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Deadend

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  1. Like
    Deadend reacted to SuperJack in Ramping Zombie Spawn Rate and Ability... please!   
    Make em Super Sprinters And Be Fat
  2. Like
    Deadend reacted to migulao in Ramping Zombie Spawn Rate and Ability... please!   
    Exactly, dramatization is for movies.
  3. Like
    Deadend reacted to Viceroy in Ramping Zombie Spawn Rate and Ability... please!   
    I agree, zombies should be much much much more dangerous. The zombie repopulation was a step in the right direction. But it was not yet enough. Here are some proposals to enhance difficulty that I have considered and even some that I have modded in. (Mod won't release for a while though)
     
    Zombies should grab you more easily. The player should make noise sawing logs Things like microwaves should ping and attract them when used. Drinking from a sink should make noise. Most activities should have at least a small radius of zombie attraction, simulating the basic movement and activity thereof that could lure zombies. Some items should make noise upon being dropped, like planks for instance or bags of chips. Opening cans of food should make noise. Player could get hiccups randomly (let's face it, you can't hide hiccups). Zombies should sometimes try and go into a building like in many zombie mythologies, where they have an old memory or something that entices them to try and get into a building they knew (zombies flocking to the mall in old Romero lore). Apart from small groups being repopulated into a zone, sometimes this should be greatly boosted to the point where like a hundred zombies or more start walking through the cell you are in. Zombies should follow other zombies that are making noise, like banging on windows and doors or snarling at a human. (Zombies react to sound so they won't immediately differentiate between sounds made by you and those made by other zombies.) Perhaps up zombie counts inside buildings to start off with, it is hard to believe that a place like a highschool would have 4 zombies in it. Optional zombie lore option to make zombies attempt to enter buildings when it rains. (I modded this in, if I can find out how to hook into the zombie lore selection screen I can make it toggleable, the effect this has is unbelievable on the atmosphere and difficulty of the game. It makes rain epic, zombies all over banging on your safehouse. And windows shattering everywhere. My logic is that if zombies maintain some basic instincts, avoiding rain might as well be one. Apart from that the effect on gameplay is desirable to me.) Wood floors should creak at times making more noise than normal movement. Transferring items in and out of a container should make a little noise. Zombies should fake death sometimes and 'wake up' later, making it necessary to burn dead bodies from a building you inhabit. Items in the main inventory that are not equipped (NOT primary, secondary, clothes or backpack in other words) should *sometimes* be dropped when under high panic and running. Player should stumble sometimes when running, player should sometimes be pushed down by zombies if they are too many or you are too weak/tired. Being overloaded should make climbing sheet ropes impossible. Stepping through a broken window should make noise as it can be assumed there is broken glass on the floor on at least one of the two sides.
  4. Like
    Deadend got a reaction from CheezeIsGouda in Blood Effect Overhaul Mod Ideas   
    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
  5. Like
    Deadend reacted to Realmkeeper in Project Zomboid Survival Guide (Complete)   
    He was referring to Max Brooks' "Zombie Survival Guide", or ZSG as it's usually referred to round here it would seem.
  6. Like
    Deadend got a reaction from Chris Hansen in The Outpost [PvP/PvE][Softcore-RP][Events][Trade][Whitelist][US-East][Active Admin]   
    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
  7. Like
    Deadend reacted to Rausheim in Reloading Mod - Make your own ammo!   
    Reloading Mod v.0.2 - Make your own ammo!
     
    Now handloading has finally come to Project Zomboid.
     
    Since I'm an experienced handloader and this is one of the things I would be doing irl to keep my ammo supplies up if I had zeds walking around.
     
    The mod is very realistic regarding ingredients and such. I hope you'll enjoy it!
     

