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MafiaPuppet

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Everything posted by MafiaPuppet

  1. The "genre" did that well before YOU turned into a militant fanboy of it, obviously. Every major zombie director before the 28 Days Later era turned it into pop candy had zombies with some sad form of self-awareness.
  2. Randomly generated maps: more important than rape. . . . :3
  3. MafiaPuppet

    Mod pile

    Cabbage are supposed to grow in that amount of time. IDK how to change growth rates. Anyway, since putting required at the top of that script didn't break my game, I went ahead and did that for the dropbox link. If it fixed your thing, might as well.
  4. http://en.wikipedia.org/wiki/Solar_cell This is what you'd need, not glass.
  5. MafiaPuppet

    Mod pile

    If you delete that file, you can't use water pipes. Anyway, I don't know how to fix it. I can build them no problem. Maybe you didn't delete your mod before you reinstalled it?
  6. MafiaPuppet

    Mod pile

    By pressing L, you get level 4 carpentry and all the items for farming and building. I changed a farming function to see if that fixed it. It works when I play, so I'm not sure what the problem is.
  7. MafiaPuppet

    Mod pile

    Redownload the mod. Start a single player game and hit L. Go to town with farming and tell me if it still stops you from making barrels or farming or w/e.
  8. Actually, I just found a workaround. It turns out you can force everyone to run the exact same function, which hurts my efficiency soul to do, but it's not like zomboid bottlenecks at client CPU anyway. Anywhere that doesn't automatically sync, I just have that function execute on all clients simultaneously, and it pretends to sync. It feels like this is going to bite me in the ass at some point, though.
  9. First, try making sure the port is actually closed while you are actively hosting a PZ server. If the port returns as open while your server is running, then you have a totally more annoying problem than opening your port. If it is closed while you are running your server, then try opening it while you're connected to a PZ server, or if that is impossible due to your ports being closed, then try doing it while hosting the PZ server. Either way, run PZ as admin when you do it. The problem is obviously your router is a piece of shit that gives vague, bullshit error messages.
  10. You're bottlenecked by your upload speed. The black wall happens when your server has to upload more info than it can. Things it has to upload includes every loaded zombie position, newly discovered map items, creating new offmap zombies, etc. If the bottleneck persists, it can eventually drop clients on accident and leave people permanently trapped against a black wall. Reduce the number of players or the number of zombies to fix the black wall, or increase your upload speed. Your internet contract might be giving you a lot less upload power than download, since most people don't need that much. IDK how it works in America, but where I live, your ISP can also secretly bottleneck your upload if it looks like you're doing something illegal with it over a long period of time. I don't know this for sure, of course, but it's my problem. I have two computers with dramatically different upload speeds because one is using a trash USB wireless internet card to connect to my router, which limits its up/down a ton. The only time my main computer gets the glitch is when my server is full of people and zombies are set to insane. The number of players seems to multiply the amount of internet my server needs to avoid getting the black wall, as does having the players split up playing in different areas instead of together in the same area.
  11. I get how the client/server divide works. I'm not retarded. But ATM, I can't figure out how to do get client lua scripts to get sent to the server. I mean, besides the places where they seem to do it automatically. Deal damage to a door? --> Automatically sent to server Unlock a door? --> Never sent to server Open a door? --> Never sent to server Speak as your character? --> Automatically sent to server Speak as another character? --> Never sent to server To be more concrete, irrigation mod works multiplayer because all the lua triggers that it relies on can just be ordered for the server to check every 10 minutes, etc. Lockpicking doesn't work because the triggers are client-side, like using a context menu. The effects of Lockingpicking only register for the person who picked the lock, then he has to close/reopen the door/window for everyone else to see what he did. This is really frustrating for me. I've added the ability to attach padlocks to containers and doors and it works in single player, but the doors/containers don't update to the server when they're attached in multiplayer. The effect is that the client who attached them sees them as locked, but everyone else sees them as the same. If someone could explain to me how to force a function to run from the server box instead of the client box when the client's action triggers the function, I would be very grateful. I think that would let me use spraypaint, lockpicking, my padlocks, etc from multiplayer, Or maybe there's something obvious I'm missing about the client/server divide.
