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Foxtails

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About Foxtails

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  1. Foxtails

    Audio Distance Ranges

    I searched, could not find a good source for this topic. What are the ranges for the different sounds in SA? Everything from popping soda to the Mosin firing. I assume the volume of the item affects the ranges. If anyone has any insight on the audio distances, please post them or direct me to a location that has them listed.
  2. Foxtails

    Zombie aggro

    Lately I have noticed zombies are more likely to use an open door or fence opening if nearby than clip though walls. If the door is closed or you are on an upper floor of a building they are more likely to clip. Also some buildings are more likely to have wall clipping than others.
  3. Foxtails

    rain question

    Soaked shirts can not be torn in to rags for bandaging, at least that was the way it was in Experimental before it was moved to stable. Also batteries would become ruined if stored in a wet pocket.
  4. Foxtails

    Someone can tell me why is that funny?

    When you see something out of place, especially on the coast highway, it is time to head for the hills and woods. Better yet don't use the coast roads when at all possible, unless you like being a target for greifers.
  5. Foxtails

    Rolling Update Rev - 0.43.116251

    Color Coded Update List - Thanks to Basinox for the original verison. 0.36 0.37 0.42 0.42.~81 New: Actions: Vomiting have associated sound effects Actions: Ballistic helmet variants can be painted to black and green color with spraycan Actions: Can check pulse on unconscious players Actions: Searching for berries will now add berries to your inventory Actions: Eat All now supported for consumables Actions: You can catch rain into canteen and water-bottle from inventory Animations: New Ruger 10/22 reload animations Animations: New Ruger MKII Reload animations. Animations: Player now can sit with gun/weapon Animations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. Animations: "Low" and "Aim" stances introduced for stand, crouch and prone. Crafting: SKS paint recipe Crafting: Firefighter Axe paint recipe Crafting: B95 paint recipe Environment: New rock textures Food: Sambucus berry item added Food: Canina berry item added Gear: added black and UN ballistic helmet variants Gear: Sickle added into loot spawns Gear: 1911 engraved version configure added to loot spawns Gear: Can opener can be used as melee weapon Gear: Box of 10 bucks shots added configured and added to loot spawns Gear: Wool Coat red/black/brown/blue/green/grey/check variants added Gear: can opener can be used as melee weapon Gear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks Gear: Farming hoe configured and spawns Gear: M4 attachment green variants added Gear: Green and black variant of firefighter axe added Gear: Rabbit leg, boar steak and chicken breasts added Gear: Flat Cap red/black/brown/blue/green/grey/check variants added Gear: Green and black variant of SKS Gear: Green and black variant of B95 Gear: Long wooden ash stick Gear: Fresh and rotten tomato configured and spawning on the server Gear: Fresh and rotten potato configured and spawning on the server Gear: Fresh and rotten Green Bell Pepper configured and spawning on the server Gear: Canned Peaches configured and spawning on the server Gear: Tactical bacon configured and spawning on the server Gear: Hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks Gear: Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawns Gear: Farming hoe configured and spawns Gear: Long wooden ash stick Gear: M4 attachment green variants added Graphics: Adding lights to currently rendered scene changed Graphics: Lighting from objects now is rendered during daytime also Graphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...) Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctly Map: Olsha has been updated Map: Khelm has been updated Map: New rock formations outside Svetlo have been created Map: New Orthodox Chapel has been created Map: Police Stations & Medical Centers have been placed across the map Map: Village pub configured for spawning loot Map: New villages surrounding Svetlo Map: Chernaya Polana town + surroundings added Map: Signs for "Chernaya Polana" added Medical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions) Spawns: Sporter 22 added to spawns Spawns: CR75 added to spawns Spawns: Amphibia S added to spawns Spawns: 1911 and respective magazines and ammo (22LR and 9mm) added to spawns Spawns: Wool Coats and Flat Caps added to spawns Weather: Rain, Clouds, Wind, calculated on server and distributed to clients Weather: Rain now causes items and player to become wet Zombies: Simple respawn mechanic implemented for zombies, pending more robust method Fixed: Actions: Added 'inUseItem' back to action on target function Actions: Proper nutritional value will be added when eating near empty food Actions: Berry picking script messages to player improved. Actions: Removed duplicate option for crafting splint in action menu Actions: Fixed force drink message for action with waterbottle Actions: Eat all rice animation length