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EUDOXIO

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  1. Spiffo
    EUDOXIO reacted to Batsphinx in RELEASED: Vehicle Test 41   
    This was my fault when I was directing Yuri as my general direction was to take a while getting SP stuff solid in the vehicles beta strand before moving on to MP, but with hindsight I now see that this wasn't the correct course of action.
  2. Like
    EUDOXIO got a reaction from Massi in Build 38 and Beyond: Small but Important Suggestions Thread   
    560. With the cars, we need Garage doors, maybe with keys and remotes to open close when you are near. Its hard to add a safe garage to a base without them
     
    and speaking about doors...
     
    561. Double doors for the construction menu to craft.
  3. Like
    EUDOXIO got a reaction from Faalagorn in Build 38 and Beyond: Small but Important Suggestions Thread   
    560. With the cars, we need Garage doors, maybe with keys and remotes to open close when you are near. Its hard to add a safe garage to a base without them
     
    and speaking about doors...
     
    561. Double doors for the construction menu to craft.
  4. Spiffo
    EUDOXIO got a reaction from Zorak in Build 38 and Beyond: Small but Important Suggestions Thread   
    560. With the cars, we need Garage doors, maybe with keys and remotes to open close when you are near. Its hard to add a safe garage to a base without them
     
    and speaking about doors...
     
    561. Double doors for the construction menu to craft.
  5. Like
    EUDOXIO got a reaction from sniperman1109 in Build 38 and Beyond: Small but Important Suggestions Thread   
    560. With the cars, we need Garage doors, maybe with keys and remotes to open close when you are near. Its hard to add a safe garage to a base without them
     
    and speaking about doors...
     
    561. Double doors for the construction menu to craft.
  6. Like
    EUDOXIO reacted to FinestHops in [Steam Server] Does Environment change automatically?   
    You could do what we do on our server. At the start, we have the config set to respawn loot. After that, we then change it to turn off loot. As time progresses we adjust settings manually to reflect how we want it. For example, when we want power on and off. We also will be playing with the zombies configs to make them harder to kill as time goes on but we have not gotten to that point yet. 
     
    To me, the best type of server is one that is constantly evolving. We like to force these changes ourselves as we run an RP server. So, we like to make power outages for a day or two, then turn it back on.... stuff like that. 
  7. Like
    EUDOXIO reacted to Thuztor in Bob & S'Parks Bad Trip   
    Hello everyone,
     
    finally I've started creating my own game.
    It shall be a pixel-art point & click adventure for adults based on Ron Gilberts gamestyle. (I'm not quite sure, if the content will be really only for adults)
     
    There is no test version yet, but already a small  very first footage of Bob in underpants.
     
    This is a little roadmap for a first testversion, for testing the menu, items and the enviroment.
     
    - Functional menu + inventory (finished)
    - Motion animations for Bob (finished)
    - Scenery 1 (Bob's Room) (in progress)
    - First inventory items (almost finished)
    - Interaction with the environment (in progress)
    - Dialogues / Monologues (in progress)
    - complete english translation (in progress)
    - Clothes for Bob (finished)
     
    I hope, you like what you see so far.
     
    For some more informations check my patreon page.
    https://www.patreon.com/pixplosion
    This will be the page with the most information about the game.
     
    See you
     

  8. Like
    EUDOXIO got a reaction from Legoland99 in Voice distance modifier   
    You can use "/whisper" and "/shout" on the chat to modify the range of your text voice 
  9. Like
    EUDOXIO got a reaction from DramaSetter in Voice distance modifier   
    You can use "/whisper" and "/shout" on the chat to modify the range of your text voice 
  10. Spiffo
    EUDOXIO reacted to Legoland99 in Union City   
    The map is postponed until probably build 39 or when I finish making over 100-200 buildings for Neutz to use on his map. Once that's done he'll restart work most likely. Sorry to keep you all waiting, but we also need some updates and the recent car spawn change kind of fucked up some stuff for us. But we'll be back here to work more :3 I have never stopped working and thus far everything is going well.
  11. Like
    EUDOXIO reacted to Svarog in NecroForge [Item Spawner & Utility]   
    NecroForge 2.6b [04.10.2017]
     
    Updated Vehicle Functions
    - Lock/Unlock Door Function Affects all Doors
    - Set Next/Previous Skin Function
    - Some Bugfixes/Streamlined Code Updated Debug Info
    - Displays X/Y Coordinates of Current Chunk
    - It's useful for finding Savefile Name of the area you're in
    - Fixed Coordinate Display Innaccuracy New Brush
    - Item Spawner
    - Spawns Selected Item on Selected Tile Misc
    - Removed some Debug console output
    - Fixed some items having wrong Icons
    - NecroList Adjustments
    - Functions excluded from appearing in "All" Category
  12. Spiffo
    EUDOXIO 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
     
