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Atoxwarrior

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  1. Like
    Atoxwarrior got a reaction from Leoquent in RELEASED: Build 38.22   
    This should be in the base game
  2. Like
    Atoxwarrior got a reaction from King-Salomon in RELEASED: Build 38.22   
    This should be in the base game
  3. Like
    Atoxwarrior got a reaction from DramaSetter in RELEASED: Build 38.22   
    This should be in the base game
  4. Like
    Atoxwarrior reacted to Legoland99 in VHS - Video tape recorders and video films   
    I know exactly what childhood memories I want to revisit in the apocalypse. XD 
     

  5. Like
    Atoxwarrior got a reaction from Amenophis in Life : Another survivor mod   
    This is amazing, I like that you add attention to details like the use of that interface, many successes in your work.
  6. Spiffo
    Atoxwarrior got a reaction from Legoland99 in Life : Another survivor mod   
    This is amazing, I like that you add attention to details like the use of that interface, many successes in your work.
  7. Like
    Atoxwarrior reacted to Legoland99 in Life : Another survivor mod   
    That's really amazing ! From the picture I can see a very innovative system being worked on, there's a few things in chat which are a bit weird but otherwise I love that you could interact with them and such. Maybe they would be able to fortify a building and work on making crops and looting, if not having enough food resorting to trading or killing you. This should be seen by the Dev's as it's pretty amazing and the NPC kind of thing that I think we should all see.
  8. Spiffo
    Atoxwarrior reacted to Amenophis in Life : Another survivor mod   
    Hi!
     
    First, sorry for my bad english. Then, i know that NPCs are planned for future builds and that a mod already exists but I want to bring my vision to the game.
     
    I love the Nolanri mod that I have been using for a while. But I find it incomplete. So I decided to create my own mod.
    What will he do more than the Nolanri mod?
    Better AI. Explore, loot, eat, drink, sleep. Better survivors spawn handling. Better management of groups (yes with S) Talk with NPC. Become friends or.... ennemies Quest! Not a priority but i work on it. And more...  
    Currently the mod is only at its beginning but I already have a screenshot to show you!

     
    At left bottom of the screen you can see the interaction window. The available dialogs are below (yeah i have a deubg dialog lol) and the conversation history above. Still above is the status of the relationship. With "Let me see your equipment" (that changes in future) i can see the inventory of NPC in the window at right. I can drag and drop item like a normal container.
    The dialogs are like tree and each branch can contains other branches.
     
    I'll give you soon more news about development
  9. Like
    Atoxwarrior got a reaction from Legoland99 in Can't place furniture in Building Editor. (SOLVED)   
    look at the list that is on the right side if you see those are the overlapping layers of the building and you have selected the floor, you must use the layer of furniture above.
  10. Spiffo
    Atoxwarrior reacted to Matthee in Splitting a Building Between Cells in WorldEd?   
    split the building into two parts then place them in the corresponding cells is the only way I know
    otherwise the program will tell you it detects error when you try to create lot files
  11. Pie
    Atoxwarrior reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Trunks
    Vehicles should have a  realistic, fixed "cargo space" that fits their real-life counterpart. Space should only be gained by removing the trunk lid or doors, assuming PZ is going to represent vertical space (fridges in trunks) Space should only be lost in a rear-end collision. The chance to lose items should only occur if the floor has rotted out or the cargo is not secure and a collision occurs We're really just talking about "repairing" a flawed trunk (welding torch + sheet metal, sheet metal + screws, tarp, hammer, or wood)  to plug gaps or remove a dent. Past a certain point, it would not be fixable. Replacing a trunk on a unibody car isn't possible. The only vehicle that'd let you swap the rear would be pickup trucks, but not in the way depicted in-game (e.g. adding a camper unit or a flat-bed), since most have a ridgid frame.  
     
    Tires
    What are these supposed to represent?
    Vintage: balloon, ply tire? Standard/modern: radial? Or is it supposed to be ...
    consumer enthusiast / racing / performance light commercial heavy-duty The first two  would only apply to cars. The third would be for small vans (including mail vans and delivery vans) and larger pickup trucks. The fourth would be for things like the firetruck or a large delivery truck.
     
