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f3rret

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  1. Like
    f3rret reacted to RobertJohnson in RELEASED: Build 34.10 - Food Tracker Build   
    First update!
     
    Added nutrition debug file Fixed some bugs with the nutrition system Reduced hunger decrease (so you'll be less starving) Hunger reduce faster if fighting Added malus for having too much or too few carbs/ptos/lipids (still not 100% done) Cap the calories values (can't go under 3500 or over 4000, let's see if it's help or way too unrealistic and i'll remove it...)  
    About the nutrition debug file, if you go in your save folder you'll have a nutritiondebug.txt file, here I note some datas that could be usefull for me to know if the system is balanced or not (% of exercise you do compared to being at rest or sleeping, average calories, % of the time you're fed/starving/normal....)
    I'll prob add more in this file if I need more infos
    But basically what I want to know is if people are running 50% of their time and then complain about having not enough calories...
    So please copy/paste the result of this file in Spoiler tag! Thanks
  2. Like
    f3rret reacted to Ohbal in Build 34 Discussion   
    (Sorry for the Off topic here)
     
    Hey man, obviously I'm not going to try to give you any advice on what you should do, as I don't know you and as you very well said: everyone is different, and reacts differently to certain foods.
     
    However, there is one advice that I give to everybody that comes asking me for tips on how to get healthy: do not eat canned food. Try to eat as much "fresh" food as possible. Nothing (or barely nothing) that comes in a bag is healthy: the industry uses all kinds of shit to make things last for longer and cheat your brain to think is good (aka: sugar). 
     
    This could be applied to PZ as well
     
      
    It would be an honor. I f'ing love this game, so let me know if there is anything I can do to help!
  3. Like
    f3rret reacted to RobertJohnson in Build 34 Discussion   
    It's not meant to be a huge micro management thing, don't worry about that.
    Main concern is calorie, I really want the playuer to have a fear of late-game nutrition, as Ohbal said, only living on 2-3 vegetables will tend to give you bad nutrition, not kill you, but give you some malus (broken bones faster, getting sleepy faster...)
    But, a good protein diet could give you significant gain in strength xp for example!
     
    But yeah, prot/carbs/lips aren't the big thing, I'm quite sure about my calories system, but I'm kinda afraid of bad other nutrition variable as it'll be hard to manage 'cause: 1) player eat bad in game, they doesn't care only hunger reduction matters, 2) lack of certain food to vary your alimentation (I'm working on new foods btw, pasta, rice...)
     
    And last word: OMG OHBAL IM PMING YOU I NEED MORE INFOS
  4. Like
    f3rret got a reaction from CaptKaspar in Build 34 Discussion   
    RJ wants the main build thread to be for stats, so let's use this one for discussing the build.
     
    I don't want to try to overcomplicate things, but wouldn't it be a good idea to throw in a general "nutrients" variable to go along with carbs, lipids and proteins? The jar of vitamins would be an easy way to add "nutrients", and would give them more of a purpose. Spinach would be high-nutrient, and celery would be low-nutrient, for example.
     
    Food and nutrition is such a complex thing, it will be interesting to see how this all works out.
  5. Like
    f3rret reacted to RobertJohnson in RELEASED: Build 34.10 - Food Tracker Build   
    FOOD TRACKER BUILD
    Hello! As many of you know we're working on making PZ's food system and its impact on Survival more realistic. To do this we need your help!
    It's gonna be hard to balance, hence why we really need your help here, but please stay on the subject, you can sure comment if you think that the system is way too hard with having a good nutrition, but please explain why!
    This is not finished, some bonus/malus about the nutrition aren't in yet (everything about weight/fitness is in though, you can notice new weight-related traits)
    All the packaged food will have nutrition informations displayed, this may change to only display calories (a nutritionnist will know everything!) but try to not stick to that while eating, just act you're playing a normal game..
    Also some new foods are in, but not everything, I have more ideas about that don't worry
     
    HOW? HOW CAN WE HELP?
    We need to see your in-game eating habits in the curreng game, and once we've hoovered enough stats up we will be sure that when we integrate the new system it benefits the survival experience (especially in the late game) rather than become a pain in the arse.
     
