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Johnny

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    Johnny reacted to RobertJohnson in RELEASED: Build 31   
    [NEW STUFF]
    Keys:You'll now spawn with a key ring and key of your house. You can find additional keys inside containers and zombies who spawned in this house. If you destroy a door corresponding to a a key you have, take the door knob and rebuild a door with it, you have the key! Perfect for your safe house! You can mouse over a key to highlight surrounding doors that correspond to this key Padlocks, 2 types:"Mechanical", need a key, can be put on hand made wooden crates Combinaison, you setup a 3 numbers code for your padlock. [MP] Added a /noclip command for admins, if you set it to true, the players won't collide on anything [MP]Added a NoFireSpread server option, if true, fire won't spread (but still trigger) [MP]Added a AnnounceDeath server option, if true it'll show a message of who killed who, or who's dead (like [PVP] RJ killed Lemmy. or [PVP] Meabe is dead.) [MP] Admin now able to add xp and teleport to a player. [MP] Added a DropOffWhiteListAfterDeath server options, if true when a player die, he's removed from the whitelist. [MP] Added ConstructionPreventsLootRespawn server option. Player will now revive as a zombie after being infected and dead. Follow your character becoming part of a new horde and slaughter other poor players! (or being killed... Again.. Urg.) You're now able to clean blood, you'll need bleach and a dish towel or a bath towel You now have an option to craft all the stacks of something (having 7 logs? Right click, "Saw Logs" -> "All" ) Splatter blood in a radial pattern when stomping a zombie.  Might change it back to directional, blood tended to fly for 100 feet though. Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake) Added Melee command (Spacebar or left trigger) to shove/stomp. [MP] Server "-adminpassword XYZ" command-line option bypasses the enter-a-password prompt when creating a server. (Issue #001481) Added translation support for challenges.  Made it easier to add challenges via mods. (Issue #001483) Added "Rack Firearm" keybind, X by default.  Only for Hardcore reloading.  It used to be spacebar, but Melee uses spacebar now. (Issue #001494) [MP] Added MinutesPerPage server option.  This is the number of gameworld minutes it takes to read one page.  The default is 1.0. The user can choose starting clothing and colors when creating a new character. You now have an option to craft all the stacks of something (having 7 logs? Righht click, "Saw Logs" -> "All" ) Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake.. Make sense? I'm not even sure what I'm saying, duh.) Recipes can use "OnGiveXP:MyLuaFunction" to award XP when a recipe is used.  MyLuaFunction should take 4 arguments.  See the top of media/lua/server/recipecode.lua for an example. Mods can add their own media/lua/shared/Translate/ files. Fixed shoving zombies through closed windows. (Issue #001403) Add some translations.  The translationProblems.txt file (which is created when using the -debugtranslation option) now lists all missing translations in a form you can copy/paste into your translation files.  It also reports different numbers of % substitutions. Added new 16 foods item Added Frog in foraging Added tainted water:You can now gather water from the river but it'll be tainted. Same for rain collector barrel water. Tainted water can still be drink but cause some food poisonning. Boil it (only in pot or bowl) to remove the tainted New Traits/Professions/Last Stand/Level system: Explained by the one and true Lemmy: You have now 10 levels instead of 5, the level 10 correspond to the level 5. Professions
    Professions now often give skill points, and these tie in directly to the learning speed in those skills as well as the starting skill level. This is to further diversity character creation and make the professions feel like an actual previous experience exists instead of starting characters as blank slate.

    Also professions are not all necessarily free, so there is the potential for some more powerful start professions to require negative traits to balance. Unemployed gives 8 points to start. This is very important for reasons that will be clear when we talk about the new traits.

    So you may pick the Carpenter profession, and right out of the bat this gives you 3 points in carpentry. This not only means starting on level 3, but the carpenter will gain a 50% boost to XP in that skill.

    The scaling goes as follows, based on the starting skill level:

    0) 0.25x speed (eek)
    1) 1x speed
    2) 1.25x speed
    3) 1.5x speed
    4) 1.5x speed
    5) -

    This multiplier is permanent for the entire game. Even when you get to level 1 in a 0 level skill, you retain the x4 time to learn it.

