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Necromatic_Corgi

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  1. Like
    Necromatic_Corgi got a reaction from gabriel rodrigues brandao in (Change it back!) Why was Erosion toned down so much?   
    I actually kind of like it how it is now, I never enjoyed having huge patches of grass on pavement.
  2. Like
    Necromatic_Corgi got a reaction from HEL City Survivor in Removable and buildable roofs.   
    +1 I would like to make an actual log cabin in the wilderness.
  3. Like
    Necromatic_Corgi got a reaction from gabriel rodrigues brandao in Radio transmissions, random events in the world.   
    I can't wait for the radio and tv broadcasts to get added, They will add a lot of depth to the lore and make the first few weeks of survival much more interesting.
  4. Spiffo
    Necromatic_Corgi reacted to trombonaught in Man BangleZ   
    🙀 I feel things 🙀
  5. Pie
    Necromatic_Corgi reacted to Damano in Man BangleZ   
    Excellent 3D models.  And will it be possible to interact with them, for example, to put coffee on the table?
  6. Like
    Necromatic_Corgi reacted to TheLostBigBoss in Thermal Expansion   
    The insulation menu seems a bit too in-depth for the mechanic it's trying to implement.

    Is that a debug menu showing the values for each body part, or is that what the player will see and use? Cause I'm struggling to picture a person in real life taking inventory of three distinct parts of an arm and detecting perspiration, warmth, what each section is doing for shivering/sweating... and blood vessels? 

    I love the idea, and for some things like insulation just in itself, it's good to know which clothing options are failing to properly keep you warm via what body parts lack it. But other sections, it seems extremely redundant and information overload to have so many specific body sections have all that information represented. 

    Also, I don't think shivering/sweating should be on the same meter. If you have a fever you could easily be shivering and sweating at the same time and you can't represent that via a sliding bar.
     
    Everything else looks awesome, especially the hotbar that requires holsters/straps to access.
  7. Like
    Necromatic_Corgi got a reaction from Lexx2k in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    It seems that whenever I load a game that I have progressed on it puts me where I first spawned with nothing in my inventory other than what I started with, I did have necroforge running but after removing it I get the same issue.
  8. Pie
    Necromatic_Corgi reacted to lemmy101 in Far from the Zedding Crowd   
    Yup thanks! We're really proud, only a year to rewrite huge portions of the game is way better than we anticipated, and yes we feel very close now.
  9. Like
    Necromatic_Corgi got a reaction from grammarsalad in Far from the Zedding Crowd   
    https://tenor.com/view/its-been-84-years-titanic-gif-5372593
  10. Like
    Necromatic_Corgi reacted to lemmy101 in Far from the Zedding Crowd   
    "
    A big aspect in build 41 has been the combat balancing. We wanted to make the one on one combat feel a lot easier, where fighting with groups would be much much more deadly.
    This however has been too successful if anything, and we ended up with groups being SO deadly it was actually near impossible to survive a few fights with small groups, which ended up way too punishing even for ours, the most masochistic of gaming communities. (Sorry)"
     
    To reiterate, you haven't played build 41. You're comparing it to 40, but as we've stated repeatedly, the entire combat system has been 100% replaced, rewritten from scratch, from what you're playing already, so we're balancing based on that, not what you're currently playing. Where you can get grabbed and bitten at a moment's notice. Where if at any point three zombies get close to you they will right there and then drag you to the ground and kill you instantly? Where any zombie that sneaks up behind you is almost guaranteed to take a chunk out of your neck? Where basically ANY 1v2 fight are not only difficult but ends 99% with you getting a bite the moment you swing at one of them, are unable to move, and the other gets into range during your swing?
     
    Without the strafe moving, build 41 was literally about 10x harder than build 40 that you're playing, and everyone including extremely seasoned players in closed testing agreed it was way too punishing and would piss everyone off, and every one of them to a man/woman were celebrating the strafing combat as 'that's the last piece of the puzzle, and exactly what was needed', and you're making judgement calls on balance we're doing to build 41 based on 'it already being too easy' in build 40 - its kinda frustrating as I said above we're considering the ramifications of strafe moving on kiting etc to make sure it doesn't break the difficulty, just provides more scope for players to avoid certain death within their first few encounters.
     
