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Decay

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  1. Like
    Decay reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  2. Like
    Decay got a reaction from Maris in [41] Lethal tree scratches   
    I was being chased by a horde in the suburbs of Muldraugh, so I jogged through some trees to try and lose them and got a small cut on my neck and nearly bled out within three minutes, the damage that accumulates from minor scratches on your neck is horrifying and feels unbalanced.
     
     
  3. Like
    Decay got a reaction from grammarsalad in Few things I'd like to see in PZ!   
    Hello everyone, It's me, Decay, I haven't been on the forums for quite awhile but It's nice to be back and It's also lovely to see the progress that the IndieStone has made with their little game.
    I haven't been playing too much of PZ recently apart from the here and there testing of the new additions like vehicles and occasionally to try a mod or two out.
    But In saying that, my love for this game will always be there since I started playing in 2014 way back when baldspot could fatally mess up making a pot of tomato soup 
     
    Anyways, here are my suggestions that I would love to see in project zomboid.
     
    1. A more realistic inventory system  
    It pains me to see dead human corpses with more than one large firearm in their inventory I mean where do you keep six rifles on you with three boxes of ammo without a bag and weapon holsters?
    A possible solution to this would be to add in a bit of text saying "You can only carry one large firearm at once and no large equipment without being severely encumbered" or even to add in weapon holsters/slings for your back. 
    (I imagine firearms will be shown on the players back once animations are out, so holsters could be another thing.) Perhaps maybe even a complete inventory revamp in this manner because how do you carry all those tins of beans in your pockets?   
     
    PS - A fix to the too many firearms in the inventory for corpse spawns could be to spawn them next to the corpse.
     
    2. More random new game!   
    It's lovely to have the chance to either spawn with a key to your house or not, it could add backstory to your character is this their home they're in? Or just a building they've gone to scavenge.
    I'd like to see more random new game in terms of characters moodles perhaps spawning in panicked? depressed? anxious? after all if we're to go by the (survival) timeline of the outbreak when you take control of your character at the start of the game if I can remember correctly it's already been three days since things have been kicking off so why not give us a bit of a taste into such things? Also in saying that perhaps a chance to spawn with car keys? Or (even a small randomly generated number of zombies killed at the start of the game, perhaps an option before you begin playing as I know the zombies killed meter is supposed to work for every zombie the player kills. Still, It would be nice to have it as a small addition.) 
     
    Edit 1. Also a chance for your clothing to be dirty or bloody upon spawning in.
     
    Also.. putting sledgehammers in backpacks is that possible in real life?
    I assume that when the animations system is in place we'll be able to see items in our characters off hands and maybe even being able to fight using both weapons at the same time?
    Another thing, you shouldn't be able to push multiple zombies with only five strength maybe around 8-10 strength you would be able to push more than one.
    You should be able to jump in to the back of vans, sit in truck beds and even sleep in them.
     
    If I think of any other suggestions I'll make sure to bump this thread.
     
     
  4. Pie
    Decay got a reaction from Shotgun_Messiah in Few things I'd like to see in PZ!   
    Hello everyone, It's me, Decay, I haven't been on the forums for quite awhile but It's nice to be back and It's also lovely to see the progress that the IndieStone has made with their little game.
    I haven't been playing too much of PZ recently apart from the here and there testing of the new additions like vehicles and occasionally to try a mod or two out.
    But In saying that, my love for this game will always be there since I started playing in 2014 way back when baldspot could fatally mess up making a pot of tomato soup 
     
    Anyways, here are my suggestions that I would love to see in project zomboid.
     
    1. A more realistic inventory system  
    It pains me to see dead human corpses with more than one large firearm in their inventory I mean where do you keep six rifles on you with three boxes of ammo without a bag and weapon holsters?
    A possible solution to this would be to add in a bit of text saying "You can only carry one large firearm at once and no large equipment without being severely encumbered" or even to add in weapon holsters/slings for your back. 
    (I imagine firearms will be shown on the players back once animations are out, so holsters could be another thing.) Perhaps maybe even a complete inventory revamp in this manner because how do you carry all those tins of beans in your pockets?   
     
    PS - A fix to the too many firearms in the inventory for corpse spawns could be to spawn them next to the corpse.
     
