Its possible to transfer over my Desura purchase to steam right?
[QUOTE=Brandon;42812230]Its possible to transfer over my Desura purchase to steam right?[/QUOTE]
Should be able to. [url]http://www.desura.com/games/project-zomboid/keys[/url]
So do I need to get my original key, transfer to Desura, and then transfer to Steam?
[QUOTE=Tureis;42812280]So do I need to get my original key, transfer to Desura, and then transfer to Steam?[/QUOTE]
As far as i know, yes. [url]http://www.desura.com/games/project-zomboid/activate[/url]
This game is great. The early access steam build, aside from the occasional freeze and rare crash, is probably one of the most playable builds in a while. I'm looking forward to that new polygonal system which will decrease render times so I can get more than 2-8 fps outside.
In other news, I've been very pleased to discover that you can now stomp your foot on zombies, so you no longer have to worry about finding a weapon once you spawn. Kitchen knives are also very useful now, especially when you sneak up on a zombie and take them down quick. Less energy used, too. Shame they break so quick, but at least they stay in your inventory, so I can use knife (freshly dripping in zombie blood), to prepare a salad. Delicious.
The blunt objects seem a bit useless to me right now. If you knock them down, even on the first swing, you are suddenly out of breath. If you happen to be unlucky and not knock them down, then their animation will lurch back, but they will still be sliding towards you, so by the time you are ready to swing again, they are already halfway into their bite.
Because of this, unless I can find a fireaxe, I am probably going to only use knife or go unarmed. The frying pan and rolling pin are just not as effective as they could be (for how much stamina to how little damage), and it is uncommon for the hammer to knock-down, and as a result, I am usually bit by that speed-walking zombie that I can't keep at range.
This looks amazingly fun. I used to love old isometric games from the early 2000s, and this seems like more-or-less a revamped version of them. After watching several gameplay videos, and considering this game is still in Alpha and only $14, I think this is a definite buy.
Does anyone else get small FPS drops every few seconds?
I've been getting them and I'm unsure why.
My game freezes every 3 seconds, so I'm not even going to attempt playing.
It's possible. So much has been broken, changed, and then set again that its practically an entirely new game.
Crashes and stuttering aside, I really hope they fix the zombie knockback soon. You could spam the ability to push them away, and yet they'll still be right against you, pushing you backwards. Good luck getting out of their grip without getting bitten or scratched. Only way is to keep pushing until you roll your 1d20 and then either stomp the fucker, or run away from the inevitable second speedwalker.
It would also be nice if crashing will remember your inventory, as it sure does remember where you looted last. I've lost two hammers and a pistol because of this.
Alas, it wouldn't be a beta without bugs. It also wouldn't be a beta without unwavering optimism on future builds.
Only problem I have is how finicky it is to click on stuff
Saw this on Steam and picked it up. Having a lot of fun in Sandbox mode with the Lockpicking and Spray Paint Mod.
Noticing tiny stutters every now and then when travelling but otherwise it's running at a smooth 60 FPS. Loving this game.
[QUOTE=gamertag25;42819648]Saw this on Steam and picked it up. Having a lot of fun in Sandbox mode with the Lockpicking and Spray Paint Mod.
Noticing tiny stutters every now and then when travelling but otherwise it's running at a smooth 60 FPS. Loving this game.[/QUOTE]
The next few patches are going to be focused on improving the FPS problems, hopefully it'll fix the stuttering!
[QUOTE=Leintharien;42817299]It's possible. So much has been broken, changed, and then set again that its practically an entirely new game.
Crashes and stuttering aside, I really hope they fix the zombie knockback soon. You could spam the ability to push them away, and yet they'll still be right against you, pushing you backwards. Good luck getting out of their grip without getting bitten or scratched. Only way is to keep pushing until you roll your 1d20 and then either stomp the fucker, or run away from the inevitable second speedwalker.
It would also be nice if crashing will remember your inventory, as it sure does remember where you looted last. I've lost two hammers and a pistol because of this.
