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Body Builder

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  1. Like
    Body Builder got a reaction from raymond in Two New food Recipes: "Pasta" and "Milk + cereals"   
    Hi community of Pz! I have a suggestion about three food's recipes.
    First, i know that the staff and all developers of Pz are busy with many great and important game features, so my suggestion is secondary.
    You know that I am italian (eheh) and in the game i have noticed that there isn't a super delicious (very italian) food,"PASTA"!!!
    My idea is this:
     
    1) New food: Raw Pasta   (the problem is that there isn't a texture for the "Pasta")
        - Two kind of recipes with pasta (famous in all world, not only in Italy)
    2) New Recipe with the classic Milk and cereals
     
    Two important notes:
    - Pasta is highly energetic and calorie food!!!! (extremely)
    - Milk and cereals is really good, but not as pasta.
     
    Here the example:
     

     
    I hope that my idea is to your liking thank you for your attention and patience
     
    Stephen
  2. Like
    Body Builder 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)
  3. Like
    Body Builder got a reaction from Jsnazz in RELEASED: Build 31   
    Amazing work Robert!!! Congratulations, there is a lot of great features!!! Thanks and again thanks to you and the staff of Pz!!!
     

  4. Like
    Body Builder reacted to Wasteland in Car wreckage - early WIP   
    Final version of 3 car models. Finnaly its gonna be tottaly 5-6 car models in 3 damge and color styles each.
  5. Like
    Body Builder reacted to Hydromancerx in Car wreckage - early WIP   
    Yay I won't have to make my own wooden cars anymore to fill the streets.
  6. Like
    Body Builder reacted to Wasteland in Car wreckage - early WIP   
    Well i do hope i will be able to set up cars as containers and do some loot-lists in them. Never did it before, but i guess nothin is impossible.
     
    I'm really looking forward that sombodey will do a mod allowing to use car parts to build walls and barricades
  7. Like
    Body Builder reacted to Neutz in Scope Suggestion   
    So as it is i've noticed its rather hard to tell what your aiming at from a long distance and while on top of structures it seems impossible to shoot down.
     
    Years ago i was a big fan of the Commandos games, They had a top down isometric view and when you would use the sniper rifle you would get a small scope appear on your cursor which was very simple and easy to use.
     
    You can see it in the screenshot
     
     

     
    I'm sure the way bullets travel is alot different in both games but I thought something similar would work well in PZ with weapons that have a scope attached and just thought id suggest it.
     
    Neut 
  8. Like
    Body Builder reacted to Spazmatic in Agility boost   
    Hello. We could gain xp boost for running skill after using Track. Gyms gonna be usefull
  9. Like
    Body Builder got a reaction from Sieben in Two New food Recipes: "Pasta" and "Milk + cereals"   
    Hi community of Pz! I have a suggestion about three food's recipes.
    First, i know that the staff and all developers of Pz are busy with many great and important game features, so my suggestion is secondary.
    You know that I am italian (eheh) and in the game i have noticed that there isn't a super delicious (very italian) food,"PASTA"!!!
    My idea is this:
     
    1) New food: Raw Pasta   (the problem is that there isn't a texture for the "Pasta")
        - Two kind of recipes with pasta (famous in all world, not only in Italy)
    2) New Recipe with the classic Milk and cereals
     
    Two important notes:
    - Pasta is highly energetic and calorie food!!!! (extremely)
    - Milk and cereals is really good, but not as pasta.
     
    Here the example:
     

     
    I hope that my idea is to your liking thank you for your attention and patience
     
    Stephen
  10. Like
    Body Builder got a reaction from Gustav in Two New food Recipes: "Pasta" and "Milk + cereals"   
    Hi community of Pz! I have a suggestion about three food's recipes.
    First, i know that the staff and all developers of Pz are busy with many great and important game features, so my suggestion is secondary.
    You know that I am italian (eheh) and in the game i have noticed that there isn't a super delicious (very italian) food,"PASTA"!!!
    My idea is this:
     
    1) New food: Raw Pasta   (the problem is that there isn't a texture for the "Pasta")
        - Two kind of recipes with pasta (famous in all world, not only in Italy)
    2) New Recipe with the classic Milk and cereals
     
    Two important notes:
    - Pasta is highly energetic and calorie food!!!! (extremely)
    - Milk and cereals is really good, but not as pasta.
     
