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WolfeClaw

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  1. Like
    WolfeClaw got a reaction from MisterInSayne in water collecting and walls without carpentry   
    If things like junk walls were to be implemented, I think all 'junk items' should be split into categories based on their weight. In order to make a structurally sound wall, you'd need 3 (or more) different items that are more than or equal to a set mass, with one of the items being a 'heavy' class junk item. This would prevent people from spamming small junk items to make a bunch of junk walls, at the very least. Still, not a fan of that idea.
    I am still all for standard water collection methods like just using a bucket but not gather more than 1/4's worth from rainfall that's still tainted.
  2. Like
    WolfeClaw reacted to DreadLordNaf in water collecting and walls without carpentry   
    It's been raised many times but I still think its worth emphasizing: we shouldnt need to be forced into carpentry in this game unless we want to build our own buildings or furniture from scratch.  You shouldnt need carpentry specifically for alternative basic walls or water collecting.  
     
    Zombie apocalypse lore from films and stories shows survivors managing quite well without carpentry skill.  I mean when is the last time you can even remember a zombie show where one of the chars was a carpenter?
     
    Water collecting without carpentry: 
     

     
    In-game suggestion: cooking pots, buckets, etc, left out in the rain would gather tainted water in the rain.  Rain collectors would still be useful as they gather much more, and thus would support things like farming better.
     
    Effective walls and barricades that didn't require much carpentry:
     
     

     
    In-game suggestion: While there aren't tires in the game, there are a lot useless items.  You should be able to take almost any number of items, some sheet rope or ripped sheets to tie them, and then bundle them all together and make a small or large "pile of junk" you can stack 4 of them together (or whatever number is appropriate) to make junk walls out of.
  3. Like
    WolfeClaw got a reaction from GoodOldLeon in Oven light   
    I mean, I don't see it as a way of making the game easier. I'd want it for the sake of realism. Even if the oven/microwave actually emitted a directed cone of light that's only visible in low-light areas, that'd be cool. 
     
    If you had to manually check just to see if the light was on, then you may as well just right-click it to see if it says 'Turn On' or 'Turn Off' since it's giving you the same information. At least with a light you'd be able to see it from across the room or from outside by looking through the window. Regardless, it's not a necessary detail and I'd want it purely for aesthetics.
  4. Like
    WolfeClaw got a reaction from DemonXelo in InSayne Companionship - An NPC companion.   
    I'll continue with the sprites regardless of how things turn out, though I have the utmost confidence in you being able to code everything. Dog sprites will be useful somewhere and somehow
  5. Like
    WolfeClaw reacted to Zorak in Get fuel from cars   
    Cool idea but we dont have cars ... yet !
    Im 100% sure that once vehicles will get added it will be possible.
  6. Like
    WolfeClaw reacted to clankill3r in Get fuel from cars   
    I know it's a bit early but since cars are not yet there but why not some ideas already
     
     
    It would be nice if you find a water hose that you can cut it with a:
     
    -kitchen knife, hunting knife, axe, saw etc.
     
    Once you have a short part of the water hose you can use it to get fuel out of cars.
    This could go in a gas can our straight in a bottle.
  7. Like
    WolfeClaw got a reaction from DemonXelo in InSayne Companionship - An NPC companion.   
    Tell me the sprite sizes and I'll make it happen, buddy.
  8. Like
    WolfeClaw got a reaction from Aardman55 in InSayne Companionship - An NPC companion.   
    I can supply a rigged dog in the style of Project Zomboid, totally coincidental. I made it for an animation project that I'm actually still working on for college, but I'll happily share it out.
     

     
    I already posted this in the General Creativity thread, but people don't often check there.
     
    Also, ignore the stand. That's for presentation purposes. It's a Border Collie (duh) and I also have a Golden Labrador variant. I remember seeing Fuji messing around with making sprites from 3D models, something I've wanted to try for quite some time. If he's willing, I'll give him this and perhaps we could make some sprites for you to use!
  9. Like
    WolfeClaw reacted to Batsphinx in InSayne Companionship - An NPC companion.   
    I'd also like to say that I really hope the removal of coding pants isn't permanent, as the MisterInsayne's Canine Companion mod would be one I'd download and install in an instant.
  10. Like
    WolfeClaw reacted to Kirrus in InSayne Companionship - An NPC companion.   
    At this point I'm going to step in with a:

    Moderator Warning

    I don't care who says it, why they say it, and what language barrier you have. If you use language that seems to attack others, if your tone of response is not lovely, you will be given a break from this forum. 
    Some people in this thread (pointing *no* fingers, yet), have been getting more and more towards the unlovely line, and continuing in this vein will cause a response, not due to any disagreements over technical matters, but simply because:
     
    My "Someone is being a dick to someone else" detector is going off.
     

    Seriously, keep it lovely in here. Remember text communication is hard, we mostly all just want to get on with each other and see cool things come out of Project Zomboid. Mods are cool things we all love. However, saying that: 
    The next person to use an aggressive or unfriendly tone in this thread will be taking a minimum 24 hour suspension.
     