Alas, it wouldn't be a beta without bugs. It also wouldn't be a beta without unwavering optimism on future builds.[/QUOTE]
IIRC, it's still classed as a Late-Stage Alpha, so that leaves even more room for improvement.
I agree though on the combat. I think it does have a good sense of impact and I love how they handle fatigue (you need a breather after beating down a single zombie, but you recover quickly and aren't useless while fatigued, something a game like No More Room In Hell should have), but it seems like the hit detection for shoving is way off. Then again, these aren't too big of issues just yet. I prefer running away from zombies rather than fighting early on.
[QUOTE=Gmod_Fan77;42820465]IIRC, it's still classed as a Late-Stage Alpha, so that leaves even more room for improvement.
I agree though on the combat. I think it does have a good sense of impact and I love how they handle fatigue (you need a breather after beating down a single zombie, but you recover quickly and aren't useless while fatigued, something a game like No More Room In Hell should have), but it seems like the hit detection for shoving is way off. Then again, these aren't too big of issues just yet. I prefer running away from zombies rather than fighting early on.[/QUOTE]
Running away is usually the better option anyways, you'll just end up wasting resources and time when engaging in a fight.
I really like that zombies can literally appear anywhere. I went into a two-story house scavenging, killed a zombie on the first floor, thought I was the safe and searched upstairs, then got jumped by a zombie in close-quarters and scratched. Subsequently got infected and died. RIP.
[QUOTE=Gmod_Fan77;42821136]I really like that zombies can literally appear anywhere. I went into a two-story house scavenging, killed a zombie on the first floor, thought I was the safe and searched upstairs, then got jumped by a zombie in close-quarters and scratched. Subsequently got infected and died. RIP.[/QUOTE]
The zombie spawning is pretty creative, sometimes you'll come across buildings with broken windows and blood everywhere with a few zombies held up in a room.
My one problem with it is the random zombie spawns outside the buidlings, i would prefer a set amount to spawn on the map then more spawning in from the sides of the map, instead of them spawning where they feel like it.
[QUOTE=vladnag;42821881]The zombie spawning is pretty creative, sometimes you'll come across buildings with broken windows and blood everywhere with a few zombies held up in a room.
My one problem with it is the random zombie spawns outside the buidlings, i would prefer a set amount to spawn on the map then more spawning in from the sides of the map, instead of them spawning where they feel like it.[/QUOTE]
I'm pretty sure that the game spawns zombies randomly on the map when you first start playing and later on spawns in more from the sides of the map?
[QUOTE=manian112;42821967]I'm pretty sure that the game spawns zombies randomly on the map when you first start playing and later on spawns in more from the sides of the map?[/QUOTE]
It's hard to tell what the spawning system is like since zombies do move around. Cleared out the yard of my safehouse, searched around the area before I went to sleep, slept for 11 hours, woke up, and three zombies were milling around outside. Whether the game spawned them there, spawned them elsewhere and they walked over, or if those zombies were already on the map, I dunno.
I'm interested to see if the game's spawn rates ever change. Like, if a helicopter flies overhead, the spawn rate will be rapidly increased for a few days, but zombies will slowly leave to follow the noise elsewhere and the spawn rate will drop for a day or so. Things like that.
Are NPC survivors back in the game with the steam release?
iv found that the game runs a lot worse than it did when i got it on desura. bit frustrating.
[QUOTE=bob4life;42822823]iv found that the game runs a lot worse than it did when i got it on desura. bit frustrating.[/QUOTE]
[T]http://i.imgur.com/3Eu1id5.png[/T]
[QUOTE=Jmir 54;42822654]Are NPC survivors back in the game with the steam release?[/QUOTE]
I don't think so. They've removed them temporarily to fix the AI programming. Survivor NPCs were going Rambo against zombie hordes with pens/fists and dying really quickly, so I've heard. On another note, I just realized that if a character dies and you start a new game, then go to the location your last character died, you'll see their corpse (or a zombie of them, if you died from a bite/scratch). It's features like these that make me love the devs.