    WHERE IS THE BUILD?
    Right click Project Zomboid in your Steam library and select "Properties". Navigate to the Steam Beta tab and input the following password: spiffoburgers
    You may need to restart Steam to see the beta branch in the list.
     
    WHAT DO I DO NOW?
    Play the game entirely as you usually would in normal Survival. After few days/weks (months even!) of play press the J key (character screen) and either screenshot or note down the new figures there: calories, weight, carb, proteins, lipids. These are the gamified real world stats that the new system will run off but will be invisible to most players.
    Then: post in this thread!
    Tell us game settings, a general run-down on what you were eating (more fruits/vegetables, anything you found, etc...) and either post your character screen or tap in your food stats.
     
    ANYTHING ELSE?
    We will also need stats from the late-game, so if you could use a backed up save of a game that's 3+ months in then please do the same. Then post the info up here, being sure to tell us how long you've survived for when the stats were harvested!
     
    ANYTHING ELSE ELSE?
    Only that we'd ask all discussions about the new food system to be in separate threads on the forum. This thread is purely for statistical feedback direct from your own PZ games. Thanks everyone!
    - Last note: This is a version directly from my pc, you may find some weird stuff sometimes (really not a big deal tho!), don't worry all will be ok for real release, stay only on nutrition, thanks
    - Also also: this test is stricly for single player for now, dedicaced server will not be updated.
    - I LOVE EDITING: I may in a future version add a debug files who tracks lot of thing (average calories, average weight gain/loss, how many time you run per day, what food you ate....)
     
    Update1:
     
     
     
     
     
    Update 2:
     
     
     
    Update 3:
     
     
     
     
     
    Please keep the thread free from discussions of anything unrelated to the nutrition system. Unrelated posts will be cleared from the topic.

    Thanksies!
     
    Love,
     
    Team
  6. Like
    f3rret reacted to Kirrus in RELEASED: Build 33   
    Patience my young padawan, patience.
  7. Like
    f3rret reacted to nasKo in Mash's secret project.   
    Is that your guess at what her super secret project is?
     
    SUPER SECRET PROJECT
     
    Better Stairs
     
    *crowd goes wild*
     
    In what world
  8. Like
    f3rret reacted to EnigmaGrey in RELEASED: IWBUMS 33.20   
    It's mostly harmless.
  9. Like
    f3rret reacted to Ares in RELEASED: Build 33   
    Congratulations to this great achievements.
    The last time I touched PZ was like one year ago because I did everything what was possible.
    And today I was like, ahh lets look whats new and dang bro ... amazing.
    The 100000x new items, TV and radios, just everything ... wow.
    Keep it up guys, thats one of the best games out there
  10. Like
    f3rret reacted to lemmy101 in What can we expect to have in Build 34?   
    Oh wasn't saying otherwise, just explaining how it all goes in a general sense. Often I'm talking in general about responses we've had sorry didn't mean to imply otherwise.
  11. Like
    f3rret reacted to lemmy101 in What can we expect to have in Build 34?   
    Animation will likely be build 35 - HOWEVER this is not because animation is coming any later than it would normally, just due to Creative's bumping from 33 it means there's going to be an extra release inbetween now and the animation release. If, somehow, animation was ready to go before Creative, however, it would be the other way around and animation would be 34 and creative would be 35. The version numbers are all completely meaningless and nebulous thing really and only there to give some kind of sequential ordering to releases of the game. The concept of builds could be totally erased from development and it wouldn't remotely change when these features appeared to the public.
     
    Having numbered builds is a pain in the ass really in Early Access, since it doesn't mirror how the features are developed at all. Builds are 'there's enough finished to call a release', they aren't themed and contain an esoteric mix of 'what the various devs have finished in the interim' (that's 'finished', not actual work done), we don't release purely bug fix builds all the time as major numbered builds and want enough in each release to play with, and we don't put stuff into the main branch that's unfinished. This is the only science of what makes a 'build'. A build coming out without Creative implies that creative is coming later than it would have, and if creative is released before animations (which is certain) it'll imply that animations have been cast aside from build 34, when in reality it's just as simple as 'X is done, Y is done, Z isn't done yet'. We all have our own (sometimes multiple) branches of the game that contain a ton of work that's never appeared in a public release, and its a concious choice to merge those features into the 'master' build that's used for releases, and the only factor that determines when that happens is 'when its ready', so while it's understandable people use version numbers as a metric for stuff being done it has nothing at all to do with it.
     
