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nasKo

The Indie Stone
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  1. Like
    nasKo got a reaction from RichCoconut in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  2. Like
    nasKo reacted to LeoIvanov in General Creativity   
    Recently got myself into playing Garry's mod again, and I painfully gotta admit that I've quite missed all of it's available tools for creating these great screenshots, as well as the ease of access to the workshop.
     

  3. Like
    nasKo reacted to LeoIvanov in General Creativity   
    They were trying to figure out how to open it without a handle, obviously.
  4. Like
    nasKo got a reaction from UnmotivatedZombie in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  5. Like
  6. Like
    nasKo got a reaction from Atoxwarrior in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  7. Like
    nasKo got a reaction from Sieben in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  8. Like
    nasKo reacted to RoboMat in General Creativity   
    ... or if you need to create low level stuff like drivers and other OS programs.
     
    But what do I know ...
  9. Like
    nasKo got a reaction from IronCoffins in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  10. Like
  11. Like
    nasKo reacted to blindcoder in Project Zomboid Map Project   
    UPDATE
     
    I have added Jelas Rebuild map (with permission, of course):
    http://pzmap.crash-override.net/?desc=Rebuildv1L0
     
    Enjoy
  12. Like
    nasKo reacted to blindcoder in Project Zomboid Map Project   
    UPDATE
     
    I have finally created new torrents of the map. You can find them on the first post.
    It will take a while for the initial seed to finish hashing, but by this evening every torrent should work.
  13. Like
    nasKo reacted to blindcoder in Project Zomboid Map Project   
    UPDATE
     
    With permission from MonolithicBacon I have added Phoenix to the PZMap project:
    http://pzmap.crash-override.net/?desc=Phoenix_Prealpha0dot1L0
     
    Enjoy!
  14. Like
    nasKo got a reaction from oooooooooott in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  15. Like
    nasKo got a reaction from Rathlord in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  16. Like
    nasKo got a reaction from Sieben in Castle.   
    Cool stuff!
    Edited your post. You can post direct links for dropbox pictures by changing the "www" in the link to "dl":
    Not working:

    https://www.dropboxusercontent.com/s/d5s830au0tfodwh/Screenshot%20(2).png  Working:

    https://dl.dropboxusercontent.com/s/d5s830au0tfodwh/Screenshot%20(2).png
  17. Like
    nasKo reacted to Furente7 in (Guide) Edit your sandbox settings post-creation!   
    First of all, I wasn't sure where to put this, so if an admin wants to move this to a better fitting category, that'd be great.
     
    So I, like many of you probably did, made a mistake when choosing Sandbox options for the first time for a playthrough. Maybe you didn't choose enough zombies (guilty as charged), maybe you just want to tweak a few settings. Whatever.
     
    Well, on discovering that the Save Editor mod didn't work, as it was for an older build, I was slightly disappointed. My big fort would have nothing to be tested with. So I searched around and found bits of information that allowed me to finally come up with a temporary solution (temporary as in, until in- or post-game editing is added to the game, if it will be). So without further ado...
     
    Step 1
    Make a new game with the options you want, the character you create doesn't matter, as it's your "main" character we want.
    Once you made it in game, save and exit.
     
    Step 2
    Navigate to your Zomboid folder. Mine is in C:\Users\*User*\Zomboid where User is your Windows User. For Macs, I'm sorry I don't know, but I'm sure there's one, you might have to Google around for it.
    Go into the Sandbox folder (and be careful here) and grab the newly created world folder and your main world folder and back them up somewhere, the desktop is fine. Somewhere where you know where they are.
     
    Step 3
    I hope you didn't close your Zomboid folder, we still need it! Go into your main world folder and copy the map_p.bin file, it should be at the bottom if you filter by name, a-z. This is your player file.
    Copy that player file to your new world you created, and replace the other map_p.bin file.
    You've successfully transferred your player to a new world!
     
    **Below is an optional step for replicating the world if you've interacted with it in ways you want to keep the same.**
    *If all you wanted to do was transfer a character, you can stop reading and go and play with it in his/her new world!*
     
    But wait, I had stuff on the ground, stuff in storage, a fort! Where is that?
    Well, for that you need to do one additional option
     
    Step 4
    From your main world folder, you need to copy all of the map_####_###.bin files, all of the map_ files that have numbers trailing them. These are your edits to the world, whether by you, the erosion mod, zombies or whatever. Copy all of them. The best way to do it is to select all (control + a for windows) and then deselect any files that don't say map_####_### (the amount of numbers may vary, but that's how they look to me)
    Copy those files to the new world you made with the new settings. Make sure if you moved your character when checking if it was in the new world that you don't start the new world up and become stuck in your fort or something (again, guilty as charged).
     
     
    If you ever want to make everything the same before all of these steps, then you would navigate to those backups I told you to make, copy the map_p.bin and the map_####_### files (if applicable) and paste and replace them in said world in the Zomboid folder. If you made those backups (which you should have, because I specifically said to) you will never lose your character and world, they'll always be there if you make a mistake or wish to return immediately (obviously if you interact with the new world but then choose to go back, if you copy and paste the backup, those actions wouldn't have been done. An alternative would be to copy the map_p.bin from the new map as that would be the "latest" character.
     