[QUOTE=manian112;42822980][T]http://i.imgur.com/3Eu1id5.png[/T][/QUOTE]
considering they made dramatic changes (with the switch from drawn isometric textures to polygon ones, and improved lighting, bug fixes and a ton of other stuff over a period of 4+ months) for the sole purpose of getting it to work on steam and run stable- when it was working perfectly fine to begin with- slapping on a "early development notice after its been developed actively over many months now is a bit of a cop out.
as of right now, the game crashes within 2 minutes of gameplay for me, where as before it ran fine with almost 0 fps issues.
you cant say you're working on making the game stable, then turn around and create massive, drastic changes with both programming and art style. their goal, that they were quite vocal about the entire time, was to make the game as stable as possible for steam launch. but right now, its glitchier and more unplayable than it previously was 4 months ago. so much so that they have to inform customers to try out the demo first, and warn them that the game will run pretty shit to begin with.
[QUOTE=TheCombine;42818301]Only problem I have is how finicky it is to click on stuff[/QUOTE]
Getting through windows in a hurry can be a pain in the ass if you can't find the right pixel to click on
But it wasn't working perfectly fine to begin with. They kept bumping their heads on the hardware ceiling, so the polygonal system was to give them the space they need.
[QUOTE=Kilgore 2nd;42823252]Getting through windows in a hurry can be a pain in the ass if you can't find the right pixel to click on[/QUOTE]
I never click to open windows, I just hold the E key and run up to them.
[QUOTE=bob4life;42823210]considering they made dramatic changes (with the switch from drawn isometric textures to polygon ones, and improved lighting, bug fixes and a ton of other stuff over a period of 4+ months) for the sole purpose of getting it to work on steam and run stable- when it was working perfectly fine to begin with- slapping on a "early development notice after its been developed actively over many months now is a bit of a cop out.
as of right now, the game crashes within 2 minutes of gameplay for me, where as before it ran fine with almost 0 fps issues.
you cant say you're working on making the game stable, then turn around and create massive, drastic changes with both programming and art style. their goal, that they were quite vocal about the entire time, was to make the game as stable as possible for steam launch. but right now, its glitchier and more unplayable than it previously was 4 months ago. so much so that they have to inform customers to try out the demo first, and warn them that the game will run pretty shit to begin with.[/QUOTE]
They had to upgrade the engine to get better hardware, and thus vastly more content.
The original Source engine build seemed glitchier than GoldSrc, but once it was complete and HL2 rolled around, it was worth it. Very similar situation here.
[editline]10th November 2013[/editline]
[QUOTE=Tea Guy;42823289]I never click to open windows, I just hold the E key and run up to them.[/QUOTE]
You can't climb through windows by hitting E.
[QUOTE=Gmod_Fan77;42823313]You can't climb through windows by hitting E.[/QUOTE]
yes you can
[QUOTE=Monkeypunch;42812257]Should be able to. [url]http://www.desura.com/games/project-zomboid/keys[/url][/QUOTE]
Thank you very much!
The dev explained this a few pages ago, but if I can remember correctly, it sounded like he was describing that Zomboid was more hardware intensive than even Far Cry 3 etc, just because of the current method of rendering what was on screen.
AFAIK, the new poly system isn't in yet, but some of the framework is there to work on the transition. The current/old system runs something along the lines of a typewriter, following a tile-by-tile progression from left-to-right, and top-to-bottom. With the polygonal, it takes advantage of the z-buffer/depth buffer which allows you to render all the ground tiles first, then the walls, then the objects, then the actors, etc. This method is supposed to be incredibly fast, especially in comparison to the one-by-one, system before.
It's like adapting from a high speed machine gun to a high speed machine-shotgun. Each shoots at the same frequency, but the shotgun spews more stuff out, therefore being more efficient.
I am really looking forward to the poly system because of this. Also being able to utilize the graphics card (which does that whole z-buffer thing) for stuff like this should free up loads think space for the CPU.
EDIT: E opens window, EEEEE smashes window, and holding E vaults through open window.
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