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Grasseater

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  1. but isnt making 3 topics with my name on them spam? well if its in the rules I guess I cant argue with that. hey i got the idea from this http://www.ss13.eu/wiki/index.php/Main_Page imagine it, WITH THIS GAMES ENGINE/ 3D GRAPHICS!!! AND MULTIPLAYER!!!!!
  2. Off topic " well now, not sure what the complaint is now, they even went a step further to clarify their intentions according to what I can find/read about the current EULA in regards to modding the game. Hey modders who wish to sell mods you can just mark your mods internally and build them up perhaps one day sell them as DLC pending a writen legal agreement with The Indie Stone Limited for any joint effort. Which again protects them from a modder claiming he was working with them when he was not and trying to sue for no reason. This is stated here in the most current EULA listed as "Terms! Conditions! September 6, 2013 [...] Working with contributors: [...] Any other form of remuneration for contributions from outside of the The Indie Stone will always be officially agreed in writing – away from the forum – before any work takes place on the part of either developer or contributor. This covers all development up to this point, and everything in future Zomboid builds. Should The Indie Stone and a contributor join forces to bring a user modification into the official Project Zomboid build all remuneration will be discussed at that time. There is no automatic entitlement to any past, current or future revenue of Project Zomboid or for any other payments from The Indie Stone to a contributor unless they’ve agreed it expressly in writing." Well, I hope I don't get banned for trying to bring some clarity to the mess. Sometimes users forget that EULAs get changed all the time.
  3. id like it, maybe they could reconsider
  4. So I am playing your new awesome 3D version, which far out does your previous 2D version in every aspect and has opened this game up to some SERIOUS modding potential. First: Oxygen values It'd be cool if we could give a value to a moving air object, i dont think gasses are in this game, but it could work like fire but hopefully not as laggy and also as invisible. Or it could work like fire, invisible and is only calculated based on a radius effect. Im no coder so I dont under stand how tiles work in this game and how everything changed when going to 3D or even the engine but the idea is this object wants to grab tiles and expand but is only generated by being a certain tile and can be pushed only through an object that pushes it into tiles connected to it. So the idea is all earth tiles outside were rain can hit = Oxygenated. but if inside closed building oxygen will be available based on how often the area is open so a building can have air but it might be stale (opening up custom param for oxy values) every time you switch a connected tile to the area to open state the tiles in side via a certain radius and one focal point will be hit with a oxygen value that can add custom params for freshness vs stale. and basically oxyginated. To make this way simpler, doors can only be air tight if made that way, same with certain walls or roofs so air getting in can be happening to any zone that doesnt have air tight barriers. So a normal door will let in air slowly but opening it will be instant. Why suggest this? Oh no reason.. but imagine making a SPACE BASE MOD!(with multiplayer!!) For this game?!?! One can dream..... Second: Custom Skeletons Now that the game has moved onto 3D models hopefully, or is starting to, I read that modders can hope to work directly with these files and perhaps begin rigging!! So I thought that supporting custom skeletond with custom animation files would be the amazing! Please consider this. I understand its difficult but no other game does this, having the framework for modders to insert their own skeletons and tie in custom anim files for their rigged entities (i.e. making it more generic than hardcoded) is awesome! imagine tagging entities as generic until otherwise specified? You could make friendly pet dog allies that have been coded to only say "woof" and defend you and get food from you or hunt animals etc. Or even giant robot vehicles!!! Also your game will be worth 10 million dollars just by adding this alone. Thirdly: AI Hooks Allowing players to tailor their own game I don't know what goes into creating an AI that can navigate your game world and is friendly to the player and can que tasks on the world map, i assume you have difficulties with that and navmeshing your big map and im not sure what goes into working with Java to make it do all of that, but I suggest that you work with the AI with modding in mind. I think exposing alot of what makes the AI function in terms of custom waypoints or zones or scripts that can be called via tags in the AI code , along side Actor type heirchys could make this game over the top. What I mean is in the future we could just tag generic game entities and tell them to use this type of skeleton, with a long list of actions available or even packaged lists, and then give them priorities based on what we told them to do. Essentially allowing players to tailor their own game entities. Then we can tell them what AI to use, and these triggers can take from modified hardcoded values like units that just sit there and attack unlike types will do that, and other units can be given other objectives, and others can have custom values added to them. AI could be customizable, and really make this game more kick ass. Well now that I think about it, you guys shoud just kickstart your own Game Editor program and ill just back that. anyone elses thoughts?
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