    The idea being that now, a carpenter with skills ONLY in carpentry may advance in carpentry at a fast speed. Their hopes of becoming an expert farmer any time soon are remote. So this further diversifies characters to provide much more varied runs in single player, and provides more potential for teamwork and specific roles in MP and ultimately NPCs. However a carpenter being doomed to ONLY ever be able to learn carpentry quickly is going to be in trouble, so enter: Trait Revamp
    A few big changes to traits

    1) Currently non relevant traits have been removed until NPCs go in. Light Drinker and all the other cheesable traits.
    2) We've added a ton more. Some need better names and others may be OP/UP and may need nerfing or point values changing.
    3) To counter the fact that a profession may only allow leveling up a single skill. Specifically, a range of traits now act as hobbies. Say you pick 'Gardener' trait that says the character enjoyed gardening in their pre-apocalypse life. This will give a single point in farming, for example, and while this doesn't seem like a huge deal in itself, since its a character creation skill point, it DOES mean that they are now learning farming at a 1x speed rate instead of just 1/4th speed. This makes farming a viable skill to train up during a run. Think Morrowind minor / major skills. So now the player is encouraged to pick a few hobbies or other traits that round out their character with skills they intend to use, and now with little in the way of exploits with negative traits they will have to build some bigger disadvantages into their character to compensate. This is why unemployed gets extra points to start. They have the time to invest in hobbies, and need them to have any skills they can train at a decent speed at all.

    I haven't done the descriptions for the professions / traits yet (want to run them through Will) or any UI elements to convey the starting skills or training speeds etc, but here is a list of professions and traits: New professions list
    Unemployed
    Fire Officer (3 blade, axeman)
    Police Officer (3 aim, 2 reload, 1 nimble)
    Park Ranger (2 trap, 2 forage, 1 carpentry)
    Construction Worker (3 blunt, 1 carpentry)
    Security Guard (night owl, 2 sprinting, 1 lightfoot)
    Carpenter (3 carpentry)
    Burglar (2 nimble, 2 sneak, 2 lightfoot)
    Chef (3 cooking, 1 blade maint, 1 blade)
    Repairman (1 carpentry, 2 blade maint, 2 blunt maint)
    Farmer (3 farming)
    Fisherman (3 fish, 1 forage)
    Doctor (3 doctor)
    Veteran (desensitized, 2 aiming, 2 reload) Traits
    Not going to list them all, just the ones that may not be completely obvious.

    Adrenaline Junkie - Can run faster when in top level of panic
    Inconspicuous - Just naturally better at not standing out.
    Packmule - Raises amount that can be fit into bags.
    Disorganized - Lowers amount that can be fit into bags.
    Self Defense Class - 1 blade guard, 1 blunt guard
    First Aid (1 doctor - should be unselectable with doctor prof really. same with a few others)
    Fishing (hobbie - 1 fishing, should be excluded for fisherman)
    Gardener (1 farming, should be excluded for farmer)
    Jogger (1 sprinting, better endurance)
    Illiterate (can't read skill books at all)
    Dexterous (Faster loot speed. should impact other things too in future)
    All Thumbs (opposite of Dexterous)
    Pacifist (slower at learning combat skills)
    Brawler (1 blade, 1 blunt. Don't like this name, but basically someone who gets in fights regularly)
    Plays Baseball (faster swing with baseball bat)
    Hiker (1 forage, 1 trapping)
    Hunter (1 aiming, 1 trapping, 1 sneak)
    Gymnast (1 lightfooted, 1 nimble)
    Insomnia (fatigue recharge when asleep very very low. Will likely wake up tired) Challenges
    Also in this version is a modified version of Last Stand menu that allows for challenges using the last stand challenge system but playing in survival game mode. I discussed this in an earlier thread that it's important to make this feel a more complete game, a way of unlocking additional challenges, a feeling of progression, and also providing some goals for players that may have none. Now the framework is there, so if RJ , EasyP, Turbo want to add any challenges, or for that matter everyone on here with some lua skillz chance to contribute. Want a fun challenge to be in the game? Make something and put it on this forum, and get it past the community and us and its in there.