    *Wanders back off into his hole, muttering under his breath about SSH, recalcitrant servers, failing harddrives, obstinate network connections, email spam filters being too happy to filter email, java being, well, java...*
  11. Like
    WolfeClaw reacted to KorruptkSwades in InSayne Companionship - An NPC companion.   
    OMG stop fighting, start loving
     
    as I said on the Steam Discussion, this IN MY OPINION, is where credit is due...
     
     
    Now there I can't believe how people can fight over pixels trying to say who is who and better, or not, and how the community backlashes, and wonders afterwards why the developers respond in a raw-like manner, well don't backlash and negate them. ain't it simple  ? MisterInSayne is making a mod  that may add a companion NPC, NOT A ARMY WORLD OF NPC's ! and the Indie Stone developperz are creating THE Ultimate NPC s... simple, hate it? leave. like it? encourage and have fun playing the GAME 

    Batsphinx, on 05 Oct 2015 - 10:21 AM, said:
    DOG MOOOODDDDDD !!!     
  12. Like
    WolfeClaw reacted to sir.twiggy in InSayne Companionship - An NPC companion.   
    You do realize, as well, that I was wondering, is past tense, and I was the one that suggested to the moderators of this forum that it perhaps not your native language before you posted that English is not your native language, your first big write-up today, in fact, as soon as I read your writing on the steam community hub. 
     
    I read your whole post, and I was wondering is a past tense way of saying that before you confirmed it, I suspected it   You accuse others of being rude and offending you but have no qualms with behaving in that way yourself. That is fine tho, I tend not to post on the forum anyways and I was only stepping in this thread in an attempt to help bridge the understanding gap and language barrier owing to the fact that I recognized similar forms of misunderstand from my stream! I'll leave it to the mods at this point as it seems clear that you have no intention of letting me help resolve the situation peaceably.
     
    Best of luck to you.
  13. Like
    WolfeClaw reacted to lemmy101 in InSayne Companionship - An NPC companion.   
    I appreciate you're frustrated and upset but you're stepping into unlovely territory here. The problem is just like with my posts here, you are focusing on a small negative part of a long and totally reasonable and positive response and then being snarky about it.
    Our position has been quite clear and is completely reasonable. Please reread all these exchanges again and try responding in a less hostile manner to people only trying to help and explain the situation.
    Let me tell you myself and CaptainBinky, as well as a ton of Modders here, have been in the same situation.
    It's a risk of modding an in development game. The amount of times we've trampled/undone/accidentally stolen blindcoder's mod work here is remarkable. We must have invalidated about 6 of his mods in the past year. He takes it with grace and understanding though. He gets it. And this says a lot about him and makes him the sort of person we feel comfortable in supporting and working with.
     
    The problem is you're reacting like you've been attacked out the blue, when in reality EnigmaGrey has already explained the reason we were apprehensive and worried about this mod while we were still at EGX. This is not news to you.
     
    The way you handle the frustration of modding conflicting with the game dev says a lot and let me just say Ringo, RJ, Tim and Turbo are not on the team now because they reacted in this kinda way on the forums. 
     
    Consider for a moment how upsetting these 'belittling' comments we've made (amongst apologies and shouts of support and statements of how impressive your work is) then consider how hurtful comments like 'Oh the modders have to fix the game because the Indie Stone can't' are to us. Trust me, those posts won't be full of 'this is really impressive' and 'best of luck to you' like ours are, it'll be all out ripping the shit out of us calling us incompetents and claiming you're more talented than us and we should eb ashamed modders need to fix our game for us. We predicted it and it was literally within the first three posts on the Steam forums that someone said exactly that.
     
    And the fact we'll likely be getting these daily until NPCs are released due to this mod. We've tried to be diplomatic, we've tried to explain the situation as apologetically as possible, but you're only concerned with how this affects you, that we didn't feed your ego sufficiently and gleefully Mondoiding your in progress work and singing about how amazing you are, despite me and EnigmaGrey explaining in no uncertain terms that the sheer existence of this mod will result in us getting abuse hurled at us on a daily basis and that we wouldn't be able to shout about it in the same way we otherwise wouldn't. I'm sorry but if we're all about comparing who read what and who's feelings are hurt by what, then myself and EG's posts dont' even register on the scale of shit we get over NPCs and frankly I won't apologize for being scared of getting more of it.
     