    Here the example:
     

     
    I hope that my idea is to your liking thank you for your attention and patience
     
    Stephen
  11. Like
    Body Builder got a reaction from Dragonbahn in Two New food Recipes: "Pasta" and "Milk + cereals"   
    Hi community of Pz! I have a suggestion about three food's recipes.
    First, i know that the staff and all developers of Pz are busy with many great and important game features, so my suggestion is secondary.
    You know that I am italian (eheh) and in the game i have noticed that there isn't a super delicious (very italian) food,"PASTA"!!!
    My idea is this:
     
    1) New food: Raw Pasta   (the problem is that there isn't a texture for the "Pasta")
        - Two kind of recipes with pasta (famous in all world, not only in Italy)
    2) New Recipe with the classic Milk and cereals
     
    Two important notes:
    - Pasta is highly energetic and calorie food!!!! (extremely)
    - Milk and cereals is really good, but not as pasta.
     
    Here the example:
     

     
    I hope that my idea is to your liking thank you for your attention and patience
     
    Stephen
  12. Like
    Body Builder reacted to sspeck in Two New food Recipes: "Pasta" and "Milk + cereals"   
    Pasta!  I love the idea of Pasta.  Mabe use flouer and water to make raw pasta and make sauce out of tomato's from your garden... The only thing about your idea would be that most of the ingridients above (Cheese, Butter, Milk) would go bad after a couple days.  The Pasta should stay good forever.
  13. Like
    Body Builder got a reaction from daorkboypl in Two New food Recipes: "Pasta" and "Milk + cereals"   
    Hi community of Pz! I have a suggestion about three food's recipes.
    First, i know that the staff and all developers of Pz are busy with many great and important game features, so my suggestion is secondary.
    You know that I am italian (eheh) and in the game i have noticed that there isn't a super delicious (very italian) food,"PASTA"!!!
    My idea is this:
     
    1) New food: Raw Pasta   (the problem is that there isn't a texture for the "Pasta")
        - Two kind of recipes with pasta (famous in all world, not only in Italy)
    2) New Recipe with the classic Milk and cereals
     
    Two important notes:
    - Pasta is highly energetic and calorie food!!!! (extremely)
    - Milk and cereals is really good, but not as pasta.
     
    Here the example:
     

     
    I hope that my idea is to your liking thank you for your attention and patience
     
    Stephen
  14. Like
    Body Builder got a reaction from sspeck in Two New food Recipes: "Pasta" and "Milk + cereals"   
    Hi community of Pz! I have a suggestion about three food's recipes.
    First, i know that the staff and all developers of Pz are busy with many great and important game features, so my suggestion is secondary.
    You know that I am italian (eheh) and in the game i have noticed that there isn't a super delicious (very italian) food,"PASTA"!!!
    My idea is this:
     
    1) New food: Raw Pasta   (the problem is that there isn't a texture for the "Pasta")
        - Two kind of recipes with pasta (famous in all world, not only in Italy)
    2) New Recipe with the classic Milk and cereals
     
    Two important notes:
    - Pasta is highly energetic and calorie food!!!! (extremely)
    - Milk and cereals is really good, but not as pasta.
     
    Here the example:
     

     
    I hope that my idea is to your liking thank you for your attention and patience
     
    Stephen
  15. Like
    Body Builder reacted to Wasteland in Car wreckage - early WIP   
    Well onr thing that made me upset all that time were empty streets. Knox looked like everyone just gone away with theyr cars and those that had no cars re survivors.
     
    So we decided to fix that problem on our server and made some new tilsets for car wreckage, abandoned cars and some other stuff.
     
    I know we will get cars some day BUT we will get working cars and i wnat to see some more trash and post-apocalyptic scene.
     
