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Diaboliko

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Everything posted by Diaboliko

  1. Actually nevermind, sg OptionsLookSensitivity <value> does work properly its just that I had to end up with hilariously low values. About 0.0045 is optimal for me at 25600 DPI This data is probably useless, but you never know. option_value|registry_variable_(OptionsLookSensitivity_h1490010911)_value 0.001953125|000000000000603F 0.003906250|000000000000703F 0.007812500|000000000000803F 0.012500000|000000A09999893F 0.025000000|000000A09999993F 0.050000000|000000A09999A93F 0.060000000|0000000052B8AE3F 0.070000000|0000002085EBB13F 0.080000000|00000040E17AB43F 0.090000000|000000803D0AB73F 0.100000000|000000A09999B93F 0.110000000|000000C0F528BC3F 0.120000000|000000E051B8BE3F 0.130000000|00000000D7A3C03F 0.140000000|0000002085EBC13F 0.150000000|000000403333C33F 0.200000000|000000A09999C93F 0.400000000|000000E0285CD93F 0.800000000|00000040E17AE93F
  2. @Jugginator, I'm unsure if we are on the same wave here. Let me try wording it out other way around: Controls became more sensitive in A21, which I dislike. There should be absolutely no reason to favor low DPI since low DPI equivals rigged movement. And yet even 3k DPI is too much for this game with option floor limit of 0.05. I suspect that it's not the engine limit (at least it was better in A20 which still was on unity), so it should be possible to tweak it bellow 0.05 sensitivity if one does figure out how look sensitivity value is determined (it could be just double precision floating point value; for some reason I actually did expect that lowering byte values would reduce sensitivity, but that may not be the case since floating point values are represented in their specific way... I plan to poke around a little more before giving up). Workarounds exist. True. I am just looking for a way to play without workarounds, while keeping this smooth high DPI.
  3. Changing values with sg doesn't work. Played around registry value for mouse look: at 0x0 it prevents mouse look entirely at some funny value I randomly did, it does move player hands on your screen, but without rotating camera Which makes it feel like sensitivity should be able to be adjusted bellow set threshold. Its only cursor speed at low DPI that @%$#es me off though (going to windows controls to tweak it every time I wanna launch the game is annoying; could probably replace it with cmd scripts, but thats still annoying). So tweaking menu sensitivity will also do (changing values with sg does nothing; as far as I can tell).
  4. I believe its the same fov issue as with other objects such as trees. As far as I can tell, in A20 angle at which object is invisible was getting greater and greater the longer you play. Barely played A21 though.
  5. Dedicated servers always had some issues with value synchronization (never played p2p on high ping so dunno if its just dedi thing). Its easy to never get tired on dedicated server if you have a high ping (100-200; you can go higher but after a certain point it becomes harder to maintain because of it). For example, if you spend stamina with any melee for about half ping value before you reach stamina regeneration tick, you spend your stamina on client, but server packet quickly replaces it with fresh value (so, you can go like 60-swing-20-regenerate 1 tick of stamina-65 instead of 60-swing-20-regenerate 1 tick of stamina-25) AFAIK it works with about everything. Im saying "half ping" because ping, by definition, is time to get to destination and back. Its a very handy bug if you master it.
  6. > notice it also starts draining significantly faster than before you died I never used the "healing factor" ability, but healing mod (which replenishes 1 hp every 6 seconds or whatever, whenever your health is at 50% or less) always did consume food to heal you, whatever the ratio is. If its the same kind of regeneration, it looks like intended then. Whether its faster or not I could not tell, however.
  7. This was definitely reported in A20. I absolutely hate the fact that valid bugs such as this one go into under review category and get stuck there, without info being put into known bug list. There is one person who had plenty of valid bug reports on his review in under review category forever stuck, even though it took minutes to reproduce. It would be nice to have list of known bugs be merged with forum index for pending requests at least.
  8. Hmm... Some are indeed valuable. Here's one for you to have fun: When consuming an item, you have two of this items (literally) at your disposal and they are not consumed via any crafting. It lasts until the consumption animation ends. So, as long as you have other ingredients to cook/craft something, you can proceed indefinitely. For vanilla good&easy recipes are: corn->corn powder; //infinite corn yucca fruit->yucca juice fat->torch; //infinite fat; torches are extremely nice for summoning screamers too. Collecting fat is annoying, so this is the most useful one to me. healing salve->bandage; //bandages provide 100 xp upon being used. Poggers! murky water->water; //water is common, but on very low loot abundancy and some mods its very strong water->boilded meat; //purified water source eggs->meat and eggs; eggs or water->boiled eggs; Theres more, but never used anything else in vanilla since shops offer good food and you can find it too.