     
    Features
    Reload 9mm, 223, 308 and shotgun shells.
    Several new items with custom textures.
    Reloading recipes.
    Empty shells on the ground after shooting.
    Cast your own 9mm bullets and buckshot
     
    Planned features
    Cast your own bullets - DONE!
    Plate your own bullets (for 223, 308) - WIP
    Stationary reloading press
     
    Items
    9mm bullets (and in a box you unpack)
    223 bullets (and in a box you unpack)
    308 bullets (and in a box you unpack)
    Buckshots (and in a box you unpack)
    9mm brass (and in big packs found in gunstore)
    223 brass (and in big packs found in gunstore)
    308 brass (and in big packs found in gunstore)
    Gunpowder (1 for rifle and 1 for pistol)
    Primers (small pistol primers, small rifle primers, large rifle primers, shotgun primers) (They come in a box you unpack)
    Wads for shotgun shells
    Die sets (9mm, 223, 308)
    Reloading press
    Reloading press for shotgun
    Reloading manual
    9mm Bullet mold
    Buckshot mold
    Lead Ingot
     
    Recipes
    9mm: 10 9mm bullets, 10 9mm brass, 10 small pistol primers, some pistol powder. You also need the reloading manual, 9mm die set and of course the reloading press. This will generate 10 9mm.
     
    223: 20 223 bullets, 20 223 brass, 20 small rifle primers, some rifle powder. You also need the reloading manual, 223 die set and of course the reloading press. This will generate 20 223's.
     
    308: 20 30cal bullets, 20 308 brass, 20 large rifle primers, a bit more rifle powder than 223. You also need the reloading manual, 308 die set and of course the reloading press. This will generate 20 308's.
     
    Shotgun: 240 buckshots, 12 empty shotgun shells, 12 shotgun primers, some pistol powder (yup, in my manual it says that). You also need the reloading manual and the reloading press for shotgun. This will generate 12 shotgun shells.
     
    Bullet casting: You need a lead ingot, a cooking pot, bullet mold and a lit candle. Put lead into cooking pot, then use the mold.
     
    Bugs
    Even if gun is unloaded, it will still generate empty brass. This is due to limitations regarding lua scripting atm. Thanks to Viceroy for this.
     
    Download
    http://pz-mods.net/gameplay/reloadingmod/
  8. Like
    Deadend reacted to Brad3439 in Mini Golf Course   
    I was watching I Am Legend and he was hitting golf balls off of the plane. Hahaha. It gave me inspiration.
  9. Like
    Deadend reacted to SuperJack in [GER/ENG][PVP/PVE][24/7][Vanilla][Public] No Rules Server   
    Because people don't magically appear into buildings, and normally people would put fire out with buckets ^^
  10. Like
    Deadend reacted to Fryhizzle in New Muldraugh Colony (Elite: Dangerous)   
    Same here.  I saw a video and said "That's sick!". Then I saw the price, did a little whistle, and tried my hardest to forget the game existed.
  11. Like
    Deadend got a reaction from EnigmaGrey in Buying & Running a Linux Project Zomboid Server   
    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.
  12. Like
    Deadend reacted to wsensor in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    It could work both ways...
     
    You could make it so you could find some unused lids out of box and then also find a box of lids. It would not cause an extra recipe because a single lid is 1 time use and a package would just drain 1 use out of the package.
     
    You could also make different sized packages of lid boxes if you wanted. Just give them a different name based on # of lids in it.
     
    The problem with this is eventually you would run out of lids unless you found enough.
    Example: Dynamo Lids 12count, Canning Lids 20count, Trader Joes Canning Lids 50count.
     
    Stuff like that could work. Adding in single lids findable in random drawers/laundry rooms in houses and it could all work out. Garages could be places to find lids also.
    If they every add in basements to houses there is another option for loot spawning.
  13. Like
    Deadend got a reaction from wsensor in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    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?
  14. Like
    Deadend got a reaction from H3RB4LS in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    ** Tested on build 30.16, NOT backwards compatible with build 29 **
     
    I play games like Project Zomboid because I like the semi-realistic scenario and challenges to survive. No other mod has given me the realism I've wanted when it comes to food preservation and most specifically, canning. Ultimately, for a game that strikes to immerse the player into the game world, canning food for prolonged preservation shouldn't be as easy as simply putting food in a jar and sealing it. So I decided to make this mod to enhance my own gameplay and that of those that seek more realism from food preservation.
    This mod adds new mechanisms so that survival still remains challenging and food preservation doesn't become a thought of the past. The implementation of everything you can can is based off real life canning. Each canning option closely resembles how that food item would be canned in real life; skipping a few steps and/or details here and there to keep things fun and not overly complicated.
     