    So here is a bit whats done already:


  16. Like
    Body Builder reacted to nasKo in Mondoid Reposts   
    I’ve often wondered what writing Mondoid would be like if I were a Fireman. What background knowledge would it bring to the experience? Would being all rugged and handsome, and being proficient in sliding down poles [other career stereotypes are available] impact on the way I tap it out at the start of every week? Well, I shall wonder no more…
    We had originally planned, as indicated last week, to extend the ‘So what you doing?’ team interviews into this Mondoid – but seeing as there’s a lot of ongoing/dull stuff going on under the hood we thought it better to keep it till next time – when there’s more to discuss.
    Fret not, however, because we’ve got news on quite a big addition to the game that will have a sizeable impact on the ways you survive in both SP and MP. Starting professions and traits have been left untouched for far too long, and to rectify this we’ve currently got an internal test build being played for balancing/tweaks that should deepen your survival experience considerably. It’s got lots of positive feedback so far, and as such you’ll be seeing it as a part of Build 31.
    On top of the big stuff like NPCs, radio broadcasts and vehicles, you’re going to be seeing a lot more of this sort of activity as we make our run-up to 1.0. We need to start rounding off the game so it feels like a game – with progression, a few things to unlock and no area of PZ that feels undeveloped or unfinished. Traits and professions have been one of the worst offenders in these terms for a LOOOOONG time.
     
    If you’re reading this Mondoid close to the time of posting then Twiggy is currently streaming with the new system, and will be until the early evening GMT. So click here!
     
    [And it should be noted that given his experience in making character builds in tons of survival games, specifically the amazing Cataclysm: Dark Days Ahead that has been a huge inspiration, Twigs has been a huge help in this endeavour.]
    CAREERS ADVICE

    In the new system Professions can now provide supplementary skill points, which directly tie into the learning speed of relevant skills as well as starting skill levels. This is to further diversify character creation, and to make professions feel like a character’s pre-zombies life has genuine impact on their survival experience. Less ‘blank slate’, basically.
    Examples:
    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) Importantly, Professions are not all necessarily free, so we can create the potential for more powerful starting professions that will require negative traits to balance them out. Unemployed gives 8 points to start, which is very important for reasons that will be clear when we talk about the new traits later on. So, f’rinstance… you may pick the Carpenter profession, and right out of the bat that will give 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 time that it takes to learn and upgrade Carpentry will then be tied to that multiplier throughout the character’s lifespan.
    The big idea is that with the new system ONLY a carpenter with starting carpentry skills can advance in carpentry at a fast speed. Their hopes of becoming an expert farmer any time soon are remote. As such, 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 in the NPC system.
    This all said, a carpenter being doomed to ONLY ever be able to learn carpentry quickly is going to be in deep, deep shit. So, enter stage left…
     
    THE TRAIT REVAMP
    So… we’ve made a few big changes to how traits work.
    First off, all currently non-relevant traits are being removed until NPCs go in and they become relevant again. So that’s stuff like Light Drinker, and other cheesable traits.
    Second off, we’ve added a load of new traits. Names currently need some work, and our current internal build is staying that way for a bit primarily because there’s a lot of balance required and many will be OP/UP and may need nerfing or point value changes. Examples you can expect, however, include an Adrenaline Junkie who’ll be able to run faster when it the top panic level, a Packmule who can fit more into bags, someone’s who’s Disorganised who can cram in less etc.
    Third, and most interestingly: to counter the fact that a Profession only speeds up levelling in relevant skills – we now have a range of traits that act as Hobbies.
    Say your Carpenter had green fingers in his pre-apocalypse life, for example. You’d pick the ‘Gardener’ trait which would then give you a single point in farming – and while that wouldn’t seem like a huge deal in itself it WOULD mean that they’re now learning farming at a 1x speed rate instead of the bargain basement ‘level zero’ 0.333x speed. This then makes Farming a viable skill to train up during a run.
    [if you require a frame of reference then think of how Morrowind's minor / major skills worked.]
    Some examples:
    Self Defense Class – provides 1 blade guard point, 1 blunt guard First Aid – provides 1 Doctor point Fishing – provides 1 Fishing point Jogger – provides 1 Sprinting and better endurance With the new system players will be encouraged to pick a few hobbies, or other traits, that round out their character with skills they intend to use – and likely have to build in some bigger disadvantages into their character to compensate. This is why those choosing to be unemployed (crikey, that sounds a bit political) gets you extra points to start. It assumes you’ve had the time to invest in hobbies, which you willl likely need to build from and survive.  
    CHALLENGES
    But wait, there’s more. Also in our testing build is a modified version of the Last Stand menu that will allow for particular challenges that use the Last Stand challenge system but are played in the Survival game mode. As mentioned before, when we break out into 1.0 we want to feel like more of a complete game – and the rewrite of this code will provide ways of providing extra unlockable challenges, a feeling of progression and some goals for players who tire of the pure sandbox.
    It’s something that will allow our team, or indeed any modder with lua skillz, to throw in fun (and easily created) concepts during idle moments. If you’re at all Cataclysm: Dark Days Ahead literate, then you’ll be pleased to know that the test challenge currently in the build is called  ‘A Really CD DA’ – and it’s pretty fun stuff.
     
