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Furente7

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Posts posted by Furente7

  1.  

    Distract yourself, i.e video games

     

    Escape reality!

    That can be a good strategy to take the mind off of stressful things, but only avoiding issues can end up being quite unhealthy in the long run. Other coping strategies used in addition to video games can definitely help tho.

     

    Works for me. I also bottle things up and never let them out, but it works for me. I'm just different

  2. Fairly sure the default respawn time is 72 hours without you being in the cell that's respawning. Zombies actually do migrate to some extent already, but a refinement would be nice. Too often the area you have made your home in is devoid of zombies, due to no respawns, and the occasional migrating zombie. Needs to be more!

     

    The game is based on the premise that you'll die - "This is how you died." I do however agree that the default Survival settings are unnecessarily hard for what is to be considered the "normal" experience for PZ, hence why Sandbox exists.
    But one person's idea of what the perfect apocalypse is differs from the next person. Survival is TIS's idea of what theirs is, and if theirs is crazy high spawn rate and respawn rate, then that's what it is

  3.  

     

    AFAIK, mods don't leave running scripts in the save game. Hell, I don't think even uninstalling item mods breaks the game (unless if it modifies a tile)

    Still though, it'd be neat if the game would save a list of loaded mods on one load and compare the list to the current one on the next load, and if they don't match then the game checks and resets modified tiles and such.

    Whilst I would normally have agreed with you there, see this: http://theindiestone.com/forums/index.php/topic/16834-crafting-ui-doesnt-appear/

     

    That's a pretty good idea actually. The active mods at the time of the save could be saved in a .txt file and checked each time the save is loaded, and if they're not the same then the game would automatically make a backup of the world and attempt to reset the world: all tiles, containers and such. Possibly it could go one step further so you don't lose all your possessions by giving you the most vanilla counterpart (i.e. if you had a spas12 from a modded gun pack, it would give you a standard PZ shotgun) in the case of the mod being absent. Obviously this "smart script" would be complicated to code and probably not always work.

     

    It could just check for the item type, and give you the type of the item.

     

    Simple and easy, yes. But not very broad

  4. that's a good point, but i guess they'll have to drop support for 2d models anyway at some point (just my call, i'm not sure on this one but i think that the new animations will give them some issues on this matter too).

    i agree, you should cut the limb really fast, i'd say a couple of seconds, but we could make it a minute or two (no more than two or it would feel ridicolous) for the sake of the gameplay, but adding a chance that the infection might spread anyway (let's say a 15% of chance anyway or something like that)

    The only slight problem I can see with this is the timescale. Obviously 2 minutes in real life makes sense, but in game the clock moves much faster (depending on your timescale settings), which could lead to problems such as immediate infection on the lowest timescale setting.

    Keeping it locked at 2 minutes real time makes sense from a gameplay perspective, but kind of goes against the game's timescale logic

    Just a heads up!

  5.  

    It would simply be a matter of adding more code similar to the emboldened snippets, and coding in the results of various limbs/organs being damaged. For the record, I'm not saying that it would be easy for the devs to implement. I'm simply saying that the framework for such a system is already existing, and that it would not be very resource intensive.

     

    If it's so easy, why don't you do it?

     

    Not everyone knows java/lua. if it were so easy, we would have done it already

  6. AFAIK, mods don't leave running scripts in the save game. Hell, I don't think even uninstalling item mods breaks the game (unless if it modifies a tile)

    Still though, it'd be neat if the game would save a list of loaded mods on one load and compare the list to the current one on the next load, and if they don't match then the game checks and resets modified tiles and such.

    Whilst I would normally have agreed with you there, see this: http://theindiestone.com/forums/index.php/topic/16834-crafting-ui-doesnt-appear/

     

    That's a pretty good idea actually. The active mods at the time of the save could be saved in a .txt file and checked each time the save is loaded, and if they're not the same then the game would automatically make a backup of the world and attempt to reset the world: all tiles, containers and such. Possibly it could go one step further so you don't lose all your possessions by giving you the most vanilla counterpart (i.e. if you had a spas12 from a modded gun pack, it would give you a standard PZ shotgun) in the case of the mod being absent. Obviously this "smart script" would be complicated to code and probably not always work.

  7. Problem with bites realistically is that the infection is caused by the zombie's saliva entering the victim's blood, which in turn pumps the virus/contagion around the body very quickly. 

    You'd have to be extremely fast and lucky to stop the blood flow of a limb when getting bitten by applying a tourniquet, but other than that it's a death sentence.

    I'm just applying snake bite logic to a zombie scenario. [Obviously a tourniquet is NOT good practice for snake bites unless you want to lose a limb ;)

     

    However amputation in general is a great idea and should be introduced, but the amount of work that would go into the modelling of the player/zombies/npcs to have a combination of their 4 limbs amputated, and to have their apparel, weapons and animations change to suit that would be a tedious challenge to say the least. Also noting that TIS plan on supporting the 2D sprites for the guys with older/weaker computers, so they would have to add support for that, and sprites are not fun to do in bulk

  8. +1

    i'd love this to work with multiplayer too, so that i just downlaod a ton of mods and either

    -join a multiplayer server, and only the mods installed in it will be activated by my game

    -make a single player game with some mods manually activated and after that having the game disabling other mods whenever i load that save, having only the mods i started with

    either way i'd love a text settings like Enigma said, with the ability to change anything if needed

    I really like this idea of smart mod activation per save. It would open up the possibility of having multiple overhaul-type mods (If there are any besides Hydrocraft really) loaded but only having 1 activated per save. Also the amount of tediousness it would get rid of would be a dream.