    Also there may be another challenge in there called 'A Really CD DA' which may be fun! More stuff will be added as we confirm/finish test [bALANCE]
    Reduced a lot the dmg of fire on zombies Zombies should less group when they follow you. Reduce the damage done by panic in melee Reduce the knockdown chance with panic [bUG FIX]
    Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Show Unhappiness change in Literature tooltip. (Issue #001342) Transfer weapon upgrades from Shotgun when creating ShotgunSawnoff. Allow adding/removing weapon upgrades on broken weapons. Prevent zombies spawning behind stairs or in pillars. Right Shift works same as left Shift to select multiple items in the inventory view. Fixed ServerLOS thread not waking up after rejoining a server. (Issue #001326) Stop all sound effects before exiting to the main menu. (Issue #001322) Fixed OnCharacterCreateStats Lua event getting called when loading player corpses. Do the "smooth scrolling" listbox-thing with the controller. Replace existing parts of zones when adding new zones (to support custom maps better). Fixed some controller issues in the main menu. Forbid certain types of items being used as campfire fuel by setting tcampingFuelType to -1. Remove reanimated-player zombies when doing a server soft reset. Fixed LosUtil.lineClearCached() oscillating between visible/not-visible. Skillbook now train 2 levels of skills (so still 5 books). Can't play with curtains from the outside. Display name of food items that have no hunger reduction (canned food, cigarettes, etc). Draw progress bar in Health window when bandaging a deep wound. Added a background under moodle tooltips to make the text readable on snow days. (Issue #001451) Fixed the Pause key (F2 by default) unpausing the game in the main menu. (Issue #001447) Wrap long server descriptions in the server browser. Fixed long text being drawn outside text entry controls. Fixed player-death related NullPointerException when joining a server. (Issue #001463) Fixed a multiplayer multithreading bug. (Issue #001465) Fixed some wounds bleeding when the health panel reported they weren't. Fixed losing XP when the trait multiplier was < 1.0 for a partially-read book. Fixed thump sounds playing when zombies were on fire in multiplayer. (Issue #001467) Fixed other players displaying the wrong equipped weapon in multiplayer sometimes. (Issue #001471) Fixed all items in a stack being unequipped when only the first was equipped. (Issue #001474) Fixed table lamps turning back on after loading. (Issue #001473) Fixed "You survived for" time being 0 minutes 0 seconds when player survived less than 1 hour. Sleep dialog appears after walking to a bed/seat, goes away if player moves. (Issue #001420) Drink Milk, don't Eat it. (Issue #001476) Fixed being given Aiming XP for all potential targets instead of only the few that a weapon could hit. Fixed zombie gibs causing tree-rustling sounds. Fixed typo with has-a-cold moodle. (Issue #001482) Fixed map-corruption bug (base overwritten by another part of the map). (Issue #001318) Fixed fire-sprite syncing on burning characters in multiplayer. (Issue #001429) Move items to main inventory before drinking or transferring water from them. (Issue #001427) Fixed endurance loss from shooting guns. (Issue #001415) Fixed toggle-safety action being interrupted by attacking. (Issue #001433) Fixed reanimated player inventory syncing in multiplayer. (Issue #001418) Fixed /addxp server command. (Issue #001416) Fixed "panic" sound playing for reanimated players. Fixed reanimated player walk animation being broken 1 time in 40 (caused gliding zombies). Fixed map objects.lua files being loaded in reverse order. Fixed graphical glitch in "Major skills" list (bars overlapped the text). Fixed Strength/Fitness not decreasing due to laziness. Fixed crazy-high XP Multiplier sandbox option causing infinite loop and sound spamming. Fixed Disorganized trait breaking inventory management. (Issue #001374) Fixed uncooked/rotten/alcoholic foods having no effect sometimes. (Issue #001408) [Translation]
    Updated the translations! (FR, DE, NL, RU, ES.... Everyone who posted in the official translation thread, thanks again guys, you're all a piece of heaven in awesome land)
  2. Like
    Johnny got a reaction from archerj2010 in Where i can find empty jar?   
    Find a Grandma's house... At the same time as finding jars and lids, you'll find some of her nice strawberry jam! 
  3. Like
    Johnny reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    OVERHAULED, New version (Done by different forum member): http://theindiestone.com/forums/index.php/topic/16405-the-walking-dead-prison-map-now-on-steam-v12/
     
     
    Here we go. I was waiting for it long enough, but nobody seemed to start making it so, I thought : "Why the hell not?".
     
