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Kind-Sir

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Everything posted by Kind-Sir

  1. Hey guys, been a crazy week of work. Got an interview with a major news source on Tuesday, so I've been pushed to overtime and working weekends. Anyhoot, tonight I have some time so I'll get a code base set up for both of your requests.
  2. Sure! I have a hefty deadline on a project at work currently, but I'll be sure to get some time within the next couple days to figure out what needs to be done and start on a code base for it. It actually seems straightforward. If anything gets done, I'll be sure to PM you with something.
  3. If anyone has tool requests, please post them in this thread. It'll at least give me (and anyone else who wants to make some tools) some push knowing a modder needs a tool.
  4. So, after a hectic work week, and now being on the bus back to NYC, I have gotten to a good point for releasing the tools. After much procrastination of actually getting better code, I decided to start up a repository for modding tools on Github. Look at the following post: http://theindiestone.com/forums/index.php/topic/12134-resource-modding-tools/ The mesh converter script is written in Python (works in Python2.7) I have only tested this in Ubuntu 14.04 so far, however it should work on all operating systems supporting Python2.7
  5. After some contemplation, I have decided to start up a Git repository for modding tools for Project Zomboid. These tools will serve to help expand modding (eventually), and give an organized repository for modders to start pursuing some more ambitious modding tasks. Right now, there's a rudimentary mesh converter in the repository. In the new year, there will at least be startings of other tools, as well as a more developed mesh converter (read notes in repo) https://github.com/cborsky/Project-Zomboid-Modding-Tools Eventually I'll get around to coding some of the tools in Java. Currently Python is the easiest to just get a flow going, and allow Windows, Mac, and Linux usage.
  6. I've been swamped with so much work these past 2 weeks. However, I have gotten back into writing some code. Wrote a simple Python parser, and have gotten to the point of converting the PZ Mesh data to .OBJ format. I will be working on converting OBJ to PZ Mesh and handling more advanced meshes along with creating material files for loading textures. Afterwards, I'll be making a Blender 3D import/export code, that way we can have a cross-system process for creating/editing PZ Models with free tools. Since most of my hours now are spent on free time, I'm going to dedicate a night to getting this code cleaned up and pushed out, then the Blender code written.
  7. Just wait for the pay-to-play servers to start coming out.
  8. I was leaning towards more of a "chance" shot, since PZ doesn't have much aiming other than XY (for the most part) For higher calibre bullets, it would damage a limb (which could be used for players rather than zombies) Ah, I see your point, and agree. Going forward in your post, it does seem to be a modding ideal, and not the actual vanilla PZ aim. Of course, but in Sandbox you can "advance" the game, i.e. 8 months after the apocalypse. In any case, it does seem like modding would be a better solution than having this in the official game. I see your point and agree with it. My view was more or less on when a rifle gets heated, it may prime and fire bullets after the trigger is released. Bayonets!
  9. Depends on the guns. Rifles are a heck of a lot easier to aim and have potential for serious damage. Pistols should be meant for close quarters within this game in any case, i.e. indoors. Yes, but they can also be shot in the legs (knee caps?) and become less effective. If bullets weren't only used for headshots, but for disabling zombies, it would make firearms more efficient at handling zombies (shoot at a horde, hit a couple in the legs with a high powered round, they become crawling zombies, or are slower) Well, there's more than just keeping them from jamming more often. Maintaining guns (adjusting sights, lubricating, etc) would give better accuracy, slightly quicker reload times, etc. It would provide more to firearms than just finding the ammo... One could assume after being unused, rotting away in a cabinet in the heat, firearms, weapons, and items would be subject to decay. Depends on the gun, depends on maintenance as well. Surely a bolt-action rifle or a shotgun will not overheat in this game, nor will most pistols, however if automatic rifles are implemented into the game, it would be a nice mechanic to have to limit players from spamming shots. If you're aiming for the head, undoubtedly it'll be hard. Again, disabling zombies... Addons were brought up for more variation to firearms, not necessarily for usefulness.
  10. What I see suppressors being used for in PZ: - Being able to have a different gunshot sound, for use in multiplayer it would change the sounds another player with a gun could make. In turn, it may be hard to figure out if it was a gunshot or just ambience. - Being cocky: "I got a silencer on my shotgun" - Adding variation, perhaps for role-play purposes (navy seal role play anyone?) All in all, this should be more or less an addon/mod for the game rather than being in the actual game.
  11. Muffled shots would do well for not attracting zombies from a longer distance. A pillow might help muffle a 9mm shot at most, which would alert zombies in a closer vicinity and at distances zombies would begin to wander in the direction. Silenced weapons, if added, should be special to suited areas (strict military grounds, perhaps with NPCs?), and should only be for weapons that make sense. In my opinion, varying firearms and ranged weapons should be added in before a silenced weapon could be added in. Perhaps a 9mm silenced pistol would be suitable enough later down the line? Edit: One use would be for multiplayer, where it would be harder to distinguish a muffled shot from ambience or a zombie at a distance?
  12. It is necessary to have "dinks" with bats. Instead of a thud, a dink would be a lot more satisfying.
  13. Throwing would be pretty neat. I have a couple ideas of how throwing could be accomplished. Pretty much just a dotted-line arch that would indicate where a thrown object is going (could be utilized with the charging animation?)