     

    I also think having it configurable externally via a config text file probably could pave the way to decent external modding tools.

  9. There is a tool for Skyrim that lets you strip and clean orphan scripts (left over, save bloating garbage scripts) from save games that once had mods that were deactivated. 

    I'm not sure how the PZ saves work, but could there theoretically be a way to do the same for PZ saves? Or would it be impossible?

     

    Regardless, it might be worth looking into when PZ updates, mods get left behind in the dust and leave behind important things that end up destroying your save game. Let's avoid that, shall we!

  10. As the title says, a checkbox that disallows the loading of mods with certain saves i.e. vanilla saves, to keep them separate from modded saves, so you don't have to manually disable all your mods to play a vanilla save and vice versa.

    This idea sort of spurred into life after I saw someone had a similar problem to me, except with a vanilla save.

     

    Maybe a mod profiling system similar to how Nexus Mod manager/Mod Organizer does it for Skyrim/Fallout as an alternative?

  11. These are great! Definitely do more angles for them! And maybe for ones placed on the streets, randomize the direction they're facing, would make it look like more of an apocalyptic scramble where everyone crashes into every next car, pole and building to escape the zombies! :P

  12. Whilst not 90s per-say, I'd like a Nokia 3310 to double as a walkie-talkie and throwable or mountable weapon (Nokia 3310 warhammer anyone?)
    But seriously, these are great ideas, and personally I love the sort of feel older stuff gives off. Would prefer anywhere from the 50s to 90s theme for the setting anyday over a modern theme.

    Where are the gumball machines? Arcades? Lemonade stands? Flux capacitors?

  13.  

    This wouldn't work in MP very well, unless you have to select the body part/organ to shoot in some sort of selection menu before engaging in combat. Even then, it would be difficult to switch to a different body part in a gunfight or CQC.

     

    The way I was envisioning it would be a menu added to the right-click menu you get when clicking anywhere, which would make it very easy to switch where you're aiming on the fly. Right click -> aim -> head/torso/arms/legs. As you become a better shot, each of those options gains sub-options, like brain, heart, lungs, left/right leg/arm, etc. 

     

    Fleshing this out a little bit, you could have a wide variety of effects caused by hitting/being hit in different areas. The chances of hitting an internal organ would vary depending on what weapon you used, being tuned realistically. A kitchen knife would be much more effective at causing internal wounds than, say, a plank. But a plank could break bones and give you a concussion, and you could maintain a higher distance from your target.

     

    • Damage to your brain deals very severe damage, heavily reduces coordination and results in a temporary reduction of all skills. Also reduces action speed and if possible, unconsciousness. 
    • Damage to your arms deals the same amount of damage as it does now, slows down melee attacks, reduces accuracy and reduces the effectiveness of weight reduction when equipping an item. A crippled arm is unusable and disables the ability to wield two handed weapons.
    • Damage to your legs/feet deals the same amount of damage as it does now, but reduces your speed by a lot. A crippled leg acts the same as a broken one.
    • Damage to your lungs deals the same damage as a torso shot, but causes you to get exhausted much faster, as well as causing you to cough up blood (making noise and attracting nearby zeds/players).
    • Damage to your stomach/gut deals the same damage as a torso shot, again, however causes heavy internal bleeding that is irreparable unless you are very skilled with first aid. It also makes food and water less effective in easing your hunger/thirst, and is very likely to become infected.
    • Damage to your heart will deal very severe damage and causes you to become very exhausted, very quickly. The probability of you bleeding out within (IRL) minutes is quite high.

     

    These effects are simply ideas and examples as to what kind of effects could be a result of such a system. With Zomboids emphasis on realism, I feel like this would be an appreciated change, and would also open the doors for even more interesting death stories. As we all know, dying in this game part of the fun :P

     

    I like the idea of different injuries in different places for different weapons. An expansion and refinement of the current medical system maybe?

    Such as getting bruises and breaks over your body after a fight with someone with a 2x4, getting cuts and punctured organs when fighting someone with a knife e.c.t

    The whole "VATS" system idea though would be pretty hard to do, especially in real time. Though it would be awesome

  14. Buying a static IP? How about you use the free program from portforward.com, port Forward Network Utilities. Whilst it's a "demo" of sorts, assigning a static IP is free. I've used it since the beginning of time. The only time you need to worry about your IP changing is if you do hard network reboots

    You can also change the IP to a domain, but I've never bothered with that so I wouldn't know for sure

     

    Just a suggestion :)

  15. It'd be awesome to see NPC's affect the environment as you play through the game naturally. Maybe you could sneak up on someone spray painting the side of a wall, knocking over garbage bins and such. That said, it'd be cool if you saw a dead zombie and were able to examine the body to determine the cause of death by right-clicking.