    A CARPENTRY THING
    Finally: in the new system we’re testing we’ve made it so that hammers at level 0 in Carpentry can only build barricades. All carpentry recipes are going up one level – except for log walls. Sorry!
     
    THE HOKEY-COKEY
    Here is a video of some zombies doing the hokey-cokey
    We don’t know whether the hokey-cokey exists in places like America, and other similar places that are far away, but if not then consider this part of a vital cultural exchange.
     

     
    Do you like emails? Sign up to the PZ newsletter and you will get emails. They mostly come on Mondays, mostly…
  17. Like
    Body Builder reacted to nasKo in Mondoid Reposts   
    This Mondoid and next we will be asking members of the Zomboid development team to the front of the class to give a presentation. It will then be graded for clarity and content, which WILL be a proportion of their final grade. Stop talking at the back please, we need to get through the housekeeping first…


    Housekeeping
    We need to confer with EasyPickins when Canada wakes up, but Build 30 feels pretty much done in terms of fixes. Once we’re sure he doesn’t have any fingers still meddling inside the engine we’ll slam its bonnet shut [American translation: ‘close the goddam hood’] and Desura can be updated.

    In terms of Build 31 stuff, on top of the door locking mechanisms we discussed last week, we’ve been doing some heavy 30 playtesting with Twiggy over the weekend. From this, and some community suggestions, we’ll be working on a few tweaks for 31 over the start of this week. In short: padlocks, blood-cleaning, new zones for farming/trapping and some bug fixes.

    There’ll be plenty more to come on the 31 front, but until then let’s listen to what the rest of the team have to say for themselves…


    Presentation #1: RingoD

    Hello! Apart from replying simply with the word ‘fine’ and an exclamation mark, how are you?
    I’m hunky-dory thanks! Keeping warm with coffee in the cold of the north!

    So what does this stage of PZ development find you doing?
    I’m currently designing large sections of the map that will expand the world north up to our rendition of Louisville. This includes large, dense sections of suburbia, thick woodland with secluded neighbourhoods and everything in-between.

    What does that involve?
    I use Google maps as a visual tool to help me create the images used by WorldEd. This lets me recreate large sections of the road layouts and vegetation that are true to those found in the parts of Kentucky we’re focussing on. The vegetation is split into 9 different layers: from sand, to short grass to thick woodland. This lets us create quite detailed and accurate isometric representations of their real world counterparts.

    What’s the next step in this particular part of the development adventure?
    Next up will be completing the outskirts of Louisville along with the industrial district that will run north along the river into the city. Then Louisville itself, you can expect a heavily gridded city area with dirty back alleys and a very claustrophobic feel.

    Is there anything audio-visual or picture-y you could supply me with that could make this mini-interview more beautiful? No matter how dull?
    For fear of spoilers, here’s an obscured version of what I’ve got currently. Muldraugh is included to give you a sense of the scale of what’s coming up. Click for biggening!



    Is there anything else you’ve got on the brew, or another task you’ll be moving onto?
    I’m currently keeping my eye on all the brilliant, new map mods (New Denver, Vacation Island, Radcliff et al) being released on the forums. At some point in the near future, with the creators’ permissions, I’ll be looking to stitch together into one big community map mod along with Bedford Falls V3. I already have an idea on how I’ll incorporate this into the vanilla map (as a mod) without breaking the immersion of being in PZ’s version of Kentucky.

    Thank you! Bye!
    Cheers! I’m off for another coffee! Binky…!


    Presentation #2: Mash

    Hello! Apart from replying simply with the word ‘fine’ and an exclamation mark, how are you?
    Fineamundo!