    Right now I'm working on the exterior look of the prison, will be adding interior details fairly soon.
     
    Images of progress for older versions :
     
     
    The prison is pretty much finished!
     

     
     
    Download link (IWBUMS 32.17+) v3.3 (Mod support)
     
     
    Screenshot :
     

    link to screenshot on steam : http://steamcommunity.com/sharedfiles/filedetails/?id=467338783
     
    Boring copyright bollocks v


     
     
     
    PLEASE don't forget to make backups!
     
    If you ever want to return to the old map and fully "delete" the prison, verify your game cache through steam.
  4. Like
    Johnny reacted to RoboMat in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    The cell blocks look a bit small, but other than that I can only say: "Fuck yeah".
  5. Like
    Johnny reacted to nasKo in npcs   
    Wat
  6. Like
    Johnny got a reaction from CaptKaspar in Where i can find empty jar?   
    Find a Grandma's house... At the same time as finding jars and lids, you'll find some of her nice strawberry jam! 
  7. Like
    Johnny reacted to Jatta Pake in Multiplayer is critically broken.   
    Yes. Or giant white-lists.
  8. Like
    Johnny reacted to raymond in Pulling/Tearing your leg muscles...   
    Also, I think there should be a possibility of tripping just to be devoured by a horde. Together with the muscle pulling and tearing slowdown, that'd add up much to the 'kill you early' thing.
  9. Like
    Johnny reacted to CaptKaspar in Pulling/Tearing your leg muscles...   
    Johnny, you don't build a wall around your house then sprint laps around it to build your sprint skill?
     
    I think overall physical condition that slowly changes based on whether or not your character is sedentary or active would be a cool feature. It is certainly realistic anyways. If your character is constantly exerting physical effort then they should have better endurance, speed, and strength vs a sedentary character. An 'out of shape' character shouldn't be able to run as far or as fast as a well conditioned character.
     
    With that being said, our characters are never sedentary for very long in game. Maybe for a day or two at max when it is raining or if you were just recently injured. Otherwise you are moving about your safe house, cooking, farming, crafting, possibly cleaning, etc. All of those activities take a good amount of physical exertion and muscle strain IRL (especially farming, sawing logs, crafting with hand tools, etc).
     
    I do like the idea though!
  10. Like
    Johnny got a reaction from raymond in Pulling/Tearing your leg muscles...   
    Yesterday, I pulled a muscle, because I attempted exercise. Haven't done any in a month, since I'm restricted to just a bed.... Surgery's boring xD .
     
    But this gave me 2 ideas ending in straining your muscles...
     
    1. When your running, and your over stage 2 of exertion... Chances are you could pull a muscle, and that chance increases every exertion stage.
     
    A pulled muscle slows you down and brings pain, so its one you want to avoid...
     
    And for it to heal, you need to rest, it would take a few days to heal, but it slowly gets better, like a fracture. 
     
    2. Not running/walking for a while (Stop living inside! Get outside!) could increase the chances of getting it randomly. Think about it, you haven't done a lot of exercise (Haven't exercised, so thats why I got my strained leg...).
     
     
    This one could be an annoyance, but it reminds the players that you CAN'T just hold up inside for a period of time... I used to do that, until a heli lured so many to me.... RIP that guy... 
     
    But once again, this wouldn't be a major feature... Just one thats "There". So if it was to hop into the game, I suggest waiting. Build the main mechanics first....
     