    2. More random new game!   
    It's lovely to have the chance to either spawn with a key to your house or not, it could add backstory to your character is this their home they're in? Or just a building they've gone to scavenge.
    I'd like to see more random new game in terms of characters moodles perhaps spawning in panicked? depressed? anxious? after all if we're to go by the (survival) timeline of the outbreak when you take control of your character at the start of the game if I can remember correctly it's already been three days since things have been kicking off so why not give us a bit of a taste into such things? Also in saying that perhaps a chance to spawn with car keys? Or (even a small randomly generated number of zombies killed at the start of the game, perhaps an option before you begin playing as I know the zombies killed meter is supposed to work for every zombie the player kills. Still, It would be nice to have it as a small addition.) 
     
    Edit 1. Also a chance for your clothing to be dirty or bloody upon spawning in.
     
    Also.. putting sledgehammers in backpacks is that possible in real life?
    I assume that when the animations system is in place we'll be able to see items in our characters off hands and maybe even being able to fight using both weapons at the same time?
    Another thing, you shouldn't be able to push multiple zombies with only five strength maybe around 8-10 strength you would be able to push more than one.
    You should be able to jump in to the back of vans, sit in truck beds and even sleep in them.
     
    If I think of any other suggestions I'll make sure to bump this thread.
     
     
  5. Like
    Decay reacted to Burger_Time in Some mood suggestions.   
    Mood follows us everywhere we go. We always feel sad, happy, nervous. But the only thing your character feels in-game constantly is a panic or Stress if you're smoker, and in ZA it shouldn't be like that.
     
    I've decided to make a suggestion that should probably remove thoughts that the only thing char can feel is the fear.
     
    1. More mood changing factors.
    Almost every decision and action you make should affect mood. Even watching TV should make your char's mood change. I.e when you see how general says that "There are no mortalities inside zone, everything is under control" your char should become angry or sad.
    Here are the mist of things thay could change character's mood:
     
    • Killing people first few weeks should make your character feel Anxious and sad.
    • Setting alarm off will definetely make your character panic.
    • Watching TV/Listening to radio should make you Sad/Anxious/Angry/Happier depending on programm and maybe even temperament (you can search for my "Four types of temperament" post if you want to).
    • Being under attack most likely make you feel Anxious and panic.
    • Being inside burning building should scare your cahracter for sure.
    • Discovering a bite on you should make your char anxious.
    • Simply existence in this apocalyptic world should make character depressed and anxious.
     
    2. Insanity state.
     
    If you've been feeling sad for an unreasonable amount of time, kill thousands of people every month, spend a lot of time near big bloodstains or being alone for a very long time could really mess with your character's mind.
    Insanity state should affect mood changes and communication with other people.
     
    Have four stages:
     
    Starting to lose wits — something's really messing your mind up. Talk to someone if you don't want to be insane. Slightly increased Unhappiness gaining and slightly worse interaction with people.
    Crazy — you've been doing too much even for apocalypse. Moderately decreased chance of successful interaction with people.
    Psychopath — stop doing these things, goddamn it! Severe communication with people debuff.
    Completely insane — absolute loss of mind. Human interaction is almost impossible from that point. Your character starts to rave.
     
    3. Make depression more severe.
     
    Depression right now is not a problem. Like you can remove a damn mental illness with one-two books. Doesn't sound severe, does it?
     
    As I said before, depression is an Illness , and it should be treated as any other sickness.
     
    The treatment is fairly easy, but it should take some time.
     
    To treat depression you need to periodically entertain your character and talk to others. With antidepressants treatment can go faster, however, your character may become addictive to them, which means that you will constantly be depressed if you don't take pills.
     
    4. Short comments.
     
    Depending on personality, mood and health character should comment some things. I.e if your char depressed, he can sometimes say "Why am I like that? Why am I still alive?!", if you set off car alarm, he can say "Shut up you rusty piece of crap!" E.t.c.
     
    5. Mood-exclusive actions.
     
    I don't think it's need to be explained much. Some actions like suicide should be available only if you are stressed or desperated. Maybe, you shouldn't even be able to eat food like dog food and worms unless you are very hungry. Can also be commented by the character like "I'm not eating THAT" Or "I'm hungry, but not that hungry to eat this".
  6. Like
    Decay reacted to Alive Inside in Alive Inside   
    [EU][PUBLIC]  -  [No RESET]  -  [PvP]  -  [HARDCORE]
     
    IP: 164.132.204.85
    Port: 16261
    Location: EU
    Slot: 50
     
     
    "In a world dominated by the undead, where only the most experts and tenacious can survive, the writing "Alive Inside" is the last witness of the human’s presence.
    But Alive Inside isn’t only the last sign of humanity written on a roof or on a wall in a world dominated by a zombies, is also the essence of a true survivor.
    Alive Inside is for they who know that these are the end times and nothing will ever be the same again, for they know that there is no hope of surviving.
    Alive Inside is for who wrestle every day against extinction, for they know that despite the efforts it remains always and only the story of how you died."
     