  12. What mads232 might mean is that it would take away people's opportunity to interrupt the trade and just steal people's belongings without resorting to murder. Please explain to me how people steal peoples' belongings from in front of them without resorting to murder.
  13. If someone was to do this at all, you wouldn't build presets based on houses. That would take way too much effort. You'd do what the erosion mod did with tiles, but create alternate object models for each object. So generic chair would have a bunch of different directions it could be knocked over, and then each of those could have trash placed nearby as well (but not so widely that it would possibly clip other objects). Then when areas are regenerated, there's a rolled chance to load a fucked up object instead of the original clean object. I think there are only like a hundred different residential objects max, so if the object editor isn't entirely obtuse, you could probably make ~10 different trashy details, then add those trashy details to each object and flip the object around a few directions to create a bunch of unique looted versions of each one. Then again, their objects were all originally 2D, so they may not even be using a good 3D object editor to model with their graphics. If that's the case, then recycling their objects would be way too much work to be worth it.
  14. I feel that loot respawning is entirely realistic. It simulates Santa Claus, who would start storing his toys in other locations now that all the children are dead.
  15. This is not true. The stiffness of the material you are applying force to is only relevant when dealing with shear stress, like drawing a steel katana across an iron shield. The only thing that matters when determining material deformation from force over an area, such swinging a crowbar at something, is the young's modulus of the crowbar at its point and angle of impact. Whether you are hitting flesh, bone, or steel with a crowbar is mostly irrelevant. What's more important is how generally massive your target is, but that's beside the point here. The young's modulus of steel is high, but not as high as most people think. Steel is a very effective building material because it has a high elastic threshold; it will bend elastically against a large amount of force before it begins to bend plastically. This means that if you build an airplane out of steel, its wings will bend! If you build a bridge out of steel, its supports will bend! And when the force dissipates, the steel will return to its original position because the bending was entirely elastic. To rephrase, steel is very good at accepting low amounts of force over long periods of time. However, this high elasticity threshold does not entail a high plasticity threshold. Once you exceed the amount of force needed to bend steel elastically, it actually only bends plastically for a much smaller window before it snaps/shatters, depending on the shape of the item. Steel is sort of like super-glass, in that it is very resistant to being permanently deformed until suddenly it's totally fucked. This is one of the reasons airplanes are so expensive; until recently, there hasn't been a reliable way to measure when a steel part has suffered small amounts of plastic deformation, so just to be safe, lots of parts are replaced more often than they are needed. This also why steel bridges suddenly collapse instead of gradually deform. When you have a long, thin steel crowbar, it feels super stiff to the average person because in that person's experience (over a range of applications that only apply relatively small amounts of force to the crowbar), it never bends. However, it is entirely fathomable that hitting something massive and moving at you would exceed the yield threshold of that crowbar and cause it to bend plastically. After it bends plastically even a tiny amount, the threshold for it to bend plastically that much again drops dramatically until it reaches a point about halfway through plastic bending that the required force to bend it to fracture could be managed with your bare hands. This deterioration of tensile (?) strength applies regardless of whether or not you manually bend the crowbar back to its original position at some point ('repairing' a crowbar, because the plastic transformation occurred at a much more fundamental level of the steel than just the shape it's been molded into. This is a property of linearly bending metals that you've probably noticed before. For example, it is much harder to plastically deform a paper clip at first than halfway through, and by the end of your little destructive urge, the force required to bend the paper clip to fracture is negligible. Bending the paper clip back into an oval does not magically make it resistant to plastic deformation again. Your crowbar exhibits the same property. Instead of being mad that crowbars suffer durability damage (which is supportable by physics), be glad you can repair your crowbar by rebending it and applying scotch tape (which is unsupportable by physics). To be fair, I agree that hitting a zombie with a crowbar wouldn't be sufficient to damage the crowbar. But since the game is never going to take into account those times you miss the zombie and slam your crowbar into the concrete sidewalk with all your strength, I think this method of tracking durability is sufficiently realistic.