  13. Spiffo
    EUDOXIO reacted to Paul Redeker in Build 38 and Beyond: Small but Important Suggestions Thread   
    Admin ability to safehouse any building.   
    Admin ability to set an "area" for a safehouse.  For player made buildings. 
  14. Spiffo
    EUDOXIO reacted to DresdenBBQ in Behold the Thursdoid   
    Dude this hurts me, now every time i mention Mondoid it's gonna be like a wave of nostalgia, like, whenever you talk about those hand-crank pencil sharpeners... Rest In Peace sweet Mondoids, you'll always have a place in my heart ;_;.
  15. penisham
    EUDOXIO reacted to DobriyDed in Server hardware sizing   
    EUDOXIO, thanks for all you'r time, It's really helps a lot! 
    Shopping for additional memory is inevitable  
  16. Like
    EUDOXIO got a reaction from myhappines in Released: Vehicle Tech Test build   
    That reminded me of this

     
    Only hope is standing over a car with a badass pose will be a feature
  17. Like
    EUDOXIO reacted to 1demon1 in Wednesday 23rd IWBUMS Server Megatest II - This time it's mega-er   
    Uriel I might have seen you near the bottom of the warehouse in near police departament. About the tests I didn't see any teleports zombies and compared to past experience in a multiplayer game it was much better My experience with ping 280-330

  18. Like
    EUDOXIO got a reaction from DramaSetter in RELEASED: IWBUMS Build 38.15   
    Awesome new places to survive!!
     

  19. Like
    EUDOXIO reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    I spent 4.5 hours on the megatest server and I've gotta say that it's incredible how much better it is when it comes to zombies. There is almost no lag, combat is much, much more pleasant. I can even use knives as weapons. Awesome job.

    I love those megatests, they're super fun.
  20. Like
    EUDOXIO got a reaction from DramaSetter in Released: Vehicle Tech Test build   
    That reminded me of this

     
    Only hope is standing over a car with a badass pose will be a feature
  21. Like
    EUDOXIO got a reaction from daMastaChef in Released: Vehicle Tech Test build   
    That reminded me of this

     
    Only hope is standing over a car with a badass pose will be a feature
  22. Like
    EUDOXIO got a reaction from Bourbon in Released: Vehicle Tech Test build   
    That reminded me of this

     
    Only hope is standing over a car with a badass pose will be a feature
  23. Like
    EUDOXIO got a reaction from Patrick H in Wednesday 23rd IWBUMS Server Megatest II - This time it's mega-er   
    You have my Sword!
  24. Like
    EUDOXIO reacted to Batsphinx in Wednesday 23rd IWBUMS Server Megatest II - This time it's mega-er   
    Enigma Edit:  https://timee.io/20170823T1900  Countdown timer for those that do not trust our time-traveling shenanigans!
     
    Soon to be added to the IWBUMS public beta is an optimization made and discovered by Steve of BitBaboon that could optimize zombie transmission over the network quite a bit.
     
    This optimization limits the amount of zombie placement and zombie movement data that’s shared between players, while still keeping the online gameplay rolling. It has the potential to be quite a big deal, but we need to know just *how* big a deal.
     
    As such this Wednesday 23rd August at 7pm GMT (8pm BST, 9pm CEST, 2pm ET)* we will be running a test IWBUMS server with this running alongside Stas' previous 'Server Save' work. Anyone willing to jump on and play the game for an hour will AGAIN get a free Project Zomboid code to give to a friend/enemy/close family relation.
     
    All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade.
     
    The only difference between this time and the last Megatest is that, to properly emulate a normal live PZ server, we will be capping the number of participants at 50. When the test is over, however, we will open the server a little wider.
     
    This does mean, however, that there will only be 50 Steam codes up for grabs for those initial testers.
     
    The fifty people who are online one hour after the event start (so an exact moment around/about 9pm BST) will be given a free PZ Steam code upon PM-ing an organiser with:
     
    The Steam ID number they were playing with. An in-game screenshot of the player scoreboard with your Steam account / character name visible. (Press ESC -> Players)  
    No free codes will be handed out beyond this set time at/around 9pm BST.
     
    SERVER DETAILS:
     
    Test server is online and connectable!  Just switch over to the IWBUMS build and find "IWBUMS Multi-Mega Test Two" on the server list to get there.
     
    Q. How do I get my Steam ID?
    Q. What should the screenshot look like?
    Q. How long will it take to get my key?

     
    *TIMEZONE CONVERTER
    https://www.timeanddate.com/worldclock/converter.html?iso=20170822T190000&p1=224&p2=75&p3=413&p4=179&p5=233&p6=tz_gmt&p7=136&p8=37&p9=367&p10=152
  25. Like
    EUDOXIO reacted to RobertJohnson in RELEASED: IWBUMS Build 38.15   
    Build 38 changelog:
     