    Alive Inside just a Project Zomboid’s server.
     
     

     
     
    VANILLA
    Nutrizionism: ON
    Sleep: ON
    PVP: ON
    Infection: ON
     
    Hard
    Experience X3
    4 Hours for Day
    Loot respawn every 10 days in game

    No Cheat – No Backup – No Sky Base
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
  7. Like
    Decay got a reaction from Kuren in Megatestin   
    The character things sound awesome, will there be random gen stories for new game's on survival and what not, or will it be something like a scenario?
  8. Like
    Decay reacted to nasKo in Last Resort   
    First off another quick note that we’re now curating a Build Status and Version History overview list so people don’t have to dredge through weekly Mondoids to find vids/images of stuff that’s liable to drop into the next build, or to check out what’s in IWBUMS testing. Smaller tweaks in PZ history aren’t mentioned, but the version list does go all the way back to the Steam release so is hopefully informative. We fleshed it out today, so have a peek if you fancy.
    ANIMS AND MODELS
    Work continues binding in all our various animations to the game and making it all as seamless as possible. Here’s something that just went in. Hope you like. [CONTAINS DISTURBING SCENES]

    Secondly, we’ve been hearing a few community thoughts on the appearance of the new model faces, and were thinking similar ourselves – so we’ve fiddled with the mesh and the UVS of what’s being implemented to change the way the faces look, and especially on the female models. We added a few more vertices to the head (not enough to impact the poly count) so have more control over the eyes – and hopefully the results will be an improvement when they’re in-game.

    ADMIN THE BADMIN
    As discussed last week, RJ’s turned his attention away from the suggestions of the survivor community – and towards the suggestions and quality of life of those who run and maintain PZ servers. We’ve already got his tiered admin system into the IWBUMS public test (and really could do with people setting up servers and bug-testing), so now he’s onto the next stage of his quest before returning to vanilla SP content.
    “The new “player stats” admin panel is currently in test and going well” explains our favourite Frenchman, bar none. “I’ve fixed lot of bugs on it for the IWBUMS 35.18 which should be out soon. In 35.18 I’m also looking at dealing with people who copy/paste saves, and think I may have a decent solution but I need to make sure there aren’t any sync problems.”
    “I’ve also added user logs to the player stats panel. Every time something weird happens to a player (lua checksum fail, dupe item found etc…) a log will be added and can be inspected by the Admin, who can also administer warning points and keep tabs on griefing and similar.”

    VOIP
    This past Friday we had another successful test of the new player voice system, that’ll let other players hear your verbal threats, mutterings and zombie-gasps should your character be standing in their proximity.
    Comments from testers included “my voice came in loud and clear”, “the distance at which you can still hear people talking is great”, “Voice detection seemed quite good” and “The quality and 3D was awesome!”. This all said there were a few stability issues, so the guys at General Arcade are on a bug hunt that’ll hopefully soon culminate in a version we can tie into the current IWBUMS build.
    HOW DO YOU DIE?
    Cool cat ShylokVakarianf is running a survey about what exactly gets you killed in your playthroughs. It’s super-interesting and gives us a good idea of what’s causing the most fatalities currently in-game.
    This week’s smart, sassy safehouse from Mr.Narsh. 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! The CBOIT now also flags that our Discord is now open for chat and hijinks. Now with modding section!
  9. Like
    Decay reacted to Unghin in A few suggestions   
    When I missing hits on zombies with close ranged melee weapon I get panic IRL  (not a joke)
  10. Like
    Decay got a reaction from grammarsalad in A few suggestions   
    Hey. So I was playing PZ and I was fighting zombies and I noticed how my guy was getting panicked very quickly after three showed up so I ran back a little dispatching of a few and I missed a swing which could have potentially caused my character's life. 
     
     
    So I thought about It and It came to my mind that my character should panic with a zombie so close and that somehow he had managed to miss hitting It.
    I think they should add In that missing hits on zombies with close ranged melee weapons should Induce panic. 
     
