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4sheetzngeegles last won the day on December 19 2023
4sheetzngeegles had the most liked content!
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I'm a JOAT
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Southern USA
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Technolgy,My cars, Electronics
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Why was this feature removed?
4sheetzngeegles replied to AidenwithAnAxe's topic in General Discussion
My prediction, which aligns with Newton's, for that scenario is a lot of pock marks, craters, destroyed cars, red skid marks, and goo. The only real danger would be having one of them fall on you. Terrafirma and just plain old newton, will handle the rest. Water might as well be concrete at that rate of speed. Ask anyone whose bungee cord snapped, OOPs, You can't. I'll let mythbusters disprove that one. Anything that still has motility after that should be noting more than a crippled, cracked, crunched, crawler. -
Why was this feature removed?
4sheetzngeegles replied to AidenwithAnAxe's topic in General Discussion
Presently the zombie ai has more of a static reaction to the environment. Feral sense as it is now is also a static on off switch, when logging in. Smell is simply a trigger with specific parameters, the same as line of sight, light, or sound. A possible compromise that would include both in a semi transparent manner would be to <Triggeredeffect> <action> <Requirement> treat the Feralsense as a zombie selfbuff. If player is carrying open goods, or hasn't bathed then feral sense is switched on, until the player meets the reduction requirements, using the already in place cool down timer for heat or breadcrumbs, at a different rate of course. It could possibly bypass some of the conflict, and can be regulated with more requirements. I may have them out of order. -
Version 1.0 (Alpha 22) Dev Diary
4sheetzngeegles replied to Crater Creator's topic in News & Announcements
The vulture flight pattern Changed from the Hornet pattern Removal of the smart no where to hide construction zombies Wounded animals running away temporarily The thrown spear "my personal favorite" Zombie 1 block egress Just to add a few more from long conversations, when Joel was more active on the forum. -
Version 1.0 (Alpha 22) Dev Diary
4sheetzngeegles replied to Crater Creator's topic in News & Announcements
If a new form of zombie were added I'd like something a little more simple. For instance, one is the Bubble head that spews all over the area, since he is radiated there is an option in the xml for Z radiated reskinning, if he spews in a crowd of regular zombies have them turn into radiiated. A second blast and they become radiated ferals. The scout or screamer could take advantage of the Ai for take cover, showing intel. The animals could function the same as the scout, a specific wail would potentially draw a pack or a flock. The vultures, could have a random, short burst attack then fly away, if during their flight pattern they come within a specific distance to the player, then they could swoop attack and fly away. Its hard enough to tag one with a bow in flight, imagine unprompted burst attacks from any direction, and if you get wounded enough you get swarmed. Also add circle of life, all dead attack all living, unless you are the target. Zombies presently are definitely dead on the second drop unless radiated. What if they randomly played dead, unless you made sure to double tap them to the head. Come too close and get swiped. Last if the zombies were killed, and a screamer is present then her hoard call could rez those that have not been decapitated or disappeared yet. Simple stuff like that. -
Sorry, it's happening to you. I could only understand it from the explanation. The only thing that I have seen as an offset on my end, I caused myself. It's a temporary displacement of the transform of my primitive bow, after using the power strike of my stone spear. The script was left for the thrown spears, by TFP I have edited it back in with each alpha since it was removed. If you cm the other bows they are centered on the screen, the prim is offset to the right. Switching to bow after centers the prim temp, so another quick switch and its back. It works in either position so I don't mind. I only do it for the stone spear, if it gets lost I always have rocks and wood. Yours as you just pointed out may be the transform for the vehicle to stance. If there is a command in DM or Unity to reset it, then a simple tfp fix would be to add it to a position check when dismounting and mounting a vehicle. It use to happen on Neebs Gaming all the time, they worked it into their show.
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Modding. 🤷♂️ I have an accelerated volume of zombies that I added already called the "Flood". So I modded the heat generation to be consistent with the speed that I play the game. I had to adjust the names, because I realized why TFP would have lowered the Street AI. Get enough outside coming in and it lowered the volume generated amount inside, because same names, that's why I have streetwalkers and poptops outside, so I get both, and if I overdo it with the battles and don't use stealth effectively, then here comes the screamers.
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What you are talking about, is the speed of render. When you are on the motorcycle you are crossing chunk after chunk at greatly accelerated rate. This also means that the region files in region folder r.0.0.7rg, may be being rendered at a faster rate than the other physics can keep up. There is also the blockmappings.nim and garbage collection system. I rarely if ever used the motor vehicles, I use gas for weapons. So I would never have seen it. Since the data throughput for this voxel game is similar to a Cat scan, the machine that renders slices to make a 3d image. It may be over powering the limit of the console processing power. Kind of like the bungie cord action that speed physics caused in prior alphas. As an example, many of the other high data games I've seen or played, incorporated a buffer, its that cut/load screen, and room separations. 7days loads constantly in a volumetric instead of a flat capacity. Imagine a slice of paper compared to a 64 x 64 cube of paper sheets. I know this may be a visual inconvenience but temporarily try lowering LOD to minimal, if you can take a snapshot of your video settings, I may have a few suggestions that can lower the load. On my pc I had removed water from the xml a long time passed, and lowered particles and excess shadows. Just because i didn't see any major change. Maybe that significantly lowered my load also. I use reflected shadows.