    This could be pretty exploitative, but it's up to you how you want to play your own game. Perhaps you want a new character to replace the old one (because of the Build 31 professions update), why not drop everything on your current character, create a new world with a new character and just copy the old map_####_### files over so you get everything your old character had? Really sandbox is just that: a sandbox which you create your own rules, your own story, your own game. Why be limited at the start?
     
    Enough rambling, hope you guys have fun with your new settings, new world, refreshed zombie spawns e.c.t! I hope your fort gets tested to its full extent and you get rekt! Or whatever your new plan is for the new world!
  18. Like
    nasKo reacted to CitadelServers in Citadel Servers Project Zomboid Dedicated Server Hosting   
    Citadel Servers is now offering Project Zomboid hosting! We offer from the server on a RAM basis from 1.5GB to 8.5GB per server. Our servers are in Europe, USA and Canada at the affordable price of $7.42 | £4.99 | €6.84 per GB.
     
    Our Recommendations of players on servers

    We suggest getting more Ram if you intend to run mods on your server.
     
    Sale! - 512mb extra on all Ram!
     
    1536Mb (1.5GB) 1-12 Players
    2560Mb (2.5GB) 1-18 Players
    3584Mb (3.5GB) 1-26 Players
    4608Mb (4.5GB) 1-38 Players
    8704Mb (8.5GB) 1-70 Players
    Need more than 8.5GB? Contact us.
     
    Our Locations:
    USA
    New York, Nevada , Kansas, Vermont, Texas, Washington, Florida
    Canada
    Montreal
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    United Kingdom, France, Germany, Italy, Netherlands
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    Order for a year and get 10% off your order!

    We have a nice discount using the code PZ10OFF This will give you 10% off your order.
     
    Features
    Full FTP access. easily accessible configuration files. Easy access to log files. Web Console. Steam Update button. Your Server, You decide your Slots\Players. Option to password servers. No Branding. Start/Stop/Reinstall your server at a click of a button. We support PZ Beta builds such as IWBUMS from the click of a button
    New!

    Update: We now support IWBUMS 31.11 Beta builds on our Project Zomboid servers, with a click of a button you can install the latest IWBUMS build.

    With all of our dedicated servers running ECC high frequency Ram with Intel Professional grade Xeon Servers, your server performance should never be a concern. All servers are connected to atleast a 1Gbps uplink to achieve low latency.

    All the staff at Citadel Servers are willing to help and support you if you have questions or something stops working. Buy your server now with near instant set-up! If you have any questions before purchasing contact us at CitadelServers.com
     
    Click here to Order Your Server

    Citadel Servers Team
    https://www.citadelservers.com
  19. Like
    nasKo got a reaction from WolfeClaw in When Vehicles Come...   
    All pretty much no-brainers for the implementation of vehicles, no?
    Safe to assume that can be expected naturally
  20. Like
    nasKo reacted to Ambrosios in Custom Tilesets and fences for PZ Map Editor   
    I think that I found a way to create multi-tile objects easily from 3D models. I'm going through some testing, and if it works, I will update my tutorial.
     
    EDIT : That's working quite well.
     

     
    Here is a two-tile armchair. There is still a small imperfection where the two parts are jointed, but I think it's mostly due to the 3D render and color approximation. Can be corrected with any paint tool I think.
     
    For a quick explanation on how I did it :
    I separated the 3D model mesh into chunk of 1meter by 1meter.
    I create a plane (the grey floor we can see under the object) centered in zero. This plane will be used later to correctly place the tile in the tileset.
    For each chunk, I move it to be on the plane and at the border of the plane where there is a joint (here, for the right side, I placed the left edge of the chunk on the left side of the plane). I render in isometric view, with the plane filling all space from left to right direction.
    In my tileset, I import the two tiles rendered and place them so the plane is fitting right into my grid of 64px.
    And it's done !
     
    I will try this with other object, and if it's viable, I will complete my tutorial tonight.
  21. Like
    nasKo got a reaction from syfy in Random Character Creator and Character Build Saver v2.1.0   
    Exactly what I was hoping for <3
    Bist der Beste
     

    nothing better than to hire everyone who makes awesome mods
  22. Like
    nasKo got a reaction from Rathlord in IWBUMS 31.10   
    The point is not knowing that it's actually a zombie infection, though. What if the two just look the same? A scratch doesn't always infect you so it could just be a normal wound infection. It's part of the suspense
  23. Like
    nasKo got a reaction from Svarog in Older versions...   
    STALKER and Resident Evils inventory tetris worked with a controller
  24. Like
    nasKo reacted to Batura in Batura's icons   
    Greetings everyone!
     
    In this thread, I will upload the icons that you can freely use for any purpose.
    All icons are made by me.
    Icons are divided into categories. You can download one of the categories or completely all icons archive.
    You can also make a request to the icon that you need. All requests will I do as much as 
    possible, but I can not guarantee that your request will be made.
    Attention. All icons that I made on request, I will upload here for free use for any purpose 
    other users.
    Firearms (update 01.04.15):
    Melee weapons (update 03.04.15):
    Containers:
    Clothing:
    Food (update 28.03.15):
    Misc (update 26.03.15):
    Download (update 03.04.15): All icons
    Permissions:
    P.S. I am sorry for errors in the text. I badly know English, wrote the text by means of the google translator.
  25. Like
    nasKo got a reaction from RyukIsGod in Random Character Creator and Character Build Saver v2.1.0   
    We can get rid of her for a small fee. You're SO ours
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