    And can anybody tell me this, does your character automatically get unhappy as they survive further on In the game? If not I also add this Into my suggestion here during the first 2+ weeks after you spawn In you should start to get mood drops sometimes and as you survive longer the mood drops stop as often because you've became desensitized to how the world Is now. 
  11. Like
    Decay got a reaction from Unghin in A few suggestions   
    Hey. So I was playing PZ and I was fighting zombies and I noticed how my guy was getting panicked very quickly after three showed up so I ran back a little dispatching of a few and I missed a swing which could have potentially caused my character's life. 
     
     
    So I thought about It and It came to my mind that my character should panic with a zombie so close and that somehow he had managed to miss hitting It.
    I think they should add In that missing hits on zombies with close ranged melee weapons should Induce panic. 
     
    And can anybody tell me this, does your character automatically get unhappy as they survive further on In the game? If not I also add this Into my suggestion here during the first 2+ weeks after you spawn In you should start to get mood drops sometimes and as you survive longer the mood drops stop as often because you've became desensitized to how the world Is now. 
  12. Like
    Decay got a reaction from arkahys in A few suggestions   
    Hey. So I was playing PZ and I was fighting zombies and I noticed how my guy was getting panicked very quickly after three showed up so I ran back a little dispatching of a few and I missed a swing which could have potentially caused my character's life. 
     
     
    So I thought about It and It came to my mind that my character should panic with a zombie so close and that somehow he had managed to miss hitting It.
    I think they should add In that missing hits on zombies with close ranged melee weapons should Induce panic. 
     
    And can anybody tell me this, does your character automatically get unhappy as they survive further on In the game? If not I also add this Into my suggestion here during the first 2+ weeks after you spawn In you should start to get mood drops sometimes and as you survive longer the mood drops stop as often because you've became desensitized to how the world Is now. 
  13. Like
    Decay reacted to xXxFANCYCAPYBARA36xXx in the zukon territory in zanada   
    haha i changed a letter to a z im so creative give me an award for that
    ive done that for creative freedom so thats cool its not a google maps replica 
    that has been too hard for me way too hard
    way too hard
    so im being creative and just using yukon as a template to create my own stuff
    i built tons of buildings too well only suburb houses and cabins atm 
    but eh
    ive based em on yukon and georgia usa housing.
    since its a very cold state i have also created frostbitten zombies and cold human textures that im very proud of
    all in all this map is like 2 weeks of planning and work 
    since as i said this map isnt a real full replica of real life yukon i have to change all the names of towns and whatever ill just name them the opposite of what they are called for example
    ill call the town dawson "thedad" cause its not a 100% replica
    ill call whitehorse "graydonkey" cause its not a 100% replica either
    i will also build destruction bay (construction harbor in the zukon)
    yukon river = zukon river; zombies are present now and its not replicated 100%
    get it now? good
    heres a map wip i just started working on it a few hours ago
    if you steal it i will do unimaginable things to you i spent all my freetime on this ALL OF IT SO DONT YOU FUCKING DARE STEAL IT OR ELSE THESE MOUNTAINS TOOK ME 2 GOD DAMN HOURS TO ACTUALLY MAKE EM LOOK DECENT OK?! 
    now tomorrow ill post the buildings ive worked on which also took me lots of time to make 
    i love every single one of you until you piss me off so please dont do that as long as you dont insult or shame or steal were cool
    the picture is the map preview its 25% zoomed out and is like 2 hours of work and totally not done maybe just 4% done
    the zukon emphasized on lots of wilderness vs some patches of civilization to make it more of a living off the land map with civil elements for those who prefer rich suburban homes as their base of operation vs cabins in the woods
    the mountains are supposed to be shown using dry grass stone and mud and they will be increasingly void of trees and foliage the higher they go.
    i will make parts of the river bigger to add tiny island in between. 

  14. Like
    Decay reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v7.6 has been released!
     
    Which includes ...
     