    ___________________
    CURRENT FEATURES
    ___________________
    Pickling Canning Options: Pickles, Broccoli, Cabbage, Leek, Carrots, Bell Pepper, Radish. Open Kettle Canning Options: Strawberry Jam. Water Bath Canning Options: Strawberry Jam. Pressure Canning Options: Rabbit, Rodent (Rat, Mouse, Squirrel), Bird, Fish(All types except bait fish). Extend your food's lifespan with the Pickling Method. The simplest and fastest way to get into canning. Simply cook up some brine, have your vegetables ready and put it all in a jar, seal it, and you're all done! The food might taste a little salty though, but hey now your food will gain a preservation span of 7 days. Extend your food's lifespan with the Open Kettle Method. You can cook and prepare the food that you wish to can in a kettle, pour it in a jar, seal, and that's it! Food processed this way will gain a preservation span of 15 days. Extend your food's lifespan by using the Water Bath Method.You can cook and prepare the food that you wish to can in a regular pot, pour it in a jar, seal, and then place up to 5 sealed jars in a water bath canner to get a tight seal. Food processed this way will gain a preservation span of 30 days. Extend your food's lifespan with the Pressure Canning Method. You can cook and prepare the food that you wish to can in a regular pot, pour it in a jar, seal, and then place up to 5 sealed jars in a pressure canner to get a tight seal and make sure the food is fully cooked. Food processed this way will gain a preservation span of 60 days. Inspect your canned food to see how many more days left it has until it spoils.  
    Download 
    [HERE]
    How to install:
     
     
    GUIDE
    - Instructions / Recipes for Canning 101 -

     
     
    Changelog:

     
     
    TEST THE MOD: if you'd like to see how the mod works without having to collect everything and test it out; press the 'HOME' key to enable the testing feature, instructions will appear in your console that runs along with Project Zomboid. Press the 'END' key if the instructions don't show up after pressing the 'home' key. Keep in mind each time you spawn a set of items for testing the testing feature is disabled. This is as to avoid having you accidentally spawn items without wanting to do so.
    P.S: There might be an error where you press HOME and then another key to spawn items and won't work; try about 3 times and it should work.
     
     
    Q&A:
    I would love to get some feedback on this mod. if you have any questions, comments, suggestions,...etc. Go ahead and post . Also if you think the mod is too complicated or challenging, let me know how you would scale it down to make it more fun.






  15. Like
    Deadend reacted to dnk3912 in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    Going to give this mod a shot 
  16. Like
    Deadend got a reaction from dangalong in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    ** Tested on build 30.16, NOT backwards compatible with build 29 **
     
    I play games like Project Zomboid because I like the semi-realistic scenario and challenges to survive. No other mod has given me the realism I've wanted when it comes to food preservation and most specifically, canning. Ultimately, for a game that strikes to immerse the player into the game world, canning food for prolonged preservation shouldn't be as easy as simply putting food in a jar and sealing it. So I decided to make this mod to enhance my own gameplay and that of those that seek more realism from food preservation.
    This mod adds new mechanisms so that survival still remains challenging and food preservation doesn't become a thought of the past. The implementation of everything you can can is based off real life canning. Each canning option closely resembles how that food item would be canned in real life; skipping a few steps and/or details here and there to keep things fun and not overly complicated.
     