  16. No, you say without elipses, You very specifically told everyone that a baseball bat is 9999+1 times more useful at short range than a shoulder-mounted rifle. That isn't "not shoulder firing when you can avoid it" advice. That's "you're better off dropping your gun and using anything else or running" advice. He is not a gun expert, and it's your own fault as an expert for accepting his ignorance of jargon as an actual position. The point of this conversation isn't to beat idiots into not posting, it's to provide an accurate opinion. If you're going to argue that a duct taped flashlight is stupid, it's your responsibility to argue against the least retarded option instead of a straw man. I don't see how adding at most a half-kilo of weight to the center mass of a rifle would be retarded, when it would give you light instead of muzzle flash to see at your intended distance. It is also statements like... that, where the only support you offer for it being "retarded" is your own expert knowledge as a reference, that force me to point that out as weak evidence. The purpose of this thread isn't to convince you, it's to provide information to the people that actually make decisions and to sway community opinion towards what I want. If you rely on your expert opinion instead of real explanations or factual references, then the only recourse people have to disagree with you is to question your validity as an expert. Wherever possible, I feel that I either provided my own evidence or addressed your evidence. I did not. I specifically disagree that a rifle is useless at close range, and provide the flash sight method as one option for properly aiming it. Since this method requires you to view the hit and adjust for follow-up shots, having light to see the hit seems like it would outweigh the cost of less than a half-kilo of weight to the center mass of your gun. The army manual says that lacking a light source, you should use the muzzle flash to view your hit and correct, which is obviously worse than having a constant source of light. Edit: I'll go ahead and clarify that my position is the flashlight ingame is fucking useless anywhere it's needed anyway, so idc if I can attach it to my gun. The battery lasts 8 ingame hours and the light cone breaks instead of refracts when it hits a wall, making flashlights literally useless half the time when you're inside a building. I do think that as a trope and a game mechanic, it should be an option to improve playability, just atm I don't see it improving playability except to make you feel like you're roleplaying better. Simulationist design principles should end immediately where it starts interfering with gamist design principles. So things like balanced, realistic gun stats, accuracy and precision modifiers, aim time maluses based on barrel length and distance, and proper kentucky-style gun distributions sound great to me, but rules-lawyering out important zombie movie tropes like makeshift gun lights and chainsaws sounds bad. Edit 2: I didn't say mounting it on a foregrip, I said mounting it on the forestock. I don't know many hunting bolt action rifles with a foregrip, unless you're talking about some kid's designer rifle that also has an underslung rail system for some unfathonable I-play-call-of-duty bullshit reason.
  17. It's exactly as relevant as duct taping a flashlight if we're just listing off things that are possible to do in real life. I already explained that shorter guns work fine with especially with specialty lights that are made to fit the gun, be lightweight, and do a specific job (aka the kind that go on rails). You won't find a long barreled hunting ("sniper") rifle anywhere with a light on a rail system because it would be stupid as hell. We're not talking about assault rifles or handguns here, we're talking about 26" barrel length rifles. Instead of entrenching because it's an internet forum, you could just admit you're wrong here. Obviously in the ridiculously narrow situations you're describing, you're right. You're totally cherry picking your own facts. The lack of a popular light mod for bolt action rails does not entail that a light mod is terrible for all situations. The only reason you don't find a light mod for a bolt action's rail system is because at the range it is intended to be used, literally anything would be more useful. If you wanted to hunt in the dark at the range it's intended, you'd have to use some kind of lit scope or infrar scope to actually see the intended distance. Not to mention the fact that aiming a flashlight at an animal is a terrible strategy for stealth. Although I'm sure there are exceptions, a normal light mod would get in the way of your scope mod on a bolt action's top-mounted rail system, so attaching one instead of some combo lit scope is basically saying "I plan to use this gun like a retard." But if you intend to fire without properly scoping at short ranges in the dark, then having a light mod instead of a scope would in no way reduce your maneuverability or accuracy. It follows that attaching a light mod would not reduce accuracy at the range it actually lights any more than not having it attached would. A long barrel rifle is sort of difficult to aim precisely at that short range, but it's not like you'd have to hip fire it like some kind of angry hillbilly, either. You could still fire it from the shoulder, though you wouldn't have time (even if it was possible) to aim down a scope. You would flash sight by shouldering the rifle and positioning your head near above and beside the barrel to aim and correct for followup shots, which is what