    A few nice mechanic skills would be ...
    Checking a tire's pressure with a pressure gauge Removing the tire and plugging leaks Removing the inner-tube (if applicable) and replacing it) Removing the rim from a tire Placing a tire on a rim
    Batteries
    I take it "heavy duty" is just marketing? I don't know why you couldn't take the 12v battery out of a light-commercial van and install it in a sedan, but for some reason you can't.
     
    Batteries come in two flavors:
    wet cell batteries: these require the addition of electrolyte and water periodically, or they "dry out." They generate hydrogen gas while in use. Sealed batteries: these require little maintenance and will only vent  hydrogen gas under extreme duress, or leak only when rushed There's not really much you can do with them aside from ... 
    changing the battery cleaning the battery terminal checking the alternator output checking the voltage charging a battery (trickle or speed charging with a 120v appliance) jump starting a battery with another vehicle Moving the battery to a different location Adding additional battery(s) to run accessories  
    Brakes
     
    There's two kinds of brakes:
    Drum (common in all four wheels right up to the 80s) DIsk (common in the front of more modern, mid 80s cars) They can probably be swapped by changing the hub for most cars.
     
    Light-commercial brakes and truck brakes can't be swapped to cars, I imagine.
     
    Check brake fluid Bleed brake lines Replace brake pads (or shoes) Remove emergency brake (common to have them seize, needing welder to remove them) Seats
     
    Removing seats should increase storage capacity for that area

    Fancier seats should simply give the player more comfort or protection in a collision. They could simply be called "bucket," "racing," and "captain's"
     
    Windshield
     
    Reinstalling windshields is probably not practical for most players, including mechanics, excepting some much older cars. 
     
    Missing
    No exhaust system? These cars are noisy.
     
    Crappier cars should have crappy mufflers that need to be swapped. Not to mention removing the catalytic converter to increase engine performance (at the expense of back pressure in diesel vehicles).
     
    A faulty exhaust can be deadly, as can be a poorly altered one.
     
    Fuel injectors? Carburetors? Distributors (or electornic distributors)? Spark plugs? Oil pans? Oil changes? Radiators (the most likely thing to be broken in a collision with a zombie)? If we're going with the 70s - 90s line of cars, then having a nice mix of tech would be fun. Suspension?
  12. Like
    Atoxwarrior reacted to cardenaglo in Union City   
    https://mega.nz/#F!8XARQZDR!4ZGSPpFYsBkW48788BtStg

    There you go. 10 or so buildings in there arent mine, a couple of them being a large condo and survival home. Now for the ones that are mine its about 50 or so furnished home and a couple stores.  
  13. Spiffo
    Atoxwarrior reacted to VikiDikiRUS in [Released] {1.0} Chaparral   
    Chaparral
    Original Idea: Turtleey
    RE-build in Project Zomboid: VikiDikiRUS
     
    What's town have:
    1) Police Station/small hospital.
    2) Mall
    3) Few shops
    4) Little bar
    5) Houses
    6) Fires station
    7) 2 Gas stations
    8) Airfield
    9) Train tunnel
     
    Town is here:

     
    Screenshots:


     
    DOWNLOAD:
    *CLICK*
    (map can have some bugs, mb i will fix it soon)
     
    Credits:
    VikiDikiRUS - creator.
    Turtleey - original idea.
    Queen Glory - 1 building.
     
  14. Like
    Atoxwarrior got a reaction from xXxFANCYCAPYBARA36xXx in M'aiq's Buildings / Custom tiles Thread.   
    This is amazing I love the level of detail in your work, the prison looks more realistic with those windows, it is good to see that there is great sense of aesthetics in your buildings, I really liked the first building with the apartments above and the business down feels very good to observe it, you should design a vertical ladder for access in case of fire, very good job congratulations.
  15. Spiffo
    Atoxwarrior reacted to lemmy101 in On Build Stability Issues   
    Hey all! I just wanted to write a little about the recent issues with the main build we've had. We really apologize its taken so long to get it finalized, it's been a tough one for several reasons. It's bled out into the main release version, which has caused wider issues with more players outside the I Will Backup My Save bubble. So sincerest apologies for that too.
     
    Just to fill you in, the main reasons for the rather messy build 38 release are as follows along with how we plan to address these issues so it doesn't repeat in future:
     
    1) Vehicles - It turns out having two seperate branches of the game released to the public at the same time, both independently updated, was a mistake. While the feedback for the vehicle branch has been invaluable, it's also added a massive layer of complication to subsequent releases, infinitely more complex code merges, maintainence and organization in general.
     