    - Fixed Cure Hemp bud
    - Fixed Raw Opium Cooking
    - Fixed Blue LED
    - Fixed Small Metal Sheets
    - Fixed Large Metal Sheets
    - Added Money Category
    - Added Time Code by Nolan!
    - Bath Towel, Dish Towels and Wash Cloths Dry over time.
    - Microbes Rot
    - Chrysalis Turn into Butterflies
    - Silk Moth Eggs and Cocoons Grow
    - Beehives Produce Honey over time
    - Farm Animals need to be Fed now
    - Baby Animals Grow on their own.
    - Sheered Sheep and Goats will grow back their Wool after being Sheered
    - Cows and Goats need a Rest after Milking.
    - Farm Animals need Rest after Breeding.
    - Dead and Skinned Animals eventually turn into Animal Skeletons.
    - Skinned Corpses eventually turn into Skeletons.
    - Fur Trees Grow and Age
    - Grape Juice Barrels Age into Wine
    - Wine Barrels Age into Vinegar
    - Cheese Racks Age Cheese
    - Solar Parks Recharge and can recharge Batteries.
    - Added Solar Generator (Code By Nolan) which works like a normal Generator but is fueled by the Sun!
    - Thanks to everyone who helped this week!
     
    Enjoy!
  15. Like
    Decay got a reaction from Aardman55 in Re-Animator Mondoid discussion thread   
    Got a few questions.
     
     
    Will clothing degrade overtime? 
     
    If I get scratched or bit will It tear a hole In the clothing?
     
    Will NPC's comment on clothing types as such so If I have a chef outfit on will they ask If I was a chef or a military outfit or vice versa?
  16. Like
    Decay reacted to Jela331 in Bring back penis ham!   
    Penis ham was a majestic item brought to the world of Project Zomboid. I was deeply shocked when I saw the latest blog update saying that they overhauled it. That's why I made this petition and I'd appreciate your support. Let's bring back penis ham!

    https://www.change.org/p/the-indie-stone-keep-the-penis-ham
  17. Like
    Decay reacted to Ludavr in [WIP] Golden Horizon [RP/Roleplay][Whitelist][Mods][Hydrocraft]   
    Hello!
     
    If you're looking for a quality Roleplay server with whitelisting, immersive mods, great staff and a unique lore then look no further! You've found the right place.
     
    Golden Horizon is a WIP(Work in progress) Roleplay server that aims to create an immersive environment for players that are looking for some great roleplay. We are currently the the stage of development and are looking for staff. Coders, Admins, Moderators, even Graphic Designers will all be welcomed with open arms, just give me a quick little PM and we can start talking immediately!
     
    Please post your player applications asap so we can get you in the server for the starting event.
     
    Opening Date/Starting Event: Unkown
    Lore Released: 4/17/2016
     
    Staff:
    Ludavr - Owner
    Bobith - Co-Owner
     
    IP: Coming soon!
    Port: Coming soon!
    Forum: http://goldenhorizon.boards.net/
    Teamspeak: ts25.freets3.net:10385 (TEMP)
     
     
     
     

  18. Like
    Decay reacted to Blasted_Taco in Stress/Anxiety   
    I also would like to see something like this.
    Like the first week watching the news reports and when they pretty much confirm everything is fucked you get the Anxiety moodle, little details like that go a long way with the game.
  19. Like
    Decay got a reaction from Blasted_Taco in Stress/Anxiety   
    I feel like they should become more common feelings for your character. 
     
     
    Why? because you're fighting zombies, your character probably hasn't seen them In there life and just to go out with and ax one of them one day or any other weapon and bash there brains In would surely scare someone or make them anxious? alongside some of the complete genocide your character can do killing numerous amounts of zombies without any repercussions to mental health.
     
    Alongside I feel like panic should be something that goes on for awhile I wouldn't just feel relaxed as soon as I walked Into a house and shut the door with a few zombies behind me or more.
     
    Stress should be common as well as you listen to the depressive radio chatter or see something brutal happening In game as life comes to an end. 
     
     
    EDIT - I feel like If this was to be Implemented anxiety and panic would give your character nightmares and or make them sleep In longer or shorter.  
     
    - Decay
  20. Like
    Decay reacted to ZeppelinII in Simple interaction Speech   
    I am working on my "Hello World" for project zomboid modding. The idea is pretty simple, just interact with the world and have your character say different things based on what your doing. Right now, i haven't tested this in multiplayer so I'm not sure how that would work (might have to rewrite some stuff based on player). The reason why most of these things are in the planning stage is simply because i don't know how to access some of the things like traits/prof/moodles/etc providing i have the player object (zombie.characters.IsoPlayer). So if any one could provide that information to me, that would be great! Anyway, leave a suggestion if you have one or a line that you would like added to the game and under which scenario. Thank you.
     