    So what does this stage of PZ development find you doing?
    I’m making houses to fill those large areas of suburbia that Ringo described above. *shakes fist at Ringo*
    What does that involve?

    Well, making houses! There should be a sense of more distinct neighbourhoods, where houses share similar looks, as you head into suburbia from more rural areas.

    What’s the next step in this particular part of the development adventure?
    MORE houses.

    Is there anything audio-visual or picture-y you could supply me with that could make this mini-interview more beautiful? No matter how dull?
    A HOUSE.


     
    Is there anything else you’ve got on the brew, or another task you’ll be moving onto?
    HOUSES EVERYWHERE. CAN ONLY SEE HOUSES. HELP.

    Thank you! Bye!
    *Weep*


    Presentation #3: Lemmy
    Hello! Apart from replying simply with the word ‘fine’ and an exclamation mark, how are you?
    Fine?

    So what does this stage of PZ development find you doing?
    NPCs. At this moment I’m putting more work into the AI behaviour system. Basically the huge decision tree AI brain that controls NPCs movement.

    What does that involve?
    As mentioned a few weeks back I’ve ported the behaviour system to use a text script format to easily allow behaviours to be edited (and reloaded in-game for quick testing). I’m basically adding more and more behaviours to allow NPCs to be able to survive in different situations. Most recently, I’ve added a behaviour to change dirty bandages since this wasn’t a feature when the bandaging behaviour was developed.

    Testing at the moment is literally running the game with the player controlled by the NPC brain, and seeing what survival times they can get. The ultimate aim is to get a decent survival time on the 8 Months After scenario to allow the NPCs to be proactive enough to get enough food and water, and have the zombie avoidance / diversion skill necessary to handle insane zombies.

    Is there anything audio-visual or picture-y you could supply me with that could make this mini-interview more beautiful? No matter how dull?
    This I guess? Not something most people would use, but this is how I debug the behaviours. You can break and step through them step by step, so modders will be able to use this to edit how NPCs behave, and to step through and debug their behaviour in-game. Click to make big!



    Is there anything else you’ve got on the brew, or another task you’ll be moving onto?
    I might be dropping into this from time to time whenever my brain needs a break from decision trees.

    [PLEASE NOTE: In the following sneak peek taster vid, there's no transition animations. These are anims that blend the bone positions between two anims over a second so final product will be way smoother, there are also some specific anims for bending and standing that aren't in yet.]




    Till next week!
    Next week we’ll be listening to nervous, stuttering presentations made by the likes of Will, Turbo, Binky and Romain as they read from the back of a sheet of A4 covered in biro scribble.

    In the mean-time, as a special treat, we’ll also be having a SHOCK Thursdoid blog this week when we have a quick chat with lovely New Denver creator Xeonyx about the epic creation of the latest community-created PZ barnstormer.

    Fed up with internet browsers? Distressed by inputting web addresses? Why not experience that Mondoid thrill as a part of your daily email inbox routine? Sign up to the PZ newsletter so all future updates and blogs are sent direct! [Disclaimer: web-based email accounts will still require both browsers and address-input, unless it's maybe in your favourites or something.]
  18. Like
    Body Builder reacted to miked79 in Solid Snake Sneaking Suit Skin ( repost )   
    Hi I posted this in the wrong section! So I thought I'd put it here incase some one was interested! Thanks!
    http://pz-mods.net/other/SolidSnakeMetalGearSkin/
     

  19. Like
    Body Builder reacted to NCrawler in Yet Another Weapon Mod   
    Cool, thanks for checking it out...
  20. Like
    Body Builder reacted to SiderisAnon in Add number and typology Item into a Container   
    To add items to the distribution, create a LUA file in your mod's "\media\lua\server\Items\" directory.  You will need to require the main distribution file.  Then just put in pairs of inserts to the table.
    require "Items/SuburbsDistributions"table.insert(SuburbsDistributions.all.crate.items, Base.Torch");table.insert(SuburbsDistributions.all.crate.items, 1);If you look at ItemPicker.rollItem() in ItemPicker.lua, the higher the number, the better the chance that this item will be in the container.  For a comparison of scale, the Lucky trait only adds 1 to the number, and the Unlucky trait subtracts 1 (minimum 0.1).
     
    Zombie density also plays a part.  More zombies in the area increase the chance of loot.
     