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The very first, mention actually predates modern cinema by a millennium. If you read the colored text it's an abridged version. 🙂
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@ammonitia I kept thinking about your post, and checking my settings both hardware and software. Since no matter what app is written, if it's on Microsoft it is governed by it's rules. On pc we have a pagefile buffer which provides an extra cache. I looked online for the series S but I couldn't find any info, although that doesn't mean it's not there. You said it happens consistently, but can be reset temporarily by a reboot. Our router and switch systems did the same sort of thing. That sounds like a limited allocated space being rapidly refilled and not purged. On xbox do you have the following option when setting up a new game. Chunk persistence, Another user posted about objects popping in. So I suggested increasing the Chunk persistence size. If you have it try and see if it makes a difference. It only shows up when you start a new game. I hope this can help. On my pc, Today I changed my page file from 2 to 8, just to see the results, either Pos neg or Neutral i'll see.
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Version 1.0 (Alpha 22) Dev Diary
4sheetzngeegles replied to Crater Creator's topic in News & Announcements
Last night I had a really strange thing happen, well for me, for the first time. Yet another friend has joined us in serverdom, been off world since a16 console. Now has Pc. He logged on far side of map I got wrapped up trying to instruct him on changes, got caught in open on horde night heading home. He got killed, on one side of Nav, and Me on the other. The strange bit is I rezed on my sleeping bag, he ran to my house. The music continued to play but we walked around the neighborhood from 10:30 gametime til cocks crow and didn't see any other zombies appear. -
Here are my suggestions, first if that is your own musical compilation then Hell Yeah, copyright it, if not then Invest in instruments or Fruityloops and Kontakt virtual instruments then copyright it, the words and lyrical compilation make is noteworthy, memorable, and fun. You are a good composer. I hope it wasn't AI enhanced. I started singing inadvertently near the middle. It makes me think of a potential mod, true to the name. Basically no matter what the zombie game stage accelerates as "time passes", on the seventh day all hell breaks loose. Feral sense all, with every entity released. In the back ground are these four songs looping. Then the PA loudspeaker plays yours signifying that it's time. It's done well for Project zomboid mp3 mods, and you could try to do it for other games as well. Good luck **EDIT** I just read fully didn't know what was Suno I thought it was a VST. Went straight to the video. I still like it, new suggestion , If you can write this way yourself, then do it. I still think it could work. I like AI I'm nerdy that way, I just think it takes away from the human potential for creativity.
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On pc I have not noticed it yet, now I will be more aware. The one time I did visually get to record a hit box glitch was this. https://imgur.com/a/HSi666f A phantom limb Since the new releases, I've been reading in the background to learn. This post reminded me of my new experience online with my friend. He had, at the time a much slower transfer rate from his ISP. He would rubber band ahead and behind me then do the running man in place. He got a faster connection but we have not played yet. When @ammonitia posted that it was local that's when I remembered my old console days. I'm personally invested because of my friend Rich, chomping at the bit to join us with his console.
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@ammonitia Well read; That removes my thought from the problem and changes the focus a bit. Did you post the above exact statement in the support forum just as you wrote it above? It is more concise. That seems to be more along the lines of synchronized changes in the state machine and location of the hit box or misalignment of the collision area. It would probably best be served if posted in the Console section. Or put a tag to it (XBOX Series S). The only other layman suggestion I have is, turn off the xbox, unplug it for a few minutes, plug it back in, re-verify your app download, and quick load a nav map different name. Give yourself one of each weapon class, and test it. By parallel also play it again with your present game map. If it still malfunctions on both then it may point above. If the new map works and the original does not then it would point to corruption in your present file. That is the most I can offer. I hope it helps resolve it. If so then you may have found an added procedure that can help others. Good hunting.
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@ammonitia Are you playing on line or offline? Are you playing single or multi? The client application Your side, may be processing at a faster or slower rate than the transport and serverside application. The number of hops to Tracert from you to the server and back may be timing out which desyncs the speed that you are receiving it. The more data to process the higher the potential for transport errors. Your router may need to be set with Ip forwarding, to your mac address, if not it could be doing packet checking. Which causes that type of situation also. Hardware side solid state hd vs platter is much faster. 7 days with the severe voxel load, vs poly is data x 64 approx. It could be something in the app, but is more likely OSI TCP/IP Hardware or a combo that has this effect. Processor Gpu and Ram also make a difference. Example: Ultima online, Simple cell animations, The entire game fit on a CD. 7 days is 38 CDs approx. Everyone playing had dialup and DSL. One person came on with a t3 professional line, The result he would come into town and kill 4 plus people, and be gone before you could press one button to say Guards. A big orange haired character named RAGE. So you may have to look on your side also.
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Adding a check box option yes. Removing it no. I like it for very same reason that it frustrates you. I have played a lot of games with totally simplistic if/then controls and macro movements. It makes it feel artificial, meaning the interaction with the game. I like the possibility of messing up a movement it creates a panic moment for me in game. I like Killer instinct for the fact that you have to coordinate an f-ton of coordinated finger movements to get to an ultra combo with Cinder. A single press and go is too robotic. Macros, meaning a single action that allows multiple actions with no actual tactile input, when used take away the human factor, and responsibility from the user. To compare I will use pvp, I listened to some of my friends talk about how good they were and how many frags they had gotten the night before. So i watched, all I saw was jockeying for a single position, and rinse repeat sniping. Fun for them, I made some food, went to the toilet, came back and watched the same loop. Then we played Elden Ring, Dark souls, and 7 days to die, they died. Ran into the fray, and died. The next day they talked about how hard it was, they are just used to single coverall input to buffer human error.