So after I lost my most recent character, I decided to just go ahead and try out the latest experimental. I was wondering, has the running/walking toggle been implemented yet? I think I remember seeing people talking about it around here, but I don’t know if that was an implemented feature, or just something still in planning. The keybinding list doesn’t say anything about it, but there’s a couple of traits that look like they have something to do with fatigue, so I don’t know…
Derp. Hit the quote " key. >.>
Okay, turns out it WAS in the list of keybindings, I apparently just didn’t see it. Carry on.
It’s easy to miss, given how many key binding are listed.
I suggest making a pile of corpses and then pouring acid into the pit. Totally respectful, not at all serial killery.
I fell down a sink hole is there anyway out or anything
How do I tan hides and get meat from animals and stuff?
I know how to kill animals and butcher them, but I’m clueless beyond that.
Stable or experimental?
If stable, there is no non-cheaty way. Bind debug menu to some key and teleport yourself out.
[quote=“Dampe, post:10608, topic:42”]How do I tan hides and get meat from animals and stuff?
I know how to kill animals and butcher them, but I’m clueless beyond that.[/quote]
You should get meat from the body after butchering by pressing the “pick up” key over where the body was. If you don’t get any maybe your butchering knife / whatever skill affects this is too crappy.
Same with hides. You cure the hide at a fire / using salt. I think there’s a couple of recipes. Tanning is done after that and involves some chemicals.
Both are in the crafting menu. Go in there and use the search function and look up “cured” and “tanning” to find the recipes. Of course you may need to learn them from a book or get your skills higher for them to show up.
Stable or experimental?
If stable, there is no non-cheaty way. Bind debug menu to some key and teleport yourself out.[/quote]
I’m assuming this is why the behavior was changed in experimental.
You need to edit the code and recompile, if you know what you are doing the code is in overmap.cpp around line 1681.
So, does anyone have advice on what works well against zombie hulks? Seems explosives aren’t amazing vs them, or at least not explosive bolts.
I am meeting a lot of them. I suppose I could bring the M2 Browning over on the bike…
M9 with 9mm FMJ ammo is enought to kill hulk, katana works too
I always use Tazer on hulks, then cut them up with katana or something.
Remember what I said about the camera system on my tank acting weird? I found a replacement camera, actually… a few. I installed two on the tank, activated the system… and again it’s not seeing anything on the sides of the vehicle. I’m confused as to what’s going on.
Also, what are the nastiest monsters in the DDA world if Hulks aren’t “that bad”?
Odd. Hmm…where are they installed? Any boards covering them?
Default install locations for an atomic tank.
Plus one extra one between the front two.
Just removed that one and it’s back to default only and they still don’t work.
There are only quarterpanels and composite armour on those sections of the vehicle.
Huh. Very odd. o.O
Waaait. It’s working now.
I just installed side headlights and turned on the cameras… and I can see. I’m not sure why it wasn’t working before. It seemed I could see out of the front of the tank turret by moonlight but not to the sides with the cameras on.
[quote=“DG123, post:10620, topic:42”]Waaait. It’s working now.
I just installed side headlights and turned on the cameras… and I can see. I’m not sure why it wasn’t working before. It seemed I could see out of the front of the tank turret by moonlight but not to the sides with the cameras on.[/quote]
Yeah, cameras don’t work without artificial light or sunlight. At all.