    ___________________
    CURRENT FEATURES
    ___________________
    Pickling Canning Options: Pickles, Broccoli, Cabbage, Leek, Carrots, Bell Pepper, Radish. Open Kettle Canning Options: Strawberry Jam. Water Bath Canning Options: Strawberry Jam. Pressure Canning Options: Rabbit, Rodent (Rat, Mouse, Squirrel), Bird, Fish(All types except bait fish). Extend your food's lifespan with the Pickling Method. The simplest and fastest way to get into canning. Simply cook up some brine, have your vegetables ready and put it all in a jar, seal it, and you're all done! The food might taste a little salty though, but hey now your food will gain a preservation span of 7 days. Extend your food's lifespan with the Open Kettle Method. You can cook and prepare the food that you wish to can in a kettle, pour it in a jar, seal, and that's it! Food processed this way will gain a preservation span of 15 days. Extend your food's lifespan by using the Water Bath Method.You can cook and prepare the food that you wish to can in a regular pot, pour it in a jar, seal, and then place up to 5 sealed jars in a water bath canner to get a tight seal. Food processed this way will gain a preservation span of 30 days. Extend your food's lifespan with the Pressure Canning Method. You can cook and prepare the food that you wish to can in a regular pot, pour it in a jar, seal, and then place up to 5 sealed jars in a pressure canner to get a tight seal and make sure the food is fully cooked. Food processed this way will gain a preservation span of 60 days. Inspect your canned food to see how many more days left it has until it spoils.  
    Download 
    [HERE]
    How to install:
     
     
    GUIDE
    - Instructions / Recipes for Canning 101 -

     
     
    Changelog:

     
     
    TEST THE MOD: if you'd like to see how the mod works without having to collect everything and test it out; press the 'HOME' key to enable the testing feature, instructions will appear in your console that runs along with Project Zomboid. Press the 'END' key if the instructions don't show up after pressing the 'home' key. Keep in mind each time you spawn a set of items for testing the testing feature is disabled. This is as to avoid having you accidentally spawn items without wanting to do so.
    P.S: There might be an error where you press HOME and then another key to spawn items and won't work; try about 3 times and it should work.
     
     
    Q&A:
    I would love to get some feedback on this mod. if you have any questions, comments, suggestions,...etc. Go ahead and post . Also if you think the mod is too complicated or challenging, let me know how you would scale it down to make it more fun.






  17. Like
    Deadend reacted to macfreak79 in Mod idea: movable gas grills   
    I was wondering if any mode could simply allow a gas grill to be moved. From what I was reading on the forums it appears that the code to use the wheelie bins is gone. I originally thought a grill could be wheeled to hideout like the old wheelie bins but I was wondering if someone with mod skills could simple make a weight for a grill, which is already in the game, (40) with tank or (20) without a tank that could be picked up and set at a new location by carrying it, most likely without the tank. 
     
    I don't know anything about modding so this may be harder then I expect. 
     
    Also more complicated idea, the weight of the grills could spawn at random, some at 20, others at 40 since there are so many different types of grills.
     
    Another possibility is a disassemble option with a screwdriver in innovatory. That leads to "gas grill kit" (or "gas grill components", "gas grill frame" and "screws") on the ground after disassembly or found in stores (rare). When assembled would then need a propane tank to function. This would really help with a remote safe house once there is no electricity.
  18. Like
    Deadend reacted to RedKrypton in A more indepth Crafting and Building System   
    One aspect of PZ always bothered me a little bit. The crafting system for example bothers me, because you never need to sit down or even go to a table to repair improve or create something. It would really be cool if you could create a workstation with hammers saws and other tools for your crafting. You just select the work area and state what you want while your Character gets the stuff he needs out of the cubboards and performs the tasks needed to create the item. And when you have to stop for whatever reason another person in your group can continue your work.
    The same system could be used for the kitchen:
    You store the utilites, preserved goods and fresh produce in the kitchen and just order your guy on what to cook. Also you could state what a person gets provition for a looting run, like an apple, a butter bread and a bottle of water.
    Now to the building system. These changes are more for after there will be finally NPCs. There building right now look like they use regular planks. It should mimik more colonial building style with the whole logs used providing exellent security. You should build palisades to keep everything out.
    I could in great detail describe all the steps and the manpower needed for building to be sucessfull, but for now I'll spare you.
    Just know that building should take lots of dedication from a group to secure an area.
  19. Like
    Deadend reacted to NCrawler in Key Code Reference   
    Just thought I'd share this with everyone.  Comes in handy when working with the OnKeyPressed event:
     

  20. Like
    Deadend reacted to Viceroy in MORE zombies in/around areas like Food Stores, Hardware stores, Warehouses.   
    I gotta agree, it makes sense to me.
  21. Like
    Deadend reacted to LeoIvanov in MORE zombies in/around areas like Food Stores, Hardware stores, Warehouses.   
    So, we've all had our fun and giggles near the mall where entering it unprepared meant inevitable death and annihilation by tons and tons of zombies waiting to bite you around every corner. I want that kind of feeling, but at EVERY place that potentially holds a lot of loot of the same value.
     