they teach you in the army specifically for firing rifles at close range in the dark. Having a light so you don't have to rely on muzzle flash to see is only going to make things easier. You don't need to aim down sight to hit with a long gun. Obviously it's better, but in a combat situation at the distances where a flashlight would be relevant, you probably aren't going to have time to look down a sight and build a proper castle. You're going to have to flash sight, and you can pretty much do it as well with a shoulder-mounted rifle as you can with a straight-armed pistol. No one is saying you should duct tape a flashlight to the barrel of a long gun. Obviously that is ridiculous and your attack on a straw man is just obfuscating the argument. You would attach the flashlight to the forestock, where your offhand grip would diffuse most of the added weight from effecting maneuverability. And even IF maneuverability was significantly reduced (which would take one fucked up looking flashlight), it would certainly not reduce control significantly. My rifle could weigh twice what it does, and I'd still be able to aim it straight. It would just take longer. Gun weight does not influence accuracy to the hyperbolic amount you are stubbornly pretending it does. Given enough time to aim, the factors that influence the accuracy of a long gun are things like barrel length, distance, rifling twist rate, ammunition, familiarity, skill, etc. You'd have to be physically handicapped for a heavier or less balanced rifle that you're sufficiently familiar with to reduce your best accuracy. I'm in no way saying that aim times wouldn't be worse, but saying that accuracy would be reduced by 95% if I duct tape a flashlight to my forestock is embarrassing yourself for the amount of expertise you say you have. I could duct tape a fucking rock to my foregrip and as long as my arm doesn't tire, I could still aim my gun down range properly. No one is saying that mounting your gun isn't better than shouldering your gun. But if we were to accept your proposition that mounting a long gun is the only way to effectively fire a long gun, then we would not be able to use long guns in the game at all. This would also invalidate the shotgun, which is also better aimed mounted when hunting. If you assert that we shouldn't be allowed to shoulder fire a bolt action rifle versus zombies, then you assert that we shouldn't be allowed to shoulder fire a hunting shotgun versus zombies, which is patently ridiculous. You need to give more ground in this conversation. We both know that mounting a gun is a terrible way to hit close targets, anyway. Saying that shouldering it is so ineffective that you're better off dropping your gun and fleeing like a little girl is maintaining your level of hyperbole that gets you nowhere in convincing anyone. I'm not asking you to believe I'm at all informed on this. I'm only telling you that if you don't reconsider the ridiculously absurd position you've chosen for yourself, you're not going to convince anyone. Feel free to consult the army's third field guide on the matter, specifically page 38-40 where it outlines the best way to sight a long gun in combat, the compromising flash sight method, and the point blank method. There is more than YOUR way to handle and customize a rifle, and those other ways also work. Rather than unnecessarily attacking otherwise valid possibilities, you should use your expertise to encourage attention for good ideas. Attacking stupid ideas in a thread like this is just going to get them more attention. Besides, the only thing more obtuse on an internet forum than an entrenched self-declared expert is an entrenched undeclared idiot, and your method of "Hyperbole + Ridicule = I'm Right" is only going to bait any idiots in hiding out to argue ad infinitum. http://webcache.googleusercontent.com/search?q=cache:TTGfBe0JbhoJ:armypubs.army.mil/doctrine/DR_pubs/dr_a/pdf/fm3_23x35.pdf+&cd=1&hl=en&ct=clnk
  18. Why do you need to use a mod to do something that you can set in the base game already?
  19. When I hunt, I view the scope with both eyes open. It's how I was taught, and I hear it's not uncommon. So yeah, I agree.
  20. Regardless, I agree that the degrees are almost impossible to tell apart except by hovering over them atm.
  21. Seeing imaginary enemies, items, etc seems like it could get really annoying if it happened every time you descended into that stage. It might be less obtuse if the final stage was divided into a dice roll of possible crippling depravities, so you don't get the same symptoms every game. If people had to deal with constant not-real mindfucks like finding cool items that disappear the next time they check or waking up to a horde of "fake" zombies in their room that they still waste a clip of ammo on, then they would probably find that a lot more fun if it was an especially challenging gimmick that only happened 1 in 6 times, rather than every fucking time their stress reached a certain threshold. I mean besides that, I'll buy into that stress can break your mind and cause you to hear things that aren't there and otherwise suffer mental health problems, but it's harder to believe that it results in schizophrenia for every otherwise healthy person that suffers zombie stressors. The minor and moderate symptoms wouldn't have to change to add alternative major illnesses, since auditory hallucinations, social problems, and sleep problems are