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Xtrakicking

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Everything posted by Xtrakicking

  1. The plains were also the best place to make a base, since they had a lot of even terrain and it was clear of trees. I truly never understood why they removed it.
  2. Well, here we can see an example of the strange phenomena of "fixing the broken item by throwing it in the trash". What you're mentioning isn't a problem stemming from the burnt forest in itself, it's a problem stemming from how the burnt forest biome has been handled and presented. The snow forest also has just one type of zombie in it, yet the snow forest isn't bland or boring, and they're probably not going to take away the snow forest either anyways (really hope so at least, unless they're thinking of blending it together with the desert somehow). Could it be because of the unique POIs? The mountain lions? The overall look and feel? If so, why not do the same with the burnt forest too? Why not make it a fun and interesting place to visit instead? We'll be getting new mutant zombies and bandits in the future, which give more options to make the place more engaging as well. Anyways, my point is that it just looks like instead of making the burnt forest an interesting place in itself they want to merge it with the wasteland to "dilute" its blandness. By blending it all together, it just seems like the end result will be overall less unique locations to see and visit; just either forest, snow forest, desert or wasteland now. We'll see, I guess. Really hope you're right.
  3. I fail to see how this adds more variation. Correct me if I'm wrong, but if the wasteland and burnt forest are going to be merged together like the pine forest and maple forest were, it just sounds like they're taking even more biomes away now. So right now we would have Snow Forest, normal forest, desert and burnt-wasteland. Four biomes as opposed to the seven we used to have.
  4. Umm... forgot about Big mama there?
  5. If you manage to do so, please contact me. Apparentely the zombie textures are now in the Data/Bundles/Entities folder and I've got no idea how to edit them when they aren't .assets files.
  6. Hello. This issue is still persistent in A19 B173. I just took a look at the spreadsheet of known A19 problems and can't seem to find this bug anywhere in that list, even though it's been present since A18.
  7. Hello guys! I noticed in this new patch that the zombie texture files aren't in the resources.assets file anymore. Any idea where they could be?
  8. For me the performance has taken a huge hit. I might wait till it's out of exp or skip A19 altogether due to how bad it is. Also, I can't put my finger on why but to me everything looks way worse than it did in A18, with the same settings. I don't know what's wrong.
  9. Cool! We'll be here giving the devs helpful feedback for the development. Cheers! (Just for the record, I have my files modded too. Even so, I still give feedback on what I think the game could do better.)
  10. No, it's really not. We've been doing it for 7 years straight, and guess what, the devs have found it very useful, trust me. This game has undergone many design, gameplay and balance changes, not just based on the devs experience, but also on players experience. We had a very heated argument recently in the Dev diary where Madmole mentioned that all the feedback they receive, specifically from new players, is very important for them, because at this point it's hard for them to judge their game as a new player would judge it. So yes, feedback is very important, even if it's an alpha game.
  11. Dude, the fact that it's an alpha is 100% irrelevant. Feedback is always needed, early access or not.
  12. I must agree, sadly. I feel like it's a cheap way to keep the challenge "alive" during late game. I personally find it a bit frustrating to put so much effort into building a base, with traps and turrets that have costed me so many hours of farming resources and skill points, only for one enemy to destroy it all in the blink of an eye. Everything, aside from dart traps and electricity, has a huge (or even certain) chance of triggering his explosion, so you're heavily limited when it comes to defense of the base, but not in a fun way. I think it's terrible design, personally, but I also think it's possibly temporary until bandits and other threats are added that may prolongue late game without resorting to cheap "let's take away everything the player has to make it difficult" tactics.
  13. Aside from the fact that the forums are absolutely humongous, and I feel like I need to back away a few meters, the new design looks good. There are also many new weird things now you can do, so that's cool as well.
  14. Yeah, nights have always been that scary moment when everyone hides away. I remember in previous alphas, it was just impossible to do anything but to wait for morning, and some people would watch youtube videos and the like while waiting for night time to be over. Luckily, this isn't the case anymore, thanks to the new stealth system. You can pretty much do anything you'd do during the day with somewhat safety, just a tad slower. (Looting would be an exception. It's still possible, but really hard and risky). As soon as night hits, what I recommend is to equip stamina boosters such as beer or coffee in your taskbar as well as stones. After that, you crouch and start doing whatever it is you want to do (explore, build, get resources, dissasemble cars and machinery, dig or mine, etc.). Zombies have a hard time seeing you during night time, so only use your lights when you need them, be wary of all the noise you make and pay attention to foot steps. If you see a zombie on your way, just throw a stone next to him. The zombie will hear the stone hitting the ground and will run towards it to investigate the noise. You can do this multiple times, throwing the stone further away each time, and clearing zombies from the area this way. Sometimes, you can have up to 5 zombies and more following the sound of your stones. If a zombie sees you, just don't panic. Get up, turn your lights off, run a little bit, then crouch again and keep moving away. Zombies will lose sight of you, because it's dark, and you're no longer making sound. If they won't stop following you, then keep running away until they lose sight of you. Drink up those stamina boosters you have if you're out of stamina. This way, you can do anything you want at night. Granted it's scary and you have to pay more attention, but it's fun and productive. I usually spend nights mining resources, though.
  15. Looking great! Love the details
  16. I was, indeed, not using beta4. Now that I've tried it with beta4, it doesn't crash anymore, but it's not replacing the textures. Edit: Nevermind... it worked now. Lol. Thanks for the help!
  17. Hi. Just tried the typical method to replace the textures of zombies with the UABE tool. Upon doing so, the game crashes, saying "bad_module_info stopped working". I'm guessing this is an A17 thing, since the method still works for A16. Any ideas what could be causing this?
  18. Hey, thanks for the shoutout man! Your mod looks dope, definitely a must try.
  19. Hey Depopo, got a question. Is it possible to extract an .obj (mesh) file out, edit it in Unity and then import it back in the game with UABE?
  20. Holy damn, it worked!! That's what was going on. I knew it had to be something stupid... Thanks buddy, texture mods here I come
  21. I'm not sure if it has to do with UABE or not. Basically, I opened the resources.assets file in the game's data folder and exported the burnt zombie's textures in .tga, then I opened the file with Photoshop and scribbled a couple of lines with the brush tool to test if the changes show up in the game. After saving the file, I selected the texture in UABE and imported the .tga file raw; basically swapping the textures. I then made a mod installer and ran it; everything worked as intended, but when I got in the game and spawned a burnt zombie it looked white. And now for some odd reason the game just crashes after doing it again. I honestly don't know what I'm doing wrong.
  22. Is the MIPmap issue what makes things turn white when swapping their textures with UBAE?
  23. They are going to add everything on the list with no exception as those were their kickstarter promises. Give them time as they come across other ideas that want to implement first to have a base. As far as I'm concerner the weather and temperature effects are getting closer
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