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Jost Amman

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Posts posted by Jost Amman

  1. 11 minutes ago, PoloPoPo said:

    Sometimes it is as easy as that but not always. When doint a T5 quest in Wasteland or Snow biome, both 3-5 km away from home, I take lots of ammo, medic and food stuff with me in my vehicle. Few days ago I was in the T5 crack-a-book building doing a quest, wanted to go out to my 4x4 fetching more ammo - 4x4 teleported away. I now have the option to either go to my vehicle nontheless and therefore quit the quest or continue the quest without ammo (which is impossible).

     

    Sure you will say now "get some ammo from creative menu" and that is what I did, later tossed some ammo out of my vehicle... most of the times there is some kind of workaround but it sucks big times when you have to do that multiple times per session. That is why I am curious to know whether there is a solution already or not.

     

    Btw I remember the vehicle teleporting bug from A18. Has been solved there eventually and now it is back but even worse.

    Ok, here's a suggestion: as soon as you get to the T5 building, craft a storage chest and empty the entire content of your vehicle into that.

    Pick up your vehicle (or store it in the chest), then you can still go back to the storage whenever you need something additional.

  2. 34 minutes ago, PoloPoPo said:

    Is the vehicle teleport bug already resolved? If yes when will this be fixed for the players?

     

    Can't play for a single evening where this does not happen. Now again my gyrocopter has been teleported 5 blocks below sand. Don't even know whether there was a hole there before or the gyrocopter replaced sand blocks.

     

    I know "alpha... bugs have to be expected..." but as much as I wonder how such a game breaking bug (same with turrets falling through blocks) can find its way into a "stable" version I'd like to know when this is supposed to be fixed so I might just pause playing 7D2D until then.

     

    Or is there a way to prevent that right now?

     

    Edit:

    21 minutes later next teleportation.

    For the time being, I suggest you always empty and pick up your vehicles.

    Problem solved.

  3. 14 minutes ago, faatal said:

    I now have the Origin code doing extra physics updating that reduces the problem to one frame and a raycast which detects when it happens, so I can try even more adjustments to fix it.

    Wow! That sounds like some nasty stuff! :confused2:

     

    15 minutes ago, faatal said:

    as we have added several new programmers to the team.

    I hope they can be eased in, in just a few months, so they can really start contributing to the team.

    I can't imagine how difficult is to pick a new person and explain to him/her the massive code "mess" that is 7D2D! :smash::biggrin1:

  4. 7 hours ago, dcsobral said:

    I seem to recall there was a way to show chunk boundaries. Does anyone know how?

    Not sure about other ways to do it, but I remember the "heat map" overlay would certainly show chunks.

     

    Edit : oh, I see someone else already replied with the correct answer :biggrin1:

  5. 16 hours ago, Roland said:

    Best practice is to just reply to your original report to add anything else you need to. Nobody is going to bust your chops for typos or if you left something out at first but added it below later. The smurfs are just neurotic...not psychotic.

    Just checked... it's not even possible to reply! :mmph:

  6. 5 hours ago, pregnable said:

    Hey MM, you fixed bows... now do spears!!!

     

    I think an interesting fix might be to make the last rank or so, of the spear skill, have a really high headshot damage multiplier... for throw damage only. 

     

    Since spears are so wonky to throw, it would probably not be OP.... but it would make it one of the best 1 shot weapons in the game, if you can land it... and viable on insane.

    Everyone agrees that spears are the weakest melee weapon in 7D2D right now.

    If you had to change something, I' add some improvement to the melee use of the spear, not to the throwing part (which is already good enough).

     

    Once I have a good higher tier spear, I don't even throw it anymore since I'm worried it could glitch into the ground or something. :rolleyes2:

  7. This is a bit off-topic, but I'll throw it here anyway,,, in my current run I'm going perception and using a spear. I've noticed that when I charge the zeds, and thrust the spear into them while running,  It looks like I do more damage and/or get more easily a dismemberment. Maybe I'm imagining things, but does anyone know if there is any bonus applied to "running attacks" (that old perk from a few alphas ago called "Charging Bull" comes to my mind). Thanks

  8. Sorry to write here, I don't know where else to ask for this...

     

    @Roland Yesterday I filed a bug report in the proper section, but I realized I didn't fill in the "expected result" part. So I decided to edit my report, but I realized it's not possible! Why? Could you enable the possibility to edit bug reports in the future? Currently, you have to get it right the first time or you're in trouble, because you may have mistyped something or completely missed something that is fundamental for the report to be valid.