    In short, builds will be INVENTED to house features like creative and animations, since they are significant enough features to make builds revolve around them. As soon as they are ready, they will be IWBUMs tested with 'whatever the last release was + 1' version number. Simple as that. 
     
    Likewise, we have co op features being coded at this time by an external company, and as soon as that's ready to go we'll do an IWBUMs for it, and likely release it as a build 33.5. Again, it's all meaningless diplomacy on our part, I'd like to just call it build 34, but if we did people will say 'I thought build 34 would have creative?!? You've already delayed it from build 33 and now it's not in 34 either?! Does this mean animations won't come until build 36?!?!', when in reality it's just a case of the co op stuff being finished and us wanting you all to have it, and nothing at all to do with creative, animations or anything else's development. We've in essence released extra stuff and then some react really negatively to it because it pushes the version number of a feature they are waiting for upward. This is why we ended up getting in such a knot with version numbers in the past, if anyone remembers the 0.2.0 RC2.9 days... people put so much stock in version numbers as being intrinsically tied to features, and we kept getting pressured into more and more minor version numbers to place in between stuff so we could honour our original estimates (another factor in our no ETA policy). We're doing the same with the co op stuff as we did the steam integration stuff in build 31/32 (i forget which).
     
    Fact is if we DID revolve our releases around versions like people assume we do, we'd be holding co op, moving furniture, TV and radio, FMOD, herbalism and everything back from people purely just so we could stick to our initial plans of releasing Creative in a specific build number and avoid a few neg reviews or grouchy comments. Obviously this would be a shitty thing to do, but then doing the right thing and releasing everything we feel is ready to be out there gets us stick from people waiting for specific features.  that's not to mention obviously the thing any game developer wants more than anything is their work to be finished and out there being enjoyed, it's not like releasing this stuff would be contrary to our own wishes. But stirring buggy unfinished stuff into the pot of a currently in-testing version would set the dial back on it weeks, potentially months, for the non IWBUMers and that's not fair to them, we need to draw a line in the sand during IWBUMs and call it a day on a build or we'd never release anything to the main branch as IWBUMs would always be getting set back in stability from new features and bugs being mixed into it.
     
    It'll all come.
  12. Like
    f3rret reacted to ShuiYin in What can we expect to have in Build 34?   
    Since 33 is now officially released maybe its now time to start speculating on 34
  13. Like
    f3rret reacted to EnigmaGrey in RELEASED: Build 33   
    Mash's secret project, actually.
    People will like it.
  14. Like
    f3rret reacted to Kirrus in RELEASED: Build 33   
    I'm really looking forward to playing with it!
  15. Like
    f3rret reacted to nasKo in NPC zomboid # RIP   
    Just to nip this straight in the bud:

    http://theindiestone.com/forums/index.php/topic/14491-the-silver-lining-of-npc-delays-etc/

    We can only repeat what's been written in the Book of Lemmy:
     
     
  16. Like
    f3rret reacted to Spaniard in The Silver Lining of NPC Delays Etc   
    Besides, with a weekly mondoid, and almost a video included with each one it's not like we're in the dark. The community knows, for the most part, that the devs are super accessible and present. I for one am glad that these game developers are exceptional at their craft instead of being PR/marketing savants
  17. Like
    f3rret reacted to EasyPickins in RELEASED: Build 33   
    IWBUMS 33.10 released:
    Rain sound varies in volume by intensity of the rain. Number of lightning flashes lowered during thunderstorms. Fixed Spiked Baseball Bat not inheriting it's condition from the original Baseball Bat. Added missing PZServerSettings class files. Added the new zombie-thumping sandbox option to PZServerSettings. Fixed health-panel actions sometimes executing when they weren't allowed. Fixed heartbeat and other sounds not playing. Fixed Add Sheet and Remove Sheet action click-spamming exploits. Fixed heavy-breathing sound playing for remote clients in multiplayer. Fixed tutorial breakage when eating the dead mouse. Fixed refridgeration effectiveness sandbox option High/Very-High being the same as Normal. Fixed food-age bug with "Months since the apocalypse" sandbox option (was adding hours instead of days so food was extra-rotten). Added a filter to many of the sounds so they sound muffled when the source is out of sight. Fixed bug adding Mayonnaise (wasn't marked as a spice). Fixed not being able to add spices once max ingredients had been added. Fixed issues using Shift-E to toggle curtains. Fixed zombie footstep sounds not always playing in multiplayer. Fixed fishing animation not playing if player was already aiming. Fixed animation and sound issues when opening windows.  There was an extra "struggle" animation when opening an already-unlocked window.  There was an extra "rattle" sound playing when a stuck window was finally opened. Turbotutone added translations and controller support to the furniture-moving and TV/radio features.  The pickup/place/rotate functions are accessed using the Back button on the controller.
  18. Like
    f3rret reacted to ethanwdp in Mash's secret project.   
    I don't know what this thread has become but I'm thoroughly enjoying it.
  19. Like
    f3rret reacted to Kirrus in Mash's secret project.   
    Someone said, regarding this thread, "It's like watching someone run up a down escalator".
     