modified Actions: Force feeding action now depletes right amount of food/drinks Actions: Water Bottle stays in hands after force drinking Actions: Eating cereals won't leave you with 0% box in your inventory anymore Actions: Fluids deplete properly after force drinking action Actions: Removed force feed action for disinfectant and alcohol tincture Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage Actions: Ruined rags/bandages and wooden sticks doesn't produce infinite splints Actions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation Actions: Edited player messages in force drink action and fixing broken limbs Actions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage Actions: Ruined rags/bandages and wooden sticks doesn't produce infinite splints Actions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation Actions: Edited player messages in force drink action and fixing broken limbs Actions: Added collision tests for availability of prone position and vaulting Actions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action Actions: Player message for drinking from well Animations: Bandage and eating pills animation glitch fixed. Animations: Holding animations of various weapon magazines correctly linked Animations: New M4A1 reload animations. Animations: Various glitches when moving / changing stances fixed. Animations: Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll. Animations: Player can now be properly knocked out while in water. Animations: holding animations of various weapon magazines correctly linked Animations: Evade animations in prone (Q and E) are faster now. Audio: Subsonic projectiles no longer emit supersonic crack Balance: Buffed damage of 762x39, 9mm, .22LR. Slightly nerfed shotgun pellets Gear: Added color variants of ballistic helmets into loot spawns Gear: Purification tablets package contains ten tablets now. Cholera removing functionality added. Gear: Painted SKS chambering Gear: Even lower chance of backpacks spawning on construction sites Gear: Changed inventory view of pitchfork Gear: Removed quantity value from burlap sack tooltip Gear: Display name for t-shirts with stripes Graphics: SSAO in options saved Graphics: Rain effect settings changed Graphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex) Graphics: Spot light culling fixed Graphics: Fix of terrain intersections Graphics: Fix of geometry trace for flares Graphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settings Login: Failure during new character creation could cause player to get stuck as unconscious Map: Optimizations for Svetlo performance Map: Forests surrounding Svetlo bugfixes Medical: Would never actually die from zero health or blood due to medical conditions Medical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very low Medical: Defibrillator used for restarting the heart of players who have a heart attack Medical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack) Medical: Melee damage application system changed to better balance Medical: Chance of bleeding from fists reduced significantly Medical: Arm and leg ache messages fixed Medical: Disconnected players avatars did not take shock or blood damage Medical: Falling from height while sprinting did not kill player when it should have Medical: Player could vault with broken legs Network: Dropped items appeared only after a delay (now instant) Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete) Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/server Structures: Changed inheritance of barrier structures (due to errors in logs) Structures: Items disappearing when dropped near stairs or walls Sound: subsonic projectiles no longer emit supersonic crack Weapons: Long-range scope reticle properly centered Zombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)
  6. Would be nice when items are added to the changelog list, they were suffixed with either the date, version number or both. This would allow us to identify the recent changes quickly.
  7. Alcohol tincture will also clean rags making them pristine, if they were made from less than pristine tops and shirts.
  8. Foxtails

    Long Range Scope question

    Which game build did you use for this video?
  9. Small towns and cities, I scout first, then try to aggro all the zeds. Sometimes I have to punch them to follow me. Then I lead them out of town and lose line of sight on them by going behind a hill or large wall. Occasionally, I turn around, running circles around the horde, so they stay bunched up. The town should now be mostly zombie free and I can loot easier. Once I have an axe, I just kill them using sneaking up behind or using dodge and swing techniques. Or lead them out if there are too many, killing as they spread out in a line. Large cities, I just try to avoid those places until better equipped.
  10. Foxtails

    Long range scopes?

    Seen Mosin rifles multiple times in the music buildings, 2 on the shipwreck, once in a police station, few in random houses. Even found one in Electro. Some of them are partially clipped in the floor but still can be picked up. This was mostly on the experimental server, which the patch should be moved to stable very soon.
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