    We've learnt our lesson here and in future we'll be changing how we organize releases significantly in terms of code and behind the scenes. The main difference being in future when we have long standing features in development, for example the animations, if possible we'll try and merge them into the main codebase as soon as possible, with some kind of switch to disable them until they're ready( to those going woop! hackable animation system, we'd also leave out the data files until they are ready too :P) - This should mean that we can easily handle two seperate public branches, for example a public animation test, without all the problems we've had.
     
    2) Team size - we've grown significantly in size over the past year, and while this has led to a massive increase in man hours of code being done for the game, our existing organizational systems for handling builds and the code branches wasn't really cut out for so many coders throwing their code into it, and this has led to a few complications that has caused the stability of the last build to suffer.
     
    In light of this we've been spending significant time (with the help of zomboid cohorts BitBaboon) researching and implementing a robust and fancy build system, along with revamping how we organize things code and developerwise to better organize the bigger team we have now. It's still in the latter stages of setting up, but we'll have automatic compiling from the code repositories, as well as automatic construction of builds, along with automatic testing, old save file testing and the like, as well as automatic uploading to a steam branch. This should not only cut down on the potential for build breaking save bugs and the like, but also allow the versions to be updated by any developer on the game, as well as facilitate instant updates for our testers, and stuff like auto mailer sending mails to anyone who has broken the code. With all this in place we should have a much easier job during build 39 and finishing off the vehicles.
     
    We're also looking into bringing someone onto the team with commercial QA experience as a dedicated QA tester, to run through systems between each build and the like, but this may take a while to find the right candidate.
     
    In addition, we've discovered a dangerous situation which has lead to the corruption of saves based on items changing types between versions. This has prompted a decision to improve how items are stored in the saves, to ensure this will never occur again. We apologize for anyone who has suffered corrupt saves due to the issue. Please look for backups within your save folder, we'll do what we can to resolve but even if we fail to fix all broken saves, we'll ensure this problem will not occur again.
     
    Thanks for your patience, if it were just IWBUMs it wouldn't be so much of an issue, but since there have been issues out there in the general population thought I should stop in with both an apology, explaination as well as information on how we're addressing the issues.
     
    Thanks!
     
    Chris
     
  16. Like
    Atoxwarrior reacted to Legoland99 in Legoland99's official custom buildings thread!   
    Just a family home facing North, finished making over 100+ buildings this month, time to make the interiors and later on decorate :') (cries from exhaustion and pride of his work)

  17. Like
    Atoxwarrior reacted to myhappines in M'aiq's Buildings / Custom tiles Thread.   
    First one is fucking awersome! keep doing more of it.
  18. Pie
    Atoxwarrior got a reaction from Legoland99 in M'aiq's Buildings / Custom tiles Thread.   
    If it is possible to create a train tracks to connect with an elevated, I have long with the X1 textures, create the inclined path textures and configure them as ladders to connect them to highways, worked perfectly the problem is that they can only be configured as if they were normal stairs despite the fact that railroad tracks just work like any normal staircase, and they do not work to be able to raise a vehicle to another level on the map, I think the engine of the game is not yet configured to perform that animation.
  19. Like
    Atoxwarrior got a reaction from Necromatic_Corgi in M'aiq's Buildings / Custom tiles Thread.   
    If it is possible to create a train tracks to connect with an elevated, I have long with the X1 textures, create the inclined path textures and configure them as ladders to connect them to highways, worked perfectly the problem is that they can only be configured as if they were normal stairs despite the fact that railroad tracks just work like any normal staircase, and they do not work to be able to raise a vehicle to another level on the map, I think the engine of the game is not yet configured to perform that animation.
  20. Like
    Atoxwarrior reacted to Necromatic_Corgi in M'aiq's Buildings / Custom tiles Thread.   
    Thanks for the feedback, I'll try make a ladder but I'm not sure if I can make it usable or not.
  21. Like
    Atoxwarrior got a reaction from Legoland99 in M'aiq's Buildings / Custom tiles Thread.   
    This is amazing I love the level of detail in your work, the prison looks more realistic with those windows, it is good to see that there is great sense of aesthetics in your buildings, I really liked the first building with the apartments above and the business down feels very good to observe it, you should design a vertical ladder for access in case of fire, very good job congratulations.
  22. Like
    Atoxwarrior got a reaction from Necromatic_Corgi in M'aiq's Buildings / Custom tiles Thread.   
    This is amazing I love the level of detail in your work, the prison looks more realistic with those windows, it is good to see that there is great sense of aesthetics in your buildings, I really liked the first building with the apartments above and the business down feels very good to observe it, you should design a vertical ladder for access in case of fire, very good job congratulations.
  23. Spiffo
    Atoxwarrior reacted to Necromatic_Corgi in M'aiq's Buildings / Custom tiles Thread.   
    Small update on the front of the prison. Multi-Tile Windows are the bane of my existence.
     