    We already stated we're going to ensure that difficulty is not compromised by kiting, we're balancing hit damage, zombie reactions, chance of knockdowns, speed of backward strafing, all manner of things to make sure strafing is not OP. But the game being IMPOSSIBLE to survive for a decent playlength was not good balance either. Our end goal for the balance is it will be deadly to try and fight against 3+ zombies with a start character. But taking on a couple of zombies at once you'll have a chance of getting away alive, and killing a single zombie on its own will be not too bad providing it doesn't get the jump on you. We have a very specific plan for balance and the goal is that groups will be much scarier than they are in build 40, but if we go too far (how it was prior to this addition) it will turn off all but the most skilled players and even those may get extremely frustrated before long.
  11. Like
    Necromatic_Corgi reacted to Blake81 in KatanaZed   
    Oh boy! You can't hide it any longer- IWBUMS is around the corner, isn't it?
  12. Like
    Necromatic_Corgi reacted to Okamikurainya in KatanaZed   
    Question: With the animations, has there been any discussion on emotes, expressive actions, waving and such?
  13. Like
    Necromatic_Corgi reacted to nasKo in PZ is on sale! Last sale before price increase.   
    PZ is currently 40% off and as many as you know, we've always said that we're not discounting the game heavier as a thank you to our early supporters.
     
    https://store.steampowered.com/app/108600/Project_Zomboid/
     
    This is also the last sale before we increase the price of Project Zomboid after many years. 
    The price increase will come with the animations build.
     
    For those who aren't aware, here is our reasoning for not discounting the game heavier over the years:
     
     
  14. Like
    Necromatic_Corgi reacted to Geras in Anim-Transition Blog   
    Chill, dude. It was constructive feedback.
  15. Like
    Necromatic_Corgi got a reaction from Pierre in Drink to the Memory   
    I love how every thursdoid is always packed with awesome stuff to see, makes me so excited. 
  16. Like
    Necromatic_Corgi got a reaction from Tails in Drink to the Memory   
    I love how every thursdoid is always packed with awesome stuff to see, makes me so excited. 
  17. Pie
    Necromatic_Corgi reacted to nasKo in Drink to the Memory   
    Hi all, the best way to Thursdoid this week is probably to list a few of the things that went into the internal build this week. So here we go…
    SMALLER CARS
    We had been waiting for the animations build to resize cars, due to the difference in size between our old and new character models. Yuri has now done some magic, and readjusted the physics – so now the in-game vehicles look like this. Which, we reckon, is a nice improvement.
    Now Yuri is tweaking his water effects, adjusting the intensity of their outlines and improving the banks of rivers, while also looking to improve the vehicle saving system so (very rare) events of car loss can be eradicated.
    NEW ANIMS
    New animations tied into the new system include: applying bandages and taking pills.
    [Traditional disclaimer: work in progress! Improved/sharper character models seen in previous blogs not yet in main test build!]
    Also, digging graves and pouring contents from bottles out onto the ground. Allowing you to pour one out for your homies, if you so choose.
    OTHER STUFF
    Other note of interest added to the internal build – beyond an awful lot of debug improvements, rendering stuff and engine work beyond the comprehension of the blog writer- includes:
    Fixed not being able to ripsheets, issues when running with a gun, holes in backpacks, gas masks having hair. Clothing: Added padded jacket and poncho having hood up or down. Added survivalist outfit. Added seed bag so seeds didn’t have to take up a whole cupboard with the new loot system. Safehouse looting/Survivor cache also now uses the system. Crowbar is now a 2 hand weapon. Fixed Drink Tap Water anim not working. All connected parts of double-doors and garage-doors now shake together when hit. Added reversible baseball cap. Added a hunter’s vest – which also looks like a fisherman’s vest. Fixed zombies sometimes dying twice from hits, and fake-dead zombies auto-dying after performing their attack. Fixed lighting on fake-dead zombies. Fixed player not climbing over a wall when standing in a bush/tree. Fixed gun sound playing when shoving with a gun equipped. Sim-style cutaway optimizations and general improvements. New lake, river and puddle shaders added to main internal build. Thanks everyone!
    This week’s book shop calamity from Fixer. 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 MailingList 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.
  18. Like
    Necromatic_Corgi reacted to Crossbow7734 in Drink to the Memory   
    They're working on bugfixes to an extended degree. The update is getting close I feel. 
  19. Like
    Necromatic_Corgi got a reaction from Jason132 in Sunstar Snaps   
    Wait a second.. they said they are putting a hold on the updated resolution for a couple weeks.. and they said that they would get back to it when they were close to iwbums.. this must mean.. ANIMS IN A MONTH OH SHIT HERE WE GO BOIS please :c
  20. pillow
    Necromatic_Corgi got a reaction from MadDan in Sunstar Snaps   
    Wait a second.. they said they are putting a hold on the updated resolution for a couple weeks.. and they said that they would get back to it when they were close to iwbums.. this must mean.. ANIMS IN A MONTH OH SHIT HERE WE GO BOIS please :c
  21. Like
    Necromatic_Corgi got a reaction from crossed in Sunstar Snaps   
    Wait a second.. they said they are putting a hold on the updated resolution for a couple weeks.. and they said that they would get back to it when they were close to iwbums.. this must mean.. ANIMS IN A MONTH OH SHIT HERE WE GO BOIS please :c
  22. Like
    Necromatic_Corgi reacted to EnigmaGrey in Possible vehicle interiors solution   
    Agreed.
     