  14. Lol. so anyway they are in the game? Sorry, got a little bit carried off... Just turn your reloading difficulty to "Hardcore" in the options menu before starting/playing a game. Find/acquire a pistol, reload it, and look at your inventory. There should be a 9mm mag (no icon) right click on the mag to reload with bullets Reload the mag back into the gun when ready To rack guns (put a bullet into the chamber), hit "space" with the gun out Semi-automatic weapons need to only be racked once per clip (pistol, not sure about rifles) Shotguns need to be racked after each shot.
  15. Maybe to soothe aching legs...? Some people just like to watch the world burn...
  16. Okay, I'm ditching my current modding ideas and development for this. Well, besides functional custom 3d models (and accompanying sprites, textures) That needs to be done first before costumes. I NEED to be Ronald McDonald with a big red nose in PZ. It's a necessity. My life will never be complete without Ronald McDonald.
  17. We NEED hats in this game. It's necessary to be flashy in an apocalypse at least once. It would be nice to see blood be more of a hindrance, though. Instead of "more or less blood", why not blood affecting items and your clothing? Maybe it'd give more meaning to changing clothes if they're "soaked with blood"
  18. "Hardcore" mode in the options menu for reloading allows 9mm clips to be taken out of the gun, and reloaded. It would be nice to see a couple new guns using magazines, as to give "Hardcore" more of a meaning, since pistols are common (I had 8 9mm magazines fully loaded in my build 29 save, no hassles for reloading)
  19. Guns should be high-maintenance, high-payoff. Currently they're no maintenance, lowish-payoff. The only things required for guns currently are a gun and the accompanying ammo. Some ideas are gun cleaning kits, reloading ammo (refer to the PZ mod by the name), more useful attachments. Such as described in the following post: http://theindiestone.com/forums/index.php/topic/11862-durability-realismrepair/ They should require cleaning at the very least. Overheating (for automatics) would be a plus Replacement parts would be a plus Additional attachments would be a plus Pistols should be more accurate or an aiming system should be implemented (such as ctrl, like mentioned previously in the thread) (if not implemented already) shotguns should make use of "pellets" and "slugs", where pellets would be good for spreading damage amongst zombies (or lethal at very close range), or slugs being lethal at close to medium ranges.
  20. Perhaps just a research team and a few months to use GPS data (i.e. Google's Maps data) to map out houses in an area, then have modders fill it with appropriate templates (where things should go, i.e. how many floors, rooms, etc) I mean, certain parts of the world wouldn't be too bad. I'd love to play in Antarctica and die in like a minute due to only wearing a vest, pants, and shoes.
  21. Hah, no worries man. You put in good points in your post, and it seemed worthwhile to give it a good read. Welcome to the forums, as well!
  22. +1 to these suggestions It would be nice to see a sort of "inspect object" menu, which would be similar to the player's health menu, where a player would be able to see what's wrong with their item (dull axe head, split axe handle, broken trigger on pistol, hole in bag, etc) Gun kits would be neat, as well as gun pieces. There are a couple mods that expand on the idea of gun kits and pieces, as well as bullet making. Also expanding on this should be a "zoom/aiming" system someone mentioned a little bit ago on the forums. Essentially, the player is able to focus their shot where their cursor is, which would make firearms a little more flexible in terms of accurate aiming (i.e. shoot from a story above a zombie/player by focusing the cursor over the target)
  23. Blood options like those in Serious Sam would be neat, though. That way if you have an issue with too much "red" blood, why not change to blue? or green? or heck, rainbow! Or sparkles. Oh my, how awesome would it be if each zombie would be celebrities and every time they're hit, sparkles would come out from them.
  24. They actually have this at least in build 30.7+ I was playing Build 30.7 and within the first few minutes of a new save, found a first aid kid. If you're playing on the IWBUMS build, start a new game and check around. I do agree on the more specialized containers, though. I'd love to see hard cases (like Pelican cases) as well as sports bags (with water bags, etc) EDIT: In the IWBUMS 30 changelog: "First Aid kits will be lootable, and will contain items and implements to help you survive. Tweezers and suture needle holders can be used to remove glass shards, antibiotics will be available for you to take to treat infection etc."
  25. I started a new character last night on the 30.7 update, stepped out of my house, got one zombie on me, then 10 more started coming after. It was really nice to see that I survived. The new exhaustion implementation is nice, almost got killed when I got swarmed by 20 zombies and tried at 'em with a baseball bat! I think what would add to the exhaustion system is perhaps adrenaline, or some sort of boost when entering combat, where you don't exhaust for a little bit, then BAM you can barely walk. I wonder if there could be some sort of animation implementation for exhaustion. Perhaps swinging a blunt weapon would be slower, or the character would slouch a little. As a bonus, perhaps bleed the edges of the screen (like in those first person shooty tooty games the kids play) slightly. Or perhaps have the lighting darken a little if the player is exhausted, noticeable but not detrimental to gameplay. EDIT (for not wanting to double post): It would be perfect for the "beginner" mode that was added in 30.7 I think maybe just expanding the guide from Spiffo (F1) to have more interaction in the beginner mode (look at Madigari's post, the snipped section from quoted above) would achieve the same goal without being too much in the way of certain players. Some players may just want to figure things out by themselves (like myself), and simply dismiss the tutorial, but still play on a beginner difficulty (not me). I use myself as an example, as I delve into every video game on the hardest difficulty and dismiss certain tutorials. It's more exciting to figure out things on your own and have the goal of not dying in mind... that's how I learned it's better to always carry nails when you have sheet rope.
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