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Deadend

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Everything posted by Deadend

  1. haha, this guy But in all seriousness, yes, I've wished zombies were more aggressive. You might every now and then see a zombie hitting a wall you built. But it'd be more awesome if if it was a horde and I got the shit just the hit the fan moment. In general though, I wish survival/sandbox mode zombies could be made like the Last Stand mode zombies. Just make the light hungry bloodhounds that will go investigate every nearby source of light at nighttime. And get like a domino effect from sounds where you hammering away at your fortications attracts a few zombies who then attract those near you. I'll have you know taters are superfoods. The Irish lived off it for yeeeeears, not just years, but yeeeears. But wait, really malnutrition? that's awesome. Hopefully ^ ^ ^ What this guy said.
  2. though it sounds simple. Something like this would probably crash the game. particle effects tend to be drag in performance of games. But its not even just that, its the processes required where for example you shoot at a horde. Zombie dies, splatters some blood, make blood splash, zombies walk over it creating a couple of hundred footprints. Boom, your computer explodes and you've set your house on fire. It's even worse in MP or with NPCs added. Considering NPCs don't really materialize unless they come in contact with players could also mean this is something you as the player would only experience. And then to make it so that it doesn't make the game a possible lagfest it would require that footprints only occur when you step over blood. But that sort of defeats the purpose. The devs might be able to pull it off. But as a mod it would probably just lag your game. I think the footprints thing has been suggested before though but, no harm done. As for the blood splatters. Hmm, yeh Its more feasible, its just prettying up the game. It could be like a more gore feature you'd turn on for people into that kind of thing. Though technically if I was in such situation, the less blood the better since more blood splattering means higher chance of infection. But to each their own preferences
  3. next version will have drainable box lids I basically implemented both methods. It has the same ammo in boxes mechanism (after a set amount you can box the lids, you can also find them already boxed, you can unbox them as well). With the added alternative that you don't have to unbox them to use them. So whatever recipe requires a jar lid you can just use a jar lids box and "take one out" so to speak, automatically. There'll be two box sizes. First of all, thanks for testing/trying out the mod and taking the time to give me some feedback For the exp problem I guess it has to do with the fact that through various stages some exp is taken from you because its assumed a coming step will give that exp back to you, therefore neglecting any exp gain. I needed a way to control the exp since the mod sort of throws off the cooking skill if I didn't. The system works through the tests I've ran but I didn't take exp multipliers into consideration. So thanks for spotting that. I'll try to replicate this and see about fixing it for the upcoming version. The 'dangerous when uncooked' message on the strawberry jam was sort of to avoid people eating the strawberry jam without opening the jar first. Once you open the jar the message dissapears.There was no other way that I could easily display the hunger reduction and have the item age without making the 'sealed' jar of strawberry jam a food item (which automatically displays an option to eat it). So that's somewhat of a shortcoming and confusing part of the mod. I'll see about going about this in a different more clear / user-friendly way for v0.7. Yup, in version 0.5/0.5.1 there was a bug where eating 1/2 or 1/4 of an open jar of strawberry jam wouldn't reduce the hunger reduction. It's been fixed for the upcoming version. Putting a sealed jar of strawberry jam in a water bath canner and then bringing it to a boil (cooking it) in a heat source is meant to simulate the process of creating a vacuum seal. In real life, the high temperature from the boiling water makes the remaining air in the jar seep out through the seal; this creates an airless environment, a vacuum seal. So once you open the jar (you can tell by the icon not having a yellowish gold like seal on it, an asterisk, no longer dangerous to eat, happiness bonus) you can't vacuum seal it again unless you seal it with a jar lid and ring first. Putting an opened jar of food inside a pot of water would technically make the food seep out into the entire pot. Resealing opened jars of food isn't implemented in the mod yet but It'll probably make it into the mod eventually. It wasn't initially implemented because normally after you open a sealed jar of food you eat it or refrigerate it. But I guess this is one of those situations where realism needs to be bridged for the sake of gameplay. I'm glad you like the mod so far. And yeh, meat and stews are in the plans for further expansion of the mod after the initial release. small animal meats might actually make it into the intial release though since much of the functionality for that is already implemented.