    No context or anything, because I'm mean, just trying to bemuse you more.
  20. Like
    f3rret reacted to EasyPickins in RELEASED: Build 33   
    IWBUMS 33.9 released (apologies to anyone who got cut living life on the bleeding edge):
    Fixed heavy-breathing sound effect, lowered volume, still annoying? Fixed Crafting UI bug with unknown item types. Fixed server crash with generator sounds. Fixed every building being alarmed.
  21. Like
    f3rret reacted to EnigmaGrey in RELEASED: Build 33   
  22. Like
    f3rret reacted to RobertJohnson in RELEASED: Build 33   
    33.8, yay!
     
    Reworked all the sounds on FMOD studio, so no more popping, better sound management, but may need more balance... Lowered number of window wind/rattle (inside ambient house) Added sandbox options to make zombies thump only if they're chasing/heard a sound (still enabled in 6 months/survival) Handle a mix of players with Deaf trait w.r.t. sound. Fixed wrong burned-sprite for carpentry fences. Fixed alarms sounding forever on the server. Added /alarm server admin command to force an alarm to play in the current room. Fixed some ambient sounds not considering the number of coop players. Fixed gunshot ambient sounds not working in multiplayer. Fixed one of the gunshot ambient sounds never getting chosen. Fixed flickering when in the Lua debugger. Fixed health-panel errors when spamming right-click actions. Fixed client sending sounds to server when it shouldn't. Fixed null point exception on server. Fixed some outdoor chairs showing "Remove Bush" in context menu. Fixed generators only powering levels 0,1,2 no matter which level the generator was on. Limited the time the helicopter can circle the player's location. Fixed argument order with button colors. Berry, mushroom and other crafting fixes. Crafting UI displays spices and poison already added to a recipe. Crafting UI displays poison icon next to known poisonous ingredients. Fixed "Can of Mushroom Soup" being called "Unknown Mushroom". Fixed already-added spices being saved without the full module + type. Fixed poison detection level being clamped to 5 instead of 10. Lowered thump sounds number Updated Linux FMOD binaries. Throw an exception if fmod.dll version doesn't match fmodintegration.dll. Changing volume options affects already-playing sounds. credits changes Fixed client world lighting not being in sync when joining a server. Fixed mushroom/berries can't be add in the recipes via right click
  23. Like
    f3rret reacted to EnigmaGrey in RELEASED: Build 33   
    It's not being removed. It'll be tweaked and balanced if necessary. It can instead be used in a complimentry way to those other things you suggest, rather than abandoning a mechanic of the game, just because you don't like it's current operation/explanation behind it.
    Instead you will have a very fancy sandbox option to play the game your way.
  24. Like
    f3rret reacted to RobertJohnson in RELEASED: Build 33   
    The thing is, if I made zombie thump on windows/doors only if they hear a sound/chase someone, I'm afraid it would dramatically reduce the difficulty of the game...
     
    I'll see what I can do and maybe add a sandbox options for it (tho Survival will remain like this)
  25. Like
    f3rret reacted to nasKo in Mash's secret project.   
    It's so interesting to see speculations unfold
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