  9. It does depend on video settings I believe, but it indeed requires polishing in current state. Hopefully graphics update that started with A20 will continue on and this gets changed too.
  10. OH SO THAAAAAAATS WHAT CAUSES IT. You saved my patience, thank you!
  11. So its just a specific case of where you spawn on vehicle dismount and collision handling
  12. Hm. Though I was thinking more about multiplayer setting; whether p2p or server. You say that it happens in single player. Does it happen for you 100% of times? Didn't succeed in reproducing in single player.
  13. Occurs with bleed debuff too.
  14. I believe you have to still be running while mounting a bike; it also works on motorcycle too; probably all vehicles...
  15. Its easy to spawn zombies; just light up 20 freshly placed campfires (due to the fact that in A20 they produce 5% heat at first launch only; can pickup, place and light up 20 times and Jugginator still haven't spoken on whether or not it is intentional); on place 50+ torches near each other (they will eventually get heatmap to 100%, but it takes time; works best with more torches but thats kinda early game solution, really); or just start drilling(even for 1 fuel) with auger 100 times. You can google basics about 7 days to die heatmap. Don't think any materials are up to date though. Sooo you got proper footage of how to reproduce it? I love exploits.
  16. I request video footage of that since I can not believe it.
  17. I request video footage of that since I can not believe it.
  18. Well, I can confirm that some zombies (4 types so far), due to the height of their model, do like crouching a lot. Its not a big deal, but can be annoying for sure. This crouching also gets annoying when fighting under triangular roofs. Come to think of it, this can be used to make a conga line with everyone's head perfectly aligned... Its not shown on video, but when they crouch in the doorway, something can trigger them to start getting up after each attack they make, which gets canceled in about a second, so they constantly get up and crouch. I'll get you a footage of that later.
  19. Well, I can confirm that some zombies (4 types so far), due to the height of their model, do like crouching a lot. Its not a big deal, but can be annoying for sure. This crouching also gets annoying when fighting under triangular roofs. Come to think of it, this can be used to make a conga line with everyone's head perfectly aligned... Its not shown on video, but when they crouch in the doorway, something can trigger them to start getting up after each attack they make, which gets canceled in about a second, so they constantly get up and crouch. I'll get you a footage of that later.
  20. @Jugginator So... Is 5% thing intended? Doesn't really make sense since it won't get any high this way.
  21. @Jugginator So... Is 5% thing intended? Doesn't really make sense since it won't get any high this way.
  22. Any luck? Got some more footage of this bug occuring, but its kinda useless since it happens seemingly random. Without proper debugging its of no use.
  23. Any luck? Got some more footage of this bug occuring, but its kinda useless since it happens seemingly random. Without proper debugging its of no use.
  24. I would like to provide a little seemingly distant information which might be of use (at least in use for trying to get rid of inconsistencies). 1) There's issue which happens on dedicated servers sometimes and I have no idea how to properly reproduce it, but sometimes, while fighting zombies with bone knife only, having them die from bleed will provide no experience. Obviously nothing to report yet since it's very random (for example it can happen to zombie you fight 1v1 so no other entity deals damage to it; it might have something to do with precise HP numbers or something, but devs really need to revisit what counts as death, what counts as kill, and how player and non-player damage is applied). 2) There's strange aspect that zombie cop upon blowing up himself deals up to 250/350/550 damage (normal,feral,radiated) to nearby zombies and killing blows would provide player experience if target have died under bleed/burn debuff from player, but it won't yield any experience for the cop himself even if he is affected by bleed/burn.
  25. I would like to provide a little seemingly distant information which might be of use (at least in use for trying to get rid of inconsistencies). 1) There's issue which happens on dedicated servers sometimes and I have no idea how to properly reproduce it, but sometimes, while fighting zombies with bone knife only, having them die from bleed will provide no experience. Obviously nothing to report yet since it's very random (for example it can happen to zombie you fight 1v1 so no other entity deals damage to it; it might have something to do with precise HP numbers or something, but devs really need to revisit what counts as death, what counts as kill, and how player and non-player damage is applied). 2) There's strange aspect that zombie cop upon blowing up himself deals up to 250/350/550 damage (normal,feral,radiated) to nearby zombies and killing blows would provide player experience if target have died under bleed/burn debuff from player, but it won't yield any experience for the cop himself even if he is affected by bleed/burn.
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