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Necromundi

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Posts posted by Necromundi

  1. On 1/1/2024 at 3:55 AM, beerfly said:

    Wow, some of you guys are really dedicated spending more than 365 days ingame and brag about it calling it a new year.. 

     

    ..which is excellent, be well and happier ! 

    Dude it's a leap year 😆

  2. 9 hours ago, faatal said:

    Unity's wheel colliders are fairly basic. They are not a racing game simulator.

     

    Two wheeled Unity vehicles fall right over as soon as you turn. The wobbling is simply vehicle balancing forces keeping you upright otherwise you would be laying on your side most of the time.

     

    Unity vehicles in general would be upside down or on their side a fair bit of the time if not for the side and front/back forces pushing the vehicle upright.

    Speaking of Unity, what are TFP's plans with regard to the changes Unity have recently announced, I guessing it's a bit late to switch the game engine now! 

  3. 2 hours ago, Necromundi said:

    I've done some inital quick testing, seems compatible so far, will let you know if I hit any issues.

    Just tested one of each storage type with the craft from containers mod and confirm that they all work just as you suspected, thanks Sam. I even split up stacks of things over multiple containers so they all had to register to craft something :)

  4. 8 hours ago, Necromundi said:

    Thanks for the  info I'll try it out after work and let you know how it goes

    I've done some inital quick testing, seems compatible so far, will let you know if I hit any issues.

  5. 4 hours ago, saminal said:

    Should be. The modded containers use the same class as the standard storage crates etc so I don't see why not. Let me know how you go!

    Thanks for the  info I'll try it out after work and let you know how it goes

  6. 3 hours ago, Laz Man said:

    Dear Diary,

     

    The QA team has spent the last few days trying to nail down a solid reproduction on 2 very nasty bugs.

     

    Both bugs cause a red error spam in the console that forces the player to have to terminate their game to recover.

     

    One happens when visiting a trader (not everytime) while the other happens anywhere.

     

    After many grueling hours, the QA team was able to isolate the issues and the programmers were able to get fixes in that "appear" to have resolved the issues.

     

    We got lucky with one as it involved a particular zombie being submerged in water....😅

     

    On the level design front, a couple of us are working on roadside POIs.  I just checked in the roadside checkpoint POI I was working on so QA can do their thing and provide feedback.  It is a new T4 that supports all quest types.

    Was it a spider zombie in the water causing the issue, or maybe crawler? They would be my first points to check due to their different standard movement patterns.

  7. Hi @Subquake my son, daughter and myself all love your mod, we are currently playing the new experimental version and loving it, however my son plays with a controller and there is no option to pick up chickens via the controller, is this being added any time soon?
    Many thanks for the awesome mod and the hours of joy and frustration it has given us so far.

  8. Great Mod, me and my daughter love playing it, couple of things I've spotted while playing the current stable build.

    1) The pipe rifle states in the description it uses 9mm rounds, but once made it actually uses the standard 7.62mm rounds

    2) If unarmed you can punch Zombies\Animals\Survivors\Bandits no matter how far away they are as long as they can be seen

     

    Keep up the good work :)

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