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VaiN

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  1. Like
    VaiN got a reaction from false_chicken in RELEASED: Build 30.12   
    FYI for anyone running the game in Linux. If the game won't launch from Steam on the IWBUMS branch, it may be due to the following reason I just ran into myself:
     
    The "projectzomboid.sh" script that launches the game has bad line endings/format. You can easily fix it by installing the "dos2unix" converter available in most distros and running it on that file.
     
     
    Simple oversite by whoever last saved the file on the current steam IWBUMS branch. And very simple fix that most Linux users probably already know. Figured I'd go ahead and mention it anyway just in case.
     
    Thank you, TIS for this very anticipated update. I've been looking forward to the new environmental changes since I first heard the announcement.
  2. Like
    VaiN reacted to PhilipPino in How to: Public Server   
    really bad. why do everything specially when there is a super steam API?
    make sure to read through the API! it brings many benefits:
    https://partner.steamgames.com/documentation/api
    - A super server list with all fetures <-
    - Steam Nick and Avatar Ingame
    - Valve Anti-Cheat
    - Server can ban the SteamID
    - Achievements
    - Cloud-save for single player
    - "Join in" on Steam friends list
    - advanced: steam ingame voice
    today's games live on the steam functions .... like the real life from facebook...
    makes a modern game and not a classic game in 1990!
    everyone has steam ...
    (sorry for my bad english)
    edit: not to forget: without a steam account with the game no multiplayer = no illigalen copies
  3. Like
    VaiN got a reaction from bobheckling in Bedford Falls (Test V2)   
    Thanks for the update, RingoD. Awesome to have it separate from Muldraugh now.
     
    I noticed in survival mode the zombies were still quite scarce. When I switched to sandbox and put zeds to high it seemed to be what I would expect on normal.
     
    Really enjoying the map. Keep up the good work.
     
    Edit: Scratch that. Played a lot more and they seem to be flooding the streets now lol.
  4. Like
    VaiN got a reaction from Evergreen City in [The Brutal Monster][US Server][MidWest][24/7][Vanilla][PVP/PVE][Role-Play][Build 27]   
    I'm no longer going to continue playing on this server. I was going about building as usual only to die out of nowhere for reasons unknown. Didn't fall, wasn't injured, didn't drink any cleaning products, didn't have any zeds nearby, nothing that I can think of that could have caused instant death. This has never happened to me on any other server. I'm not going to waste the time reading all those skill books again. I don't blame the host, although lag was probably a factor in one way or another.
     
    On another note JonSyn has very clearly stated that he doesn't care if people hack. I can't agree with that.
    If you are going to allow infinite building, then it might as well be Minecraft in creative mode. It's pointless.
    In his defense, he can't do anything about it anyway since his kick/ban functions aren't working.
    Hopefully things will get easier for you after future updates.
     
    Disappointing really, as the community that plays here is a good bunch.
    Thank you, VI and your crew, for your hospitality and letting me join you guys for a bit.
    You are always welcome to use my TS server if you like.
     
    Have fun, everyone.
  5. Like
    VaiN got a reaction from Nero in Microphone speak chat   
    I would assume that they wouldn't implement it at all if that were the case, because you are right, there wouldn't be any point.
     
    I can go into detail regarding the very important differences to gameplay when considering in-game versus third-party voice chat if you need me to. But immediately dismissing valid points isn't really good for discussion.
     
    Edit: Another option instead of implementing their own voice chat system, they could work with Mumble to use the positional-audio features it supports. I'm not sure of the inner workings of it all, but if the player position data can be passed to it then that would at least be a step in the right direction. If it can also adjust the volume along with the position and ignore players too far away then it would work perfectly. And if the game itself is passing that data along they could just have dead players be positioned too far away for anyone to hear too. I know mumble supports plugins but they are coded with C++ which I'm not good with, and they would have to basically 'hack' the position information from memory. That would mean every game update would require a plugin update, and game state considerations such as deaths, sleeping, not being in the game, ect. would not be possible.
     
    I still feel that implementing proper in-game voice chat (similar to ARMA/DayZ, PlanetSide2, and others) would be most beneficial.
     
    A quick search revealed at least a couple of audio codec wrappers for Java too, but further research would be needed of course.
  6. Like
    VaiN reacted to Suomiboi in Computers and Internet before power outage   
    It might actually be that the time the game is set in doesn't have a world wide, world wide web. Mash said that it is set in the past, so it isn't meant to represent the day and age today. Also, in my opinion, I think what you're suggesting doesn't really fit into the "spirit" of PZ. Lastly, it would probably be a hell to code a whole new interface for simulating the computers if they would be as intricate as you describe.
     
    If it is set in the 90's then there're definitely no digital books etc.
     
    Here's the quote:
    http://theindiestone.com/forums/index.php/topic/6871-what-time-period-roughly-does-project-zomboid-take-place/?p=89690
     
    EDIT: slightly ninja'd by the captain
  7. Like
    VaiN got a reaction from EnigmaGrey in Microphone speak chat   
    I would assume that they wouldn't implement it at all if that were the case, because you are right, there wouldn't be any point.
     
    I can go into detail regarding the very important differences to gameplay when considering in-game versus third-party voice chat if you need me to. But immediately dismissing valid points isn't really good for discussion.
     
    Edit: Another option instead of implementing their own voice chat system, they could work with Mumble to use the positional-audio features it supports. I'm not sure of the inner workings of it all, but if the player position data can be passed to it then that would at least be a step in the right direction. If it can also adjust the volume along with the position and ignore players too far away then it would work perfectly. And if the game itself is passing that data along they could just have dead players be positioned too far away for anyone to hear too. I know mumble supports plugins but they are coded with C++ which I'm not good with, and they would have to basically 'hack' the position information from memory. That would mean every game update would require a plugin update, and game state considerations such as deaths, sleeping, not being in the game, ect. would not be possible.
     
    I still feel that implementing proper in-game voice chat (similar to ARMA/DayZ, PlanetSide2, and others) would be most beneficial.
     
    A quick search revealed at least a couple of audio codec wrappers for Java too, but further research would be needed of course.
  8. Like
    VaiN got a reaction from 123Imirish in Please make it so zed bodies disappear after time.   
    I have to very strongly vote against automatically removing the corpses. With no corpses it takes a lot away from the game as it would leave it too clean. The high amount of bodies is a display of progress and your survival skills. It's also one of my favorite features.
     
    I would absolutely love a way to (re)move the corpses that is lore-friendly too though, so they aren't stinking up my stronghold.
     
    It's still beta so I'm sure there will be optimizations and performance increases as they work on it.
  9. Like
    VaiN got a reaction from EnigmaGrey in Lua - File I/O   
    Well, that answers my question. Didn't realize it was using it's own interpreter instead of using the actual Lua interpreter. That definitely makes more sense. Sorry for wasting your time.
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