     

    Security cameras on the sides of establishments make sense, perhaps around the back entrance of Spiffo's and other shops, etc. More 'clutter' to fill up the world in general would be nice, but only when key areas of development are out of the way. :D

    Yes of course! This is definitely one for the vaults for later, priority of course is gameplay and finishing the game

    But most of the suggestions are art assets for the artists and me explaining how they could fit into the game is the other half

  16. I have some ideas to make the game more apocalypticy:

     

    • Bedrolls. While I feel that a portable sleeping aid would be overpowered, I would love to see bedrolls strictly as an alternate placed bed, in slummy parts of the city/towns and especially in the woodsey cabins and hunting shacks. I kind of maybe really want/need (subjective) a bedroll asset for the map tools.
    • Moar medical assets. Think hospitally assets. Oxygen tanks, life support machines, dentisty tool tables, those overhead lights, gurneys, uhh, you know, hospitally stuff. If you're planning on building a city, you would assume they would build a big hospital no? :P (Also shamelessly sort of maybe need these assets)
    • Related to the above, but more military-esque contamination assets. Plastic flaps, overhead sprays e.c.t.
    • More graffiti with meaning. I mean like, think Fallout NV classic white words of (not) wisdom. Zombie related. Apocalypse related. People related. I'm not creative, maybe something like "I'm dying!" (< no creative talent right here) or "I got bit" or "Blame the military" (Or insert government, umbrella or specific dodgy company here) 
    • As a general suggestion, just a lot of shit-tier stuff. Slummy, dirty stuff. Think cardboard box houses e.c.t. Sewer assets maybe? (I know there are some already, I mean containers and stuff to populate the ground). knocked-over garbage cans, broken tvs, microwaves, fridges missing doors. Garbage clutter. Make PZ look less like a nuclear town and more like a ransacked apocalypse scenario (This is not an insult, I love the current assets I just think they look a little too clean for my [dirty] tastes)
    • More industrial stuff. I feel PZ atm is focused more on residential areas than industrial, I'd like to see more industrial stuff. Girder stacks, brick pallets, pallets in general, pipe stacks, shipping crates. Expand on the construction and industrial asset trees. Trees? Trees. Probably categories. But trees.
    • Security cameras you can chuck in the top corners of walls. Don't have to move at all, considering I work for a company that distributes them from Germany, I can tell you 90% don't move, nor need to. Okay sorry, mini-rant over. More security stuffs in the security "tree". Oh gawd don't google image that.
    • Dirty bathroom assets. Not everyone who has to go and is potentially being chased by a zombie has time to flush. I swear that's not me. I take time and flush. What's a widdle zombie bite for proper toilet etiquette? 
    • Placeable dead bodies (Map tools). Dead people. Bullet holes in their heads. Scratches all over their bodies. Bites too. Dead zombies with spiked baseball bat marks, stab wounds, gunshot wounds, chests blown out by shotguns, half-eaten corpses, skeletons with minuscule flesh remaining. (Also probably been suggested before a bazagillion times, but decomposition that ALSO affects these dead bodies too! Like dynamic tile updates? Yes? No? Hell yes!

    Sorry if this is a mess.

    TL;DR/English version:

    • Bedrolls on the ground, usually in remote places. Map tools assets. Non-OP, non-pickupable
    • More medical assets. Hospital-related mostly - oxygen tanks, life support machines, doctor tool tables, overhead surgery lights, gurneys e.c.t
    • Decontamination/military-medical assets. Plastic flaps, overhead sprays e.c.t.
    • Common general word graffiti - "Blame the military" "Got bit. RIP me 2k15"
    • Dirty, slummy assets. Knocked over garbage cans, broken microwaves, tvs and fridges, soggy cardboard boxes e.c.t
    • More Industrial assets, more construction assets. Girder stacks, brick pallets, pallets in general, pipe stacks, shipping crates. 
    • Security cameras on walls and more security assets. Consoles, screens, alarm boxes, klaxons (maybe not) air raid siren poles.
    • Dirty bathroom assets, fallout style.
    • Placeable dead bodies (Map tools). Dead people. Dead zombies with wounds, half-eaten corpses, skeletons with minuscule flesh remaining (from being eaten). (Also dynamic tile updates, in this case: decomposition)

    EDIT: Added another suggestion

  17. I was wondering how this worked, so I went through the lua. I noticed that you print all of the functions, but they only show up in the console, obviously. Do you have any plans to make an in-game message just for the "Night has fallen" "Day has risen" messages?

     

    Also I looked at the other code after I realized that the Insomnia night starts at 9:00 or 9:30pm and runs until 9-10:30ish am, even though you've got a couple of dawn, dusk functions there. It's not much of an issue, in fact, at all, but it would make more sense if the Insomnia night started at dusk and ended at dawn, but that's just me.

     

    One more thing, the Insomnia starter kit stacks with the sandbox starter kit, just to let you know. Again, not much of an issue but somewhat slightly makes the start unbalanced in my opinion.

     

    Otherwise, this is absolutely the perfect mod I've been looking for, thanks for the great work!

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