    For example : In Max Brooks' survival guide he explicitly mentions that areas like malls, food stores, gun stores, hardware stores are to be avoided since these places are on the mind of pretty much every third person who didn't think about leaving the fuck out of city yet (Causing big clumps of cars on the driveway out of city, but that is a case for another story), and that visiting these places is more or less likely to get you killed, either by living occupying the place, or by big numbers of zombies. We all know that big clutters of humans in zombie apocalypse inevitably leads to atleast 3/4 of them zombified, if god forbid there's atleast 1 infected within that cluster.
     
    That suddenly radically changes the plans of every Zomboid expert on how to survive in this game. What do they usually do?
     
    1. Loot your starting house.
    2. Find a suitable weapon and food.
    3. Run to the warehouse.
    4. Break into it, find hammer and barricade all windows and doors.
    5. Survive forever.
     
    Suddenly, their plan breaks on phase 3 because the warehouse is literally littered with zombies both from outside and inside of it. Guess they weren't the first ones to think of that "Brilliant" idea.
  22. Like
    Deadend got a reaction from Neltarin in The Outpost [PvP/PvE][Softcore-RP][Events][Trade][Whitelist][US-East][Active Admin]   
    - 8-2-2014 - UPDATE!:
     
    Well, SERVER IS LIVE! ... server box I mean, ahem, not the PZ server xD. So basically what that means is that after much tinkering and browsing forums and articles and the oh so beautiful google search engine I set up a dedicated server box. I've tested a PZ server on it, works fine, connections works fine (had others log in). It's on a pure raw power Linux distro OS with basically nothing else running on it (or at least nothing that would cut into RAM or broadband) and a direct link to modem (well, it goes through a switch to modem. But that's much better than running a server off a router that also happens to give off wireless signal). RAM is bit limited, I'm projecting 7 or so stable slots (not the greatest, I know). And that's something I'm likel to upgrade soon to ramp it to 14-19 slots. Specially if people seem to like the server.
     
    Technicalities aside, there is a 99% chance that this server idea/concept will turn into an actual server. The only reason is not open to the public yet is because I'm still running a few tests, have to set up a few more things, and because build 28 seems like its to be released soon. So this server is most likely to be released after build 28 is released.
     
    I've already received several whitelist reservations. I'm glad to see people are interested in being part of this; keep em coming!
     
    Lastly, like I've told those who have contacted me for whitelist reservations, there will be some changes to the overall concept. Most specifically to the area of mission-driven events. Can't tell you much right now (all the details are being held until the server is released). But you can expect the changes to make this server a tad more Roleplay based (you're expected to keep conversations related to the game/gameworld), and more emphasized on factions/gangs/buddying-up. But storyline, game settings, PvP/PvE still holds.
     
     
    Stay tuned . I recommend that anyone that is looking forward to this server, especially those who have contacted me for reservations to follow this post for further updates.
  23. Like
    Deadend got a reaction from 956Texas in Marijuana mod: Cultivate it yourself!   
    where CJ at
  24. Like
    Deadend got a reaction from mieksta in Marijuana mod: Cultivate it yourself!   
    , you need to implement that song in the mod and make it play as soon as you light up a joint hahahaha.
  25. Like
    Deadend reacted to Maska_zgz in Marijuana mod: Cultivate it yourself!   
    Yes, I had planned to do in the future. But I think I will speed up these plans.  As now I know how to mitigate panic, pain and cause drowsiness with the tooltips, now has a lot more sense to make different varieties of Marijuana. One that gives more happiness, one that relieves pain, etc..  Besides, I think I can add even quite funny effects in the game. I have to study it, but maybe the result be much fun!
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