    [New]
    New map area added! The town of Riverside and the Knox Heights Country Club are now ripe and ready for exploration. It can be found west of West Point. [Foraging zones etc still need to be added, but survival can commence!] Added an easy way for modders to add columns to their scrolling lists. [MP] Added an UI for admin to manage player's inventory. [MP] When a server save will occur all client will be unable to perform anything (paused, server option). [MP] Got rid of TransactionID while it's bugged & it made server saving longer. [MP] Optimization to limit the amount of zombie placement and zombie movement data that’s shared between players. Released in preparation for the Wednesday community megatest. First Aid kits now spawn with sterilized bandages, rather than regular bandages. Can now sterilize cloth bandages in a boiling pot of water. Mattress can now be made using a suture needle as well as a regular needle.   You can now add spices as first item in pasta/rice (eg. marinara). Can use CTRL + A to select all items in a container. Command console in Debug now autosuggests functions and shows return types. Command console version now accurately reflects the current version of the game. Items used for fuel in campfires can now be used for fuel in BBQs. Sheet of paper can now be written on. Updated credits. Large piles of rotten corpses will make you feel ill and sad if you stay close to them for extended periods. You can now dig graves with a shovel. (Ability to bury multiple bodies in the same grave will come in 38.2) If you're carrying a corpse, you can bury it in an empty grave. Added new sub menu in carpentry "Misc". In "Misc" you'll find a wooden cross, acairn and a wooden memorial picket to go alongside the graves you dig. Changes in clothing: Clothing can now become dirty over extended periods, dependant on your activities. Fighting zombies will make your clothing bloody. If you're wearing dirty or bloody clothing over an open wound then chances of infection (normal infection, not zombie) will increase. Clothing now also has durability, every time you get hit you'll lose a little. Some clothing is more resistant than others. Added new sandbox options: Generator Spawn: Increase/decrease the chance of electrical generators spawning on the map. Generator Fuel Consumption: Impacts how much fuel is consumed by generators. A generator that needs no fuel should be set to 0.0. (Replaces GeneratorFuelConsumed server option) Randomized House Chance: Increase/decrease probability of discovering randomized safe house on the map: either burnt out, containing loot stashes, dead survivor bodies etc. Annotated Map Chance: Impacts on how often a looted map will have annotations marked on it by a deceased survivor. Zombie Construction Damage: Governs whether or not zombies can destroy player constructions and defences. Free Trait Points: Adds free points during character creation. Player-built Construction Strength: Gives player-built constructions extra hit points so they are more resistant to zombie damage. Day/Night Active Zombies: Governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase. Nocturnal Darkness: Governs how dark it gets at night. Don't forget your flashlight Injury Severity: Increase and decrease the impact that injuries have on your body, and their healing time. Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls. Time Before Corpse Removal: Number of in-game hours before zombie corpses are automatically removed from the map. (Replaces former HoursForCorpseRemoval server option). Decaying Corpse Health Impact: Governs impact that nearby decaying bodies has on the player's health and emotions Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled.) Added random selection on zombie's: Strength, Toughness and Cognition. Fire spread (previously No Fire spread on server): allow or not spreading fire. TV and Radio programmes now have an impact on the character's moodles. If watching an instructional show then an XP multiplier is received. [MP] Added a "Level Up" button on the player stats UI to quickly level up a perk without using global point. Changed how custom maps are loaded:
    After selecting your mod, you now arrive on the "select spawn location" screen and no more "select map" screen to avoid confusion. Every map mods enabled is now loaded, including their spawnpoints. It means you don't need to code your own multiple maps mod to load more than one. Added a mod order UI, use it if you have conflicts (copy a cell over existing one) in your modded map! Changes on world view:     Building levels above the player are ONLY hidden for the "current building". "Current building" defined as the building you're inside OR if you're outside, the building blocking our view of the player character OR a building whose window you're look through. To peek through a window stand adjacent and face it. Building levels are also hidden when the nearest visible zombie is behind a building. So if your character looks behind the back wall of a building and there's a zombie there the building's floors will be hidden just as they would if you walked behind the building. Building exterior walls are no longer stencilled to transparent when you're outside unless they are actually blocking the view of your character.  
    [Balance]
    Increase player's constructions hit points. Removed starting year sandbox option. Increased a tad the nutrition values of fishes & berries. Sleeping outside in rain will wake players up, unless they are in a tent or under a player made structure with roof.  
    [Bug Fix]
    Fixed zombie memory "none" sandbox option not working. Fixed a bug with season making moon not afecting ambient lights at night. Fixed water pouring bug. Fixed lampost still active when electricity was down. Fixed being able to build thing inside player's safehouse. Fixed being able to climb through windows into a player's safehouse. Fixed bodies corpses zone sometimes overlapping. Fixed bodies corpse zone not being properly synced in multiplayer. Fixed bugs on the new riverside map. Fixed lot of UI non-working with a gamepad. Large amount of smaller items will now correctly fill up container space available. Book Reading is now interrupted when player aims a weapon. Fixed Characters losing fraction of xp on save. Added missing "spawn point" options in the server settings GUI. Added missing world filler. Fixed possible bug with alarm being reset. Fixed Rare bug with the craftingUI. Fixed Mod order button being missplaced. Fixed Bug with the getLightFoodMod() calculation. Fixed Evolved recipe drinks not being able to be drunk when an item could be added to it (the coffee bug). Fixed Crafting issue with Hot Cuppa.  
    [Optimization]
    Optimized Garbage Collection Added WorldReuserThread LightingJNI optimized Fixed surge in memory usage of 2-300 MB that can stall the game Optimized map loading Fixed: Voice Manager being enabled in SP. [Should give slight improvement in FPS, especially on slower systems]
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