     
     
  21. Like
    Body Builder got a reaction from Scorpinox85 in Welcome to New Denver   
    Good Thread!
    Thank you all for your invaluable contribution to a fantastic project like Project Zomboid. Succeed in creating something that will amuse and delight at all is a great human virtue, be able to improve it and believe it is a special and natural gift.
    New Denver is really good!!!!!!!!!! You are great, Xeonyx!!!
     
    Stephen from Italy
  22. Like
    Body Builder reacted to nasKo in Welcome to New Denver   
    [repost of our blogpost here: ]http://projectzomboid.com/blog/2015/01/welcome-to-new-denver/]

     
     
    If you’re a part of the Project Zomboid community you can’t help to have been blown away by the recent sudden appearance of Xeonyx’s stunningly realised map of his hometown of New Denver in British Columbia, Canada. It’s an epic achievement, and its story a very moving one, so we hope you don’t mind us taking up a bit of your time and turning the spotlight onto its creator – Jamie Magnuson.

    So where did you first come across Project Zomboid? What’s your history with it?
    I originally found Project Zomboid several months before the first version was released. Right off the bat I knew I was hooked. Once it was out, I didn’t actually have a computer that could play it so I had to go to my cousin’s place and use his computer. At that time I worked on a map I called Mica, on the un-updated editor, which came complete with its own prison and trailer park. It may not be playable in the updated version of Zomboid, but it was a learning experience.
    What’s New Denver like as a place to live?

    New Denver is a beautiful place to live. The summers are hot, great for swimming or mountain-biking, while the winters are mild. We actually had 3 feet of snow dumped on us a couple nights ago, the majority of the town was trapped in our driveways, and even the snowplow went off the road by my house. Other than that though, the view is astounding here and at night the stars shine bright like we’re living in a desert.

     
    Why did you decide to recreate New Denver in Project Zomboid?
    Originally a friend and I, several years ago, wanted to make a Half-Life 2 mod with New Denver as the map. Naturally, we were biting off way more than we could chew and thus the project fell through!
    The desire to recreate the town in a game never went away for me though. One of the reasons being that if you walk around town at night it becomes empty, quiet, and dark. Like a ghost town. I originally started working on New Denver as a test to see if it was possible to do and, needless to say, I never really stopped “testing”.
     
    [PZ dev note: Click the following image to check out the scale of his creation!]

    Does anyone else from the town know what you’ve created? Are they impressed?
    My friends and a few people here know about it and have backed me 100% of the way. One of my friends’ parents own the local newspaper service and I’m going to have an interview with them eventually. But I’m generally a quiet kind of person.
    How accurate is the map? Is your own home on the map, or anywhere that you hang out? How about your school?
    In recreating New Denver, I made sure to make it as accurate as possible, using Google Earth, local pictures, going to the different areas around town, and even using my memory from growing up here.  I tried to duplicate the interiors as best as I could, like with the school, but in real life the building slopes gently towards the lake, so there’s a second story in reality. Aside than that, my house is in the map, and it is a spawn point!

     
     