    I understand the language barrier but you keep focusing on things you've misunderstood, things that we never even said, and this has been explained numerous times by numerous people. If I wasn't clear then I apologize for that but the 10 replies here explaining what I meant and your misunderstanding ARE clear yet you persist with the notion that we've been saying you're crap and your mod is worthless. Not true at all.
  14. Like
    WolfeClaw reacted to Batsphinx in InSayne Companionship - An NPC companion.   
    In fact, the main thing this thread has done is get me hyped for a potential dog mod
  15. Like
    WolfeClaw reacted to CaptainBinky in InSayne Companionship - An NPC companion.   
    MisterInSayne, please please please (and God knows, we need to do this better ourselves too) remember the bits about how tremendously cool your mod will be should you manage to get it all working. It'd be insanely popular. Any misgivings we'd have about promoting NPC related things while our own work is still a way off should not in any way be seen as a criticism of your work. I'm sure that once we were confident we had the finishing line in sight, we'd scream about your mod from the rooftops - everyone check this fantastic mod out while you're waiting. To do that right now would be to invite abuse towards us. To do that when we're approaching public video stages of our own NPC work would be safer.
    Especially given that there will almost certainly be people out there who don't want super complex NPCs - are happy with the lone survivor aspect, but would enjoy a single companion NPC for example (dog, human, otherwise). The mod and our own work need not be mutually exclusive systems, long-term
  16. Like
    WolfeClaw reacted to MisterInSayne in InSayne Companionship - An NPC companion.   
    If I continue, it'll be focussing on the dog first. No worries, it's not a competition, having an animated dog by itself is beyond any level of awesome we've seen regarding that here, and hasn't been done for any mod, and even if it has, it's still to me the most epic thing ever. So don't sell yourself short on this! <3
  17. Like
    WolfeClaw got a reaction from MisterInSayne in InSayne Companionship - An NPC companion.   
    I want to make it clear that I really hope MisterInSayne doesn't stop modding for this game, regardless of what's been thrown around or misinterpreted and what not. He's proven to have some real talent as well as the time to pump out useful mod after mod. 
     
    What I feel is in order is that we halt work on this NPC mod until the animation update and see how it can be worked on from that point. To prevent those brainless comments attacking the devs over NPC's, just focus the mod around it being a dog companion to explain it's stupidity.
     
    Then again, judging from what we've seen of the new animations already, I don't think I can match that level of awesome, especially since I'm new to animation entirely.
  18. Like
    WolfeClaw reacted to CaptainBinky in InSayne Companionship - An NPC companion.   
    Perhaps things could have been phrased better, but the trouble is - let's say that for the moment your mod work didn't exist and what we were doing is responding to someone asking why NPCs weren't in the game when in previous builds they were. Our response would be to describe all the ways in which the old NPC system was no good long-term, not capable of what we want to achieve, all that jazz. Fact is, the old NPC system was ditched for a reason - it did the job as a proof-of-concept, an early test, but the game has moved on since then.
    The trouble is, to make those same statements now, it becomes irrevocably linked to your mod - any self-deprecation on our part concerning our old NPCs becomes a criticism of your mod. It's horribly unfortunate, and perhaps there was a better way to handle it and, furthermore, as Lemmy said earlier: should you manage to solve all the problems reintroducing this sort of companion NPC to the current build of the game then (potential for horrid comments towards us aside), we'd all be tremendously impressed by that and I'm sure it would prove to be a tremendously popular mod.
    But should we have to defend why we couldn't have done this ourselves, we simply have to talk in terms of what the old NPCs were capable of versus what we want the NPCs to be capable of and it's difficult to talk about the new stuff without implicitly or explicitly (and often, to make the point you have to be explicit) criticising the old stuff and therefore, unfortunately, also the scope of your mod. It sucks, but all we can really do is to be critical of our old system and simultaneously full of praise for your work, which sounds contradictory but really isn't given one is our game code and one is a mod
  19. Like
    WolfeClaw reacted to Batsphinx in InSayne Companionship - An NPC companion.   
    And I applaud the Taylor Swift lyrics in your comment.
  20. Like
    WolfeClaw got a reaction from MisterInSayne in InSayne Companionship - An NPC companion.   
    I'll continue with the sprites regardless of how things turn out, though I have the utmost confidence in you being able to code everything. Dog sprites will be useful somewhere and somehow
  21. Like
    WolfeClaw got a reaction from Footmuffin in InSayne Companionship - An NPC companion.   
    I can supply a rigged dog in the style of Project Zomboid, totally coincidental. I made it for an animation project that I'm actually still working on for college, but I'll happily share it out.
     

     
    I already posted this in the General Creativity thread, but people don't often check there.
     
    Also, ignore the stand. That's for presentation purposes. It's a Border Collie (duh) and I also have a Golden Labrador variant. I remember seeing Fuji messing around with making sprites from 3D models, something I've wanted to try for quite some time. If he's willing, I'll give him this and perhaps we could make some sprites for you to use!
  22. Like
    WolfeClaw got a reaction from Atoxwarrior in InSayne Companionship - An NPC companion.   
    I'll continue with the sprites regardless of how things turn out, though I have the utmost confidence in you being able to code everything. Dog sprites will be useful somewhere and somehow
  23. Like
    WolfeClaw got a reaction from ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Finished at 417 tris, 32x32 texture.
     
    Link
  24. Like
    WolfeClaw got a reaction from Kuren in InSayne Companionship - An NPC companion.   
    It's fine if you don't know yet, but do you know if you'll be needing walk + run frames? I'm going to do a quick Excel document so I can keep track of which frames I've done in which directions, etc.
     
    Right now I've listed down Idle, Walk & Run animations for all directions (N, NW, W, SW, S, SE, E, NE).
  25. Like
    WolfeClaw got a reaction from Wveth in InSayne Companionship - An NPC companion.   
    When I said 'Godspeed' I didn't mean 'Get it done in less than an hour'.
     
    You're a machine and I admire you greatly. 
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