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Dr.Gigglestein

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  • Gender
    Man
  • Interests
    Killing Zombies.

Dr.Gigglestein's Achievements

  1. Pancakes.... All you need is fire and a pan, and because crepes are the food of the gods. They can be made into more versatile designs (I play with my food when cooking), and they soak up egg yolk better.
  2. Lookin/ Playing BEAUTIFULLY! just ran around west point like a headless chicken, working great! no graphic hiccups/ stutter, etc. (that was not true with last version), so great job on fixes this week! Only negatives I found (only with 25min of playing though), = on 1440x900 the "consuming item" bar when eating is not above my char.'s head (flys a few inches down and right), very brief (1 sec) sound stutter every 12? hrs. (not enough to be noticeable if i am not lookin), and a very strange house that is not accessible in the water of West point surrounded by 1 row of "empty" squares. (sorry no screenshot yet). But thats just cause im looking for problems, its playing 100% better than the last few versions on my machine. (Amd Phenom II quad, ATI Radeon HD5670, Win7)
  3. Im probably missing something obvious- but sticking at 15fps (fraps), and shaders went from yes/no to "unsupported by hardware".... AMD Phenom II, Radeon 5670. Dxdiag under spoil- (cut out the input and sound stuff) EDIT NEXT DAY- SLOW MO FIXED!!!- re-installed video drivers and uninstall/reinstall game, now running fine at 1440x res, low light, locked 30. (thanks enigma for letting me know similar computer worked ok, better to know it was on my end)
  4. Not true sir! You are not alone! Also, even though it will likely be very different from the modernized versions, a good way to dull the pain of waiting is to find an ol' Zomboid 1.5 build, and "TileZed" (the old map editor), then you can make maps, play around on them, and mabye learn the general concepts of zomboid maps. (i'm hoping the new editor is conceptually/ UI similar to the old). Goodluck! I look forward to exploring whatever zombie filled backwoods spring out of all our twisted little minds!
  5. A) Any plans for feral dogs/ escaped zoo animals, Clowns, or other non-human, non-zombie enemy types? B) How's the the newest Tilezed coming along....? C) Any exciting secret concept ideas you guys are happy to start working on soon? (booby traps, electricity generator crafting, military, or other planned soon to start being created content?) D) How is every member of TIS so good-looking?
  6. http://pzwiki.net/wiki/Llostsoul_alpha_farming_guide You've been wiki'd sir! had to bold some and change the format as minimally as possible- if your not happy tell me - but wiki editing is fun, you should play - annd, now you can tell people your published online- eh! seriously though- great guide, you have a scientific mind sir!
  7. -this is what ive waited for more than NPCs or westpoint... but fastwings- if your bored, find a copy of zomboid 1.5r or q, and d/l "tilezed" it was fun, and completely useless with the new system... but also theres some amazing community maps that popped up (check out the hospital, really fun old map)
  8. Glad someone finally said NW warehouse... that one wins for me,sometimes Mccoy lumber (safehouse in the building, use the log field to disperse hordes following...), and sometimes the bar at the south end (fun to hole up there or the "alive inside" building , there not as defensible, but very fun). annnd just for kicks, fortify the heck out of the medical building and see how long you last- thats my favorite suicde deathwish safehouse .
  9. Nice guide!- you should make a new wiki page for it! or, if not, do you mind if I do? (straight copy paste, w/ your name on it)? then clean up and combine the old farming, farming guide pages..... but yeah, well done!please wiki it up sir!
  10. and a link has been added to the pzwiki "modding" section- java tutorials- under lemmy's other tutorial... Suomiboi, you should TOTALLY start to add/ cleanup the wiki its really fun! It's the first wiki i've ever dived into helping with but no-ones yelled at me so far and it really is more fun than you would think. a lot of stuff needs to wat till .11 to be inputted, but hey, wiki's are community projects- we're the community! but thanks for the awesome link too....
  11. Congrats Capt' RJ! your awesome and give hope to us mortals to ascend to godly game dev. status! also you should totally get some sort of cultural grant for converting forum thread members to like french culture one at a time apparently....
  12. Ahoy everyone! was thinking if item properties were added along the lines of strength change, stealth change etc, similar to the UnhappyChange, StressChange, etc... we could easily make timed boost items, such as the "adrenaline shots" someone was suggesting somewhere, or zombie guts to add a temp. stealth boost. just randomly thinking it would open a world of mod possibilities without hopefully too much JAVA work. (thanks RJ for being awesome even if this doesnt happen)
  13. Thanks guys! think this will give me enough to play with water and then drown in Java. and yeah, I miss molotovs and they are out until fire, was just really hoping old code could help get around it. but if you guys dont have a better clue on throwing, im going to wait until the infrastructure is a bit more obvious Thanks again for the water line though and Austin- nice job on the bow stuff so far-
  14. Hello Great Big Brain Giant Mod-gods! Been watching you guys have all the fun, had to ease myself over here and try to play mod-making. Im trying to make a molotov like thrown weapon which just does knockback and noise on hit. It looks like PhysicsObject in item properties controls the look and reaction of molotovs.... (yes/no?), and is there a way to get into there without JAVA decompiling? or a better way to do that.... (just been looking at the AWESOME tutorial guides and already made weapon mods so far, should I check dismemberment mod... outdated stuff, but I think there was throwing.....) - also after reading this: http://theindiestone.com/forums/index.php/topic/504-adding-a-moodle-indentifying-a-water-source/ - can see how to make a watersource- any way to identify if the water is shutoff? kinda want to have the player mutter "...dry..." or something if the water is off and the water source is tapped out. -seems possible if theres a check for that.... Thanks guys for the tutorials/ mods you've made so far- inspiring stuff, Hope you can answer these cause I'm sure going to have a whole barrel full of pesky questions after this
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