precursors to a ton of other illnesses. It's sort of fucked up to be making a game out of it, but I actually see a lot of mentally ill people in my work. Besides your schizophrenic option, you could add alternatives that wouldn't take significantly more novel coding once the work for the first one is already done. Such as... Depression -Your tiredness moodle is entirely random, potentially leaving you wide awake in the middle of the night or forcing you to sleep multiple times consecutively before it finally dissappears -You have a large penalty to NPC interactions -You burst out crying or shouting angrily for no reason, causing a large amount of sound -You do not benefit from any unhappiness-reducing items except medication -You are resistant to panic Anxiety Disorder -Night terrors prevents you from sleeping at night regardless of how tired you are -You are immediately at maximum panic in any panic-inducing situation -You panic randomly as per the trait -You do not suffer a penalty to NPC interactions, but instead are just randomly hostile based on snap first impressions (or as immediately as is appropriate for the NPC system) Acute Stress Disorder (Desensitized) -You no longer suffer panic from dangerous situations -You no longer recover happiness or boredom from any items except medication -You suffer huge diplomacy penalties to new acquaintances, but function normally with old acquaintances Acute Stress Disorder (Overly sensitized) -You often wake up before fully rested from nightmares, sometimes screaming and attracting zombies -You suffer panic attacks, etc as per the trait -You suffer from phantom zombies and paranoid sounds -Your strange behavior incurs diplomatic penalties Additionally, you could have the generic anxiety disorder and the acute stress disorders (also varieties of anxiety disorders) eventually evolve into PTSD with the mindfuck hallucinations and other paranoid symptoms if the illnesses aren't treated. In a vague sense, PTSD is just an anxiety disorder + ignoring the problem like a man + time. On a lighter note... I hate the boredom mechanic specifically because it's unrealistic. If you actually study the psychology of boredom, it's an evolutionary positive. Being bored lowers your motivation threshold to take productive action. The more bored you are, the more likely you are to decide to do something productive with your time. The less bored you are, the more likely you are to spend your time doing nothing with your life. A free and healthy human being benefits immensely from boredom. Education, workplace productivity, and even child developmental milestones improve as boredom increases. Anyone on these forums can see that the contrapositive is also true: NOT being bored results in REDUCED education, productivity, and childhood development. How much more do you think you would have achieved if you didn't spend all your time playing videogames? Obviously, I'm being a little hyperbolic, so don't attack a strawman here. In a zombie apocalypse, this reduced motivational threshold would be what gets people farming and studying and doing shit work they never would if an easier, more engaging option were available. It wouldn't drive them to depression and suicide. The negative aspects of boredom only manifest when you aren't able to spend your time productively regardless of circumstances. For example, someone in a non-first world prison goes fucking crazy because they're locked in a shitty room all day. On the other hand, people in first world prisons get so bored, they achieve ridiculous levels of education (or learn technical skills, or criminal skills) despite often lacking predispositions (beneficial personality traits, relevant intelligences) for it because we give them an outlet for their productive energy. It takes a certain kind of unhealthy individual to actually suffer from boredom when given an outlet to be productive, which you don't even find in the numbers most people would expect in prisons. In a zombie apocalypse, you have a ton of outlets for this energy, even if most of them suck. And even you think all of what I just said was complete bullshit, there's still one reason why the current boredom mechanic is ridiculous. I might just be speaking for myself, but I don't need to find a book/magazine/journal to entertain myself. Even if you say that those things are just generalized stand-ins for all the thousands and thousands of random ways I could use items to entertain myself, the fact remains that even WITHOUT any items, I seriously doubt I could ever get bored. Not as long the game starts in the middle of July and I'm running around entirely naked and unarmed, my hands both automatically free to grip my dick and crank one out every time I find a secluded room. TLDR: If you have time to read a book, you have time to masturbate. And you'll probably have more fun.
  22. While it's reasonable to assume that at some point the number of additional objects could effect the performance of the game on a low-end computer when the corpses are actually loaded <on the map>, it's not reasonable to say they would create lag. AFAIK, the only time the server handles a container is when it's created (zombie killed or room discovered for the first time) or modified (someone actually changes something inside it). Just looking at the containers is entirely client-side, so there is no internet anything happening.
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