    Thats all I have to go on about!!! Thanks!!
  11. Like
    Johnny got a reaction from uberevan in Pulling/Tearing your leg muscles...   
    Yesterday, I pulled a muscle, because I attempted exercise. Haven't done any in a month, since I'm restricted to just a bed.... Surgery's boring xD .
     
    But this gave me 2 ideas ending in straining your muscles...
     
    1. When your running, and your over stage 2 of exertion... Chances are you could pull a muscle, and that chance increases every exertion stage.
     
    A pulled muscle slows you down and brings pain, so its one you want to avoid...
     
    And for it to heal, you need to rest, it would take a few days to heal, but it slowly gets better, like a fracture. 
     
    2. Not running/walking for a while (Stop living inside! Get outside!) could increase the chances of getting it randomly. Think about it, you haven't done a lot of exercise (Haven't exercised, so thats why I got my strained leg...).
     
     
    This one could be an annoyance, but it reminds the players that you CAN'T just hold up inside for a period of time... I used to do that, until a heli lured so many to me.... RIP that guy... 
     
    But once again, this wouldn't be a major feature... Just one thats "There". So if it was to hop into the game, I suggest waiting. Build the main mechanics first....
     
    Thats all I have to go on about!!! Thanks!!
  12. Like
    Johnny got a reaction from GL00BY in Pulling/Tearing your leg muscles...   
    Yesterday, I pulled a muscle, because I attempted exercise. Haven't done any in a month, since I'm restricted to just a bed.... Surgery's boring xD .
     
    But this gave me 2 ideas ending in straining your muscles...
     
    1. When your running, and your over stage 2 of exertion... Chances are you could pull a muscle, and that chance increases every exertion stage.
     
    A pulled muscle slows you down and brings pain, so its one you want to avoid...
     
    And for it to heal, you need to rest, it would take a few days to heal, but it slowly gets better, like a fracture. 
     
    2. Not running/walking for a while (Stop living inside! Get outside!) could increase the chances of getting it randomly. Think about it, you haven't done a lot of exercise (Haven't exercised, so thats why I got my strained leg...).
     
     
    This one could be an annoyance, but it reminds the players that you CAN'T just hold up inside for a period of time... I used to do that, until a heli lured so many to me.... RIP that guy... 
     
    But once again, this wouldn't be a major feature... Just one thats "There". So if it was to hop into the game, I suggest waiting. Build the main mechanics first....
     
    Thats all I have to go on about!!! Thanks!!
  13. Like
    Johnny got a reaction from ZionEye in Pulling/Tearing your leg muscles...   
    Yesterday, I pulled a muscle, because I attempted exercise. Haven't done any in a month, since I'm restricted to just a bed.... Surgery's boring xD .
     
    But this gave me 2 ideas ending in straining your muscles...
     
    1. When your running, and your over stage 2 of exertion... Chances are you could pull a muscle, and that chance increases every exertion stage.
     
    A pulled muscle slows you down and brings pain, so its one you want to avoid...
     
    And for it to heal, you need to rest, it would take a few days to heal, but it slowly gets better, like a fracture. 
     
    2. Not running/walking for a while (Stop living inside! Get outside!) could increase the chances of getting it randomly. Think about it, you haven't done a lot of exercise (Haven't exercised, so thats why I got my strained leg...).
     
     
    This one could be an annoyance, but it reminds the players that you CAN'T just hold up inside for a period of time... I used to do that, until a heli lured so many to me.... RIP that guy... 
     
    But once again, this wouldn't be a major feature... Just one thats "There". So if it was to hop into the game, I suggest waiting. Build the main mechanics first....
     
    Thats all I have to go on about!!! Thanks!!
  14. Like
    Johnny reacted to Rathlord in Solar panels   
    Keep in mind that the game doesn't take place modern-day. There's no set date, but in general what I've gleaned is:
     
    Before flat screen TV's
    Before cell phones were omnipresent
    Before the internet was as big as it is now
     
    So that means a time where solar panels were much less efficient, much less common, and much less available to consumers. It's still... maybe somewhat plausible to find them, just not sure I'm sold on it.
  15. Like
    Johnny reacted to Batsphinx in The Official EnigmaGrey level-up 'gratz' thread   
    Just a quick note to say that due to his diligent nature, his deep knowledge of PZ support woe, his well-timed one-liner delivery skills and his general aceness with tech-suffering Zomboid players everywhere - EnigmaGrey has been promoted to...