    How long did the project take you? Did you have any idea what sort of epic task it would become?
    The overall construction of the town took approximately 11 months, off and on, to create. At first the construction was easy: I finished a cell within a couple of weeks and I thought that I’d get it complete in a mere couple months.
    After that time I had started on the third cell… that’s when I realized it was going to take a lot longer than I anticipated. At the same time I had already done too much to quit then, so I was kind of caught between a rock and a crazy place!
    What are your own tactics when playing the map? Where do you hold up?
    The first thing I do is decide which place to fortify based on my start location:
    The Orchard – The Nikkei Centre for its fortification around the area with low zombie density Downtown – Apartment above the hardware store for obvious reasons Downtown – Apartment above the Restaurant for the distance to amenities New Denver Siding – The farmlands for its low zombie count and delicious well Afterwards I get a firearm and go around the outside of my safehouse, shooting rounds to draw the zombies towards me, and away from my house down the street. After that, I double back in a large circle so the zombies lose interest as go back to my (now safer) safehouse.
    Are there any little incidental details in the map that only a New Denver resident would notice?
    One of the main details to be added is a blinking red and yellow stoplight above the Main Street intersection, but others that I still would like to do is put in signs for the businesses based off of their real names. So that would be Berryhill Foods, Shangri-La Inn, or Loki’s Pub. Locals would know which stores I’m talking about!
    I think that the Project Zomboid community as a whole has been very moved by your decision to dedicate the New Denver map to the memory of some of your friends – Skye Donnet, Jule Wiltshire-Padfield, Hayden Kyle and Lily Harmer-Taylor. If you don’t mind, could you possibly talk us through that decision, and the events leading up to it?
    Before May I was still working on the map, just nowhere near as much. When I was working on it, my friends would see the work I did and were just as excited as me.
    I don’t really remember too much of May 9th in particular, because of a catatonia, but within the next couple of days I knew I had to dedicate the map to them – to carve their names into the cyber stone if you will.
    It took me a few weeks to start working on the map again, but when I did, the thought of my friends kept me motivated to continue, that and constantly telling myself “When the map is finished, not if.”
    What do you think is next? Are you all mapped out now, or will you have other projects in future?
    At the moment I’m going to continue updating and fixing up New Denver, but I do have some ideas for the future. One is an expansion to New Denver, another is a desert themed town… but I’m not quite sure yet. I may try to join a map project that’s already on the go.
    After doing New Denver, I’ve learned to love the process of creating the buildings in-game. You can and will expect more from me soon enough!
    Is there anything else that you’d like to tell the Project Zomboid community? You have the mic!
    Thanks again to everybody for their condolences and support following the release of the map, and remember this mantra when your working on your own projects: “It’s not if your map gets released, it’s when it gets released.”
    Also, come to New Denver and retrace some of those steps you did in Zomboid, how many times can you say you`ve done that!?

    If you’d like to play Jamie’s New Denver map then check out his thread on the forum, while it’s also now a part of Blindcoder’s Map Project  and if YouTube is your poison then check out the time that Man Bear Pig explored this amazing part of British Columbia.
  23. Like
    Body Builder reacted to Jela331 in Ramming SPEED!   
    I wouldn't recommend Door Ramming in real life, it could lead to injuries and it's not really effective when you're trying to break in.
     

  24. Like
    Body Builder reacted to LeoIvanov in "Special" slots for bags and containers   
    I won't write too much in here as I figure the more text people have to read through, the less it gets noticed by others.
     
    Basically, let all the containers have "special" slots among the normal weight capacity that give a huge weight reduction bonus for items that were specifically designed to be held in there.
     
    For example - school backpacks give their usual 50-60 weight reduction when carrying normal items. With the addition of my suggestion, bags will get an extra "Special" few slots. 
     
    It will look like this :
     
    School backpack : Weight capacity - 15, weight reduction - 60, special slots - 5, special weight reduction - 90%.
     
    What this means is you are able to fill your school backpack for 15 slots, like you were able to. But it also gives you an additional 5 slots with extra weight reduction if you place an item that the backpack was originally designed for. That means every book, every pen, every notebook and anything else that people carry with themselves to school will get extra weight reduction compared to all other backpacks. That means stuff like hiking bags will get special slots for various clothing and hiking equipment, and containers like med kits will get special slots for medical items.
     
    Edit : To further make my point, I'll post a few more bags with examples of "special" items. These are :
     
    Garbage bags - empty bottles, broken weapons, spoiled food.
    Plastic bags - food items, full bottles, empty bottles.
    Tote bags - food items, full bottles, various clothing and decoration.
    Small hiking bags - various clothing. 
    Normal hiking bags - various clothing and tools.
    Big hiking bags - various clothing, tools and long melee weapons.
    Gun racks - pistols and ammo boxes.
    Key chains - various trinkets and rings.
  25. Like
    Body Builder reacted to Krogothar in Yet Another Weapon Mod   
    From what I have noticed 1 hand versus 2 hand there is no difference other than the fact a two handed weapon either MUST be used with both hands such as a rifle or is only fully efficient (Does full damage) if used with both hands. (Reduced damage if only used with one hand OR Higher chance to miss OR Faster exhaustion, etc.)
     
    KnockbackMod refers to the chance for the weapon or item to knock a zombie down. 0 is none, 1 is like 10% chance and 2 is like 25% from what I have tested anyway.
     
    I hope I helped some  (Anyone can correct me if my data is mistaken)
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