    I won't be satisfied until every vehicle bursts into a tiny house from this point forward.
  23. Like
    Necromatic_Corgi reacted to TheRealXeonyx in Possible vehicle interiors solution   
    I've been mulling this idea since the vehicles branch was released and I think I might have found a solution to having visible, interactive interiors in larger vehicles such as campers, rv's,  cube trucks,semi's, etc.  It's easier shown than described so I made up some screenshots:
       For gits and shigs; lets say this is a camper

    And I want to setup or lock down the vehicle  

    I would have to park inside a highlighted area that I would select either left to right or up to down so the interior could be properly generated

    Now that I am parked inside the highlighted area, I would turn the vehicle off

    And as such, the interior is now generated, perfect for camping in the woods or for those that like a life on the road

    So, is this a feasible solution, or is this just wishful thinking?
     
     
     
     
     
  24. Like
    Necromatic_Corgi reacted to Connall in Possible vehicle interiors solution   
    That's a pretty cool idea.
  25. Like
    Necromatic_Corgi reacted to nasKo in Videoid   
    Hello folks, time for another short Thursdoid, busy times and still a Thursdoid writer down, but this time with a bit of videoey fun to make up for it!
    This week everyone has been busying themselves as usual bringing the animation build up to full functionality.
    Numerous new animations have gone in, from grave digging, foraging, idles, cleaning up blood and other activities. Martin has been working on animation variants for the player defending against zombie bites, as well as adding new costumes and branded logoed shirts for various locations. TEA have been continuing in their bug fix and tool improvement. We’ve finally gotten ChrisW’s wall cutaway system into the main line, but there are still a few issues to work out before its 100% operational. Yuri continuing work on fire, adding texturing and other effects. Meanwhile RJ has been concentrating on creating all the zones for clothed zombies around the map. Here is a video demoing some of the zoned zombie stuff. And yes, if there’s an obvious glitch (like zombies falling out of windows) we’ve already noticed it and will be fixed before release!:
      Oh and we just had to share this pic, made by Xeonyx, of New Denver fame, who has been working with us on some future challenge maps, and has done something pretty special with the internal anim build:
    and that’s it for this week! Thanks everyone!
    This week’s amazing pic is by Xeonyx! 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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