  4. Sweet and simple. This mod doesn't add any new guns. It simply takes the generic pistol, shotgun, sawn-off shotgun, hunting rifle, and varmint rifle and gives them real firearms names. They're the following: Beretta M9 Remington 870 12ga. Sawn-off Remington 870 12ga. Remington 700 .308 Remington 700 .233 Not that I'm in love with Remington firearms but that's actually what the devs based their guns off. Looking through the items script file, you can see the pistol was based off the Beretta 9mm handgun. In the forums they actually talked about the rifles being based off the Remington 700. And the shotgun, well not entirely sure about this one (if anyone can clarify, I can change it). But I just went based off the fact that a standard Remington 870 (besides being very popular) holds 6 rounds, just like our PZ shotgun. And for the most part the sprite looks like an 870. I might eventually change it just so that not every gun you pick up is basically a Remington I also changed the shotgun shells to 12ga Shells So there you go, this is for those of you would like to pretty much keep the game as is just with actual, non-generic firearm names. I figured since the other firearms mods add a whole arsenal of firearms, this would be a nice little treat for anyone looking to not stride off too far from what the devs. are doing with the game. DOWNLOAD >>HERE<<
  5. UPDATE: server is good to go. Got through all the technical hurdles. Time to test how well it can handle a load of several players. So I'll be either making a new forum thread/post or editing this one to implement my new changes. It'll be running on IWBUMS build 28, hopefully it'll be an easy transition from IWBUMS to official build once its released. If a map restart is needed I'll give time for anyone to get all their goodies on them before a wipe. See you then. ETA: this upcoming weekend
  6. this beauty needs to get PINNED.
  7. You should use PZ-mods.net for hosting your PZ mods. It's basically the unofficial PZ-mods repository. Nice to see you pulled through with this mod
  8. Wait, so "everything is permitted", so basically no rules. But then you say cheating and insulting is forbidden? Whaaaaaaat?
  9. Yes, they can be.
  10. maybe duct tape and magazines. Only being a good temp fix for arms and legs.
  11. that's crazy how much they're charging for a beta.
  12. good. If you get hooked and want to help with story writing (which will be updated as the server progresses, taking in-game characters and events) I have np with that
  13. odd though. I have a seperate copy of sandboxVars.lua, servertest.ini, and the spawning files (when build 28 first come out I upgraded the server to it and downloaded these files to edit, no error then). Since the server works (its just the console commands that didn't) I copied over these files to the server (overwritting the unedited ones downloaded from steamcmd) and that solved the problem. Which leads me to believe it might be an issue with the recent hotfix. I'll report it.
  14. I get this error at the end after loading server on build 28 and can't input server commands from console. Does anyone know if that's an error I can solve? I tried running a build 28 server on windows and it worked fine (console commands and all). But on this debian linux OS it gives me this error. I have java 7 installed. Also, when I run a regular build 27 it works fine, no error. I'm able to log in to the server with that error, running on build 28. I just cant use console commands. Should I report this as a bug? Is it possible that there is some sort of linux incompatibility?
  15. And that means the IWBUMS beta (unstable) branch/build, now at build 28. It's not necessarily unstable but it might have game breaking bugs. If you're running the server on the same computer you play just opt into the IWBUMS beta branch on steam (check the latest 'PZ Updates' post for more info).
  16. I'm thinking of making lids almost as common as nails and utensils just a bit rarer. So that running out of them won't be an immediate problem but you would still have to go out and scavenge for them. Probably still adding a boxing/unboxing mechanism along with two box sizes. Making the individual lids more likely to spawn inside houses/kitchens and the boxes in garages/storage. Thanks for the input, I actually had forgotten to include garages as spawn points . Guess its inevitable to not have to modify/tweak a bit the distribution / spawning files this early in the mod's development. At least it won't be anything radical, hopefully no one has cleared out their entire game map with this mod installed.
  17. Even then that would be the last thing I'd do in a zombie apocalypse. There is no way I'm willingly to risk bacterial infection for then to not be able to get a hold of antibiotics and having to chop my hand off. Pure stupidity, just make noise, they're attracted to that.
  18. box of lids, I like it. I could implement this in two ways. either make this box of lids a drainable item like sugar and pectin. Or make it be used how the box of ammo is used (you could unpack the lids from the box to use them). What you think?
  19. UPDATE: v0.5.1:- There was a small tiny syntax error in the lua code that broke down the whole mod, items spawned but you couldn't do anything with them. I had forgotten to comment a link I had put to this forum post *facepalm*. I should have re-tested mod before posting. Anyways, this little quick fix version is just that, to make this mod actually playable. Now you can actually try out the mod , my baddd. reminder: download link is updated whenever a new version is released, even though the file's name remains the same. So simply throw the new download in your mods folder and let it replace the old files its updating.
  20. UPDATE: - testing feature implemented (this was already in v0.5, I just forgot to mention it on my previous update. So no need to download anything if you've already downloaded v0.5). TEST THE MOD: if you'd like to see how the mod works without having to collect everything and test it out; press the 'End' key to get all canning equipment/supplies and the 'Home' key to get some food items for canning. You'll be able to spawn all these items just once per character.
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