  24. Spiffo
    Atoxwarrior reacted to Necromatic_Corgi in M'aiq's Buildings / Custom tiles Thread.   
    I figured I may as well make a building thread to show off a few things, Everything here is heavy wip unless stated otherwise. I will put downloads of buildings here as they are finished, I also might release all of my custom made tiles depending on if people want them or not.
     
    I'll also take any tile requests so if you feel like something was always missing from the current pz tileset let me know and I will try my best to make them.
     
    Apartment Building (Custom tiles)


     
    Shallow Roof Tileset (Custom Tiles)


  25. Pie
    Atoxwarrior reacted to nasKo in Thursdoid Rising   
    And so begins a bold new era of… Thursday.
    Build 38
    We realise the 38 release has been built-up a fair amount, it’s been on the brink for so long while we mop up this bug and that – but on the approach to release on Monday we realised that some aspects of the build’s optimizations hadn’t been properly integrated in recent 38 builds, and as such as a whole the ‘release candidate’ hadn’t received sufficient public testing. There’s a lot of changes under the hood in Build 38, and the last thing we want is for an unironed version to go out and disrupt people’s ongoing games.
    It’s all in place now, however. As such, if you’re an IWBUMS tester or fancy being one for the day, please jump into the latest beta – let us know how it runs for you, and we’ll press ‘go’ when we see enough green lights.
    Build 39 (aka Vehicle Test Build 21)
    As mentioned in a previous Mondoid, we now have various people working on Build 39 (the vehicles build) so have a ‘gameplay’ coder and Bitbaboon Steve doing general optimizations – all alongside Yuri’s existing ‘nuts and bolts’ engine and physics work.
    As such, Vehicles Build 21 has been released with a bunch of stuff intended to gel our vehicles ever tighter to PZ gameplay. This includes:
    Simulated gear shifts are now based on your engine rpm, the number of gears your car has and the max speed. Previously it would just work on the speeds you hit. You’re now slowed and have less traction if you’re driving off-road. [In future builds constant off-road driving will also reduce a vehicle’s condition.] Car keys are now a more important aspect of the game. They are mandatory when it comes to starting an engine or turning on headlights, and have a (small) chance of spawning already in the ignition or in the glove box. A ‘car locked’ sound is also heard, rather than the characters say ‘locked’ out loud like a weirdo would. If you have Level 2 Electrical Skill then you can Hotwire a vehicle if you can get inside. Better and more modern cars are trickier to hotwire, and a failed attempt will result in damaging the ignition. In larger vehicles like vans and emergency vehicles you can fit more characters inside in MP – and rear seats can also be used as containers now. Vehicles are no longer empty of ‘life detritus’. They now have loot tables that reflect their past owners. Every day vehicles might have bags of rotting groceries inside, uneaten candies and old magazines. Meanwhile there’s a small chance that a pick-up might have a fisherman’s equipment, while a pick-up could have been a carpenter’s work vehicle – and as such have a trunk full of items that reflect his work. General changes: gas consumption now dependent on what gear you’re in, and more forgiving. Reduced chances of stalling. Balanced vehicle storage capacities. Vehicles audible from a greater range. Can no longer drive through double doors. (Sorry ) Moar vehicles
    A few threads have popped up on the forum saying that we could do with a bit more variety in vehicle models to make things look a little bit more realistic – and as such Martin has been modelling up some different variants on existing car models, as well as creating a few new ones, for Mash to paint up some textures for.
    These won’t appear in Build 39, most likely, but will pop up in the relevant areas in the versions that follow


    A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
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