     

    Thank you :yo:

  9. 1 hour ago, Quantum Blue said:

    Know what I can't justify?  Egg Nests.  Everywhere.  In the forest.  In the desert.  In the snow.  In the wasteland.   And always having feathers.  My 'immersion' requires that my character have to climb every tree searching all branches to find one.  And it should take a couple hours in-game time and have all kinds of percentages to fall and break things and/or die.

    A much simpler way would be to make trees "lootable" where you can directly find feather and eggs from them.

    Also, when felled, they should give some feathers on top the harvested wood.

     

    But I agree with the general idea that nests on the ground is kind of immersion breaking (though I'm so used to it right now that I don't even care anymore).

  10. 2 hours ago, Morloc said:

    It's not so bad...bags drop more often now. I'd think in "real life" you'd quickly determine if the lump of infected goo you just offed had anything useful, and wouldn't be rifling very much through its sticky pockets and crusty crevices. ;)

    I thought a Necromancer like you would enjoy that! :biggrin1:

  11. 43 minutes ago, Morloc said:

    That looks like the hard sandstone you encounter when you dig in the desert (just below the top layer of sand).

    Actually, there's a mound of the same exact "material" in a different POI where you can use the shovel and get mostly sand (it's the one with the side scaffolding and a Cement mixer in the yard and lots of cement pallets). That's why this one sounded weird. But maybe things have changed in A20.

  12. So, I was farming some sand/rocks from a POI and I realized that a pile of dirt/sand was working like if it was a bunch of rocks!

    Is this intended or a possible glitch/bug?

    Spoiler

    20220109201021_1.thumb.jpg.8b7e012e1092531f125d74d9eb83f264.jpg

     

    The POI I'm talking about is this one:

    Spoiler

    20220109201110_1.thumb.jpg.68e16a909143513cadaa35ea0d686921.jpg

     

  13. 23 minutes ago, JCrook1028 said:

    Um.........do you even realize that the new clothing system is not even IN the game? So wth are you even complaining about when you have not and cannot even use the system to test it?

    Yeah, some people attack preemptively because they don't like how something sounds. :laugh:

    I say we should at least wait the second/third draft of the new system. There's plenty of time and TFP may change it a million times if they think it works better another way.

  14. 26 minutes ago, PoloPoPo said:

    "Surprise spawns" right nearby the player only inside closets or above the ceiling, therefore those spawns don't magically appear in front of the player's eyes but are rather hidden and one would not know whether the zombies have been waiting there forever or just spawned.

    Ok, that would cover small number spawns in rooms.

     

    But what about those areas in POIs where the designer wants you to be, basically, ambushed?

    Those are often bigger areas (like a warehouse or a big room) where you can't really hide the spawns from view.

  15. 1 hour ago, Red Eagle LXIX said:

    It is annoying to use a cheese built stairway, go down 2 blocks and WATCH zombies magically appear.  7 Days To Magic?

    I think that part could be addressed by the POI designer (at least partially).

    But if you could decide a change, how would you handle "surprise spawns"? Any ideas?

  16. Hi everyone. I had a rough go with COVID during the holidays, so I couldn't find the energy/inspiration to play A20 stable until a few days ago, when I got back full strength.

     

    Just wanted to congratulate TFP @madmole, @faatal @Kinyajuu and the QA Team (sorry, but I don't know every TFP account) for the great new alpha version you've come up with! The game is fun, the graphics (at least for me) are very pretty even on my average system, and performance (SP) is great.

     

    Please keep ironing out the few remaining bugs/glitches, and I'm sure we players will play A20.x with great fun for months!

    That, IMO, will also give you more time and less pressure from the community to push out A21 (lol).

     

  17. 58 minutes ago, Catdaddy said:

    Because I come here to read about the game, not forum politics and petty ego contests.

    Oh, I see, so it's what I thought. Here we go again... people masking criminality with politics.

    Anyway, I'll refrain to "offend" your friends in the future...

     

    Also, just to clarify, my joke was: "what do you know how breaking bulletproof glass sounds?" - I thought it was funny, actually.

    Geez! People get triggered for everything nowdays.

  18. 1 hour ago, Beelzebubs Ghost said:

    Is it Kuosimodo? He has been going through my posts downvoting everything too.

    Well, to be honest, I've received both positive and negative reactions from Kuosimodo... so, in my case, nothing to say to him.

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