start windowed and out of screen (with system tray), have to go options > fullscreen off, apply, then fullscreen on to be in fullscreen. This launch was preset "fullscreen off" and got 4 red box but one error and as sometimes, got background picture of game, but no menu or text (occur more in fullcreen than windowed) :
 

  Reveal hidden contents


linux64, 1440x900

It looks like you're missing media\lua\client\OptionScreens\WorldSelect.lua.

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