     

    *fanfare*

     

    Tech Support Manager

     

    Please deposit all celebratory Spiffos in this thread

  16. Like
    Johnny reacted to deprav in The Official EnigmaGrey level-up 'gratz' thread   
    Yayyyyyyyyyyyy, congratulations EG ! (clyde) (clyde)

    It's time for the ceremonial gift. You're about to receive your very own tech-support headset, you must keep it on your head at all times and wear it proudly.


  17. Like
    Johnny got a reaction from Zimbie in Gutrot - Vacation Islands (pre-Alpha 1)   
    And the famous Vacation Island finally makes a return...
  18. Like
    Johnny reacted to EasyPickins in RELEASED: Build 30.16   
    "HOW DO I GET THIS?"
    http://theindiestone.com/forums/index.php/topic/4183-iwbums-the-i-will-backup-my-save-branch/
     
    We may want to release this on Monday so any testing you can do would be greatly appreciated.
    Fixed empty containers when joining a server in a previously-unvisited area. (Issue #001247) Fixed soft-reset exception with Erosion. (Issue #001246) Fixed potential infinite loop in path-find thread in multiplayer. Fixed context menus and tooltips not getting freed (memory leak). Zombies won't spot the player if the chance of spotting is less than 1%. (Issue #001232) Fixed Logs not getting removed from a container when sawing them in multiplayer. (Issue #001236) Removed Carpentry XP multiplier for barricade/unbarricade actions. (Issue #001239) Fixed well-fed moodle status not being saved/loaded. (Issue #001249) Fixed thirst becoming negative which removed the need to drink for long periods. Fixed farming window not being tall enough when plants had multiple diseases. (Issue #001257) Fixed book tooltip not showing correct pages read for all coop players.  (Issue #001248) Fixed duplicate Fatigue in food tooltips. (Issue #001258)
     
  19. Like
    Johnny reacted to syfy in Yet Another Weapon Mod   
    this sounds great, i was missing having an aluminum baseball bat.
     
    but a few items i am unsure of, like what is the difference between the fire axe and a tactical axe?
    or the ALICE packs.
     
    i like the selection of guns, that HK MP5A3 - 9x19mm Luger could be quite the fun horde clearing item
  20. Like
    Johnny got a reaction from Some Clever Username in What's happening in your world?   
    Yeah, the struggle late game for nails is painful... But Kenny... Wait.... SomeCleverUsername, On the private server I hang on with mates, we have this community with no nails... We used the last of them, and all the areas nearby are completely looted... But we make it!
    "I'm gonna build my own Lunar Lander, with flapjacks, and hookers" ~BENDER-FUTURAMA
  21. Like
    Johnny reacted to Kelgo in What's happening in your world?   
    When they release NPCs I will build my own society with blackjack and hookers.
  22. Like
    Johnny reacted to Skotie in What's happening in your world?   
    You know I gathered some playing cards hoping I could use them one day . Would be awesome to win some whisky in poker/blackjack from other survivors!
  23. Like
    Johnny reacted to Some Clever Username in What's happening in your world?   
    Well I put zombies on high (with build 30) and after a few days of scavenging, I had to leave Muldraugh since many zombies started finding me. i went to the North Farm and then looted the nearby warehouses. I didn't get anything bu nails and lots of seeds so I've been staying at the farm, farming and scavenging to make raw axes to build walls.It's been about a month and I've gotten pretty lucky and haven't needed to go back to town for awhile. But the nails are starting to get low...
  24. Like
    Johnny reacted to Carzen in What's happening in your world?   
    A little update in my base: (Finished the "outlines")

  25. Like
    Johnny reacted to treoni in What's happening in your world?   
    I have an idea! When NPC's are implemented, why not build your own community! With your own rules! And eyepatch with fitting zombie daughter!
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