    Working
    -say something on attack based on attack type (swing, stab, firearm)
    -say something when a zombie dies
    -say something when you go outside/inside
    -say something when running
    -say something when aiming
    -say something when sneaking
    -speech for different moodles
    -speech for falling
    -speech for player on fire
    -speech for reloading/out of ammo
    -speech pending player traits
    -balanced so it is conditional and frequency based so it will not fire all the time (spam reduction)
     
    Work in progress
    -item specific lines for killing zombies
    -item specific lines for attacking zombies
    -container/item specific speech ("FOUND AXE!" when viewing container inventory)
    -player is reloading / out of ammo
     
    Planning
    -speech for being attacked/scratched/bitten
    -food rotten/stale/cooked/burnt/eating
    -during an action or on completion of an action (fishing/reading/foraging/etc)
  21. Like
    Decay reacted to EasyPickins in RELEASED: IWBUMS 33.20   
    33.17
    Fixed client hanging when Workshop item versions don't match the server's. Added translations for various connect-to-server failures. Fixed the building cursor disappearing when the mouse pointer is over the UI when using a controller. When the mouse is over a UI element, player 0's building/farming/etc cursor is hidden so that clicks in the UI do not cause construction to occur.  This ends up confusing people using a controller.  The game now tracks the last time the mouse was active and the last time any controller was active.  If player 0's controller was active more recently than the mouse, the building cursor is not hidden, or it becomes visible again if it was hidden. Fixed zombies climbing through some blocked windows. Fixed bugged inventory/loot windows when starting the game at low resolution for the first time.  The initial width of those windows is now 1/3 of the screen instead of 1/4.  You can test this by deleting your Zomboid/Lua/layout.ini file. Bleeding reduces health of every body part, not just the bleeding one.  This fixes a bug where a body part's health might get reduced to zero, after which bleeding didn't reduce overall health any more (couldn't bleed to death). Fixed campfire sound not playing. A curtain can be added to either side of a see-through door. Shift-E and Shift-click toggle the curtain as long as the player is standing on the sheet's apparent square (which changes depending on the side of the door the curtain is on and whether the door is open or closed).  This was very complicated to do so please test. Fixed controllers not seeing windows to the south or east. Fixed a tile in Zippee Mart blocking movement when it should be non-blocking.
  22. Like
    Decay reacted to Atoxwarrior in To use local chat sandbox "T".   
    It is a good idea to implement this, I want to use the walkie talkie as a tool of distraction, to place a receiver in the street and in an emergency can say a few words to attract the zombies with noise.
     


     
    also a good idea for when you want to do a diary of recordings, mostly of interest to those who like to give an atmosphere of survival with a back story of our experiences, even for those who would make video on youtube can make good stories with this material, advice or any anecdote record.
     

     
    It would also be great to get Cassettes in houses or warehouses, with recordings of some survivors tell their stories or their goodbyes they could be scattered on the map, would be a good way to get some entertainment in a world without human contact.

     
  23. Like
    Decay got a reaction from Lord Gonfalon in Hydrocraft Mod   
    crayfish...I need my crayfish traps.
  24. Like
    Decay got a reaction from Rass in General Lore/Background Story/Setting   
    Well In all seriousness I think It's the chemicals and toxins they left In the wilderness nearby Muldraugh some Innocent McCoy's logging company worker man/woman got exposed to the chemicals and he Infected the others.
     
     
    Or my other theory.
     
     
    A bunch of Chinese anonymous anarchist group Injected a spiffo's meat patty with the deadly Infection and someone ate It and then they went to Washington DC to go protest to gain a large following on hating the government for separating Knox County from the other places and became violent and then the outbreak ended up breaking through the checkpoints because General John McGrew and his squad where also the anarchists. 
  25. Like
    Decay got a reaction from bobchaos in Suicide? and depression.   
    Could the lovely Indie stone, please add In an option to suicide with a pistol, shotgun, or rifle.
     
     
    I understand there Is other ways to suicide but, I want and I'm sure some people do too, Is to not become a zombie everytime so blowing your character head clean off would be a good way to solve that. 
     
    It would work like this.
     
    Right click a gun with a loaded magazine/bullets and click commit suicide then an option saying do you really want to commit suicide with the yes or no button of course then a small animation (not needed c:) and then the sound of the gun and your character hits the deck as blood spurts from there head xD wow that's grim. 
     
     
    Also, It'd be nice If once your character got depressed like a cold he would sometimes mumble about struggling with life to full on shouting or not being able to sleep. They might sometimes sob or something c: 
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