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Meabe

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  1. Like
    Meabe reacted to RobertJohnson in RELEASED Build 32   
    New version, 32.8!
     
    THE EXCITING CRAFTING UI! Press "B" (default) or click the left icon to show it. It allows you to see every recipes you know (some may need to be learnt from books, not all books are coded already, it'll be there soon) It also check for items in surrounding containers and automatically grab them. The above now also works for right clicking to craft! (I may have broke controller support on it for now, it'll be fixed don't worry) Evolved recipes also works for this! Check in your cooking tab! Also this update include few fixes/EP zombie population management fixes/balancing etc...
  2. Like
    Meabe reacted to EnigmaGrey in Build 32 Trait and Profession Discussion   
    Not sure if it's still in, but the amount of zombies may impact the amount/rarity of loot you find.
  3. Like
    Meabe reacted to RobertJohnson in RELEASED Build 32   
    Expect moving furnitures is a Turbotutone's thing
    But yeah!
  4. Like
    Meabe reacted to RobertJohnson in RELEASED Build 32   
    If it's not on the patch note, then...?
  5. Like
    Meabe reacted to EasyPickins in RELEASED Build 32   
    [NEW STUFF]
     
    Zombie Respawning
    The zombie-respawning system was rewritten.  This picture shows a part of West Point.  Each large rectangle is one cell (300x300 tiles).  The small rectangle is the loaded part of the map around the player.  Each red dot is one zombie.  The yellow dots are the "real" zombies in the loaded part of the map.  In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population).  The third number is how many hours before new zombies can spawn.
     

     
    The sandbox option "Zombies Respawn Interval" controls how often zombies respawn.  Zombies will respawn only when the current population in a cell is lower than the desired population.  In mutiplayer, the HoursForZombiesRespawn server option is used instead.  In survival mode this is set to "Every Day".
     
    The sandbox option "Zombies Respawn Percent" controls how many zombies respawn each interval.  This is the percent of the desired population that is added each interval.  In multiplayer, the ZombiesRespawnPercent server option is used instead.  In survival mode this is set to "10 percent".
     
    Zombies won't respawn in loaded parts of the map.  This is to avoid zombies popping up in front of the player.  They also won't spawn in any part of the map that was loaded within the last hour of game time.
     
    Zombies should never respawn in any buildings or fenced-off areas.  The game checks if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies.  If a path can't be found, then no zombies will be spawned in that part of the map.
    2 new professions: Electrician (can operate generators and create electronics device for traps) and Engineer (can create traps/explosive) Added generators:You can find them in shed/generator, you can then take them and drag them near a house. You need to be an electrician or found the recipe book to use them. Once placed near a house, it doesn't work with player made safehouse yet, right click and plug it. You can now add fuel in them and then turn them on. It now provide electricity to surrounding area. The generator will deplete fuel and condition slowly, a bad condition generator could start a fire or even explode, be sure to fix them with electronics scraps! Oh, it also does a lot of noise... Traps/Explosive:Molotov, flame trap, pipe bomb, noise maker, smoke bomb and aerosol bomb! After crafted them (need to be engineer, but you can find some books to learn the recipes) you can throw them or place them on the ground. Some electronics devices can be added to them: remote trigger, movement sensor or even timer! Added the tutorial, give it a try! It's the first step tutorial, it won't teach you all the mighty stuff you can do, but it'll provide a good base for new player as it teach movement, fighting, looting, eating/drinking... And use of context key! Random character creation and save your character creation! (mod from BlindCoder) Added 2 new challenges!Opening hours: The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do...  You are alone, but not for long. At 9AM the Mall will be ready for business: doors will open, and the hordes will enter. Be ready for them. Winter is Coming: It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it. You awake in an isolated location. You have meagre supplies, and the undead hordes might be slowed by the intense cold - but they are no less deadly. Wrap up warm, survivor... Claim safehouse in Multiplayer! Added StartYear and StartDay sandbox options. Added SaveWorldEveryMinutes server option. New server option = AllowDestructionBySledgehammer:true // If false, don't allow the use of the sledgehammer to destroy stuff. Dismantle electronics stuf to gather electronics scraps! Tooons of new items, more than 30! [bUGFIX]Don't create backups of client savefiles when the game's version changes. Fixed rain barrels collecting rainwater when inside. (Issue #001594) Fixed sheet rope sometimes going on the wrong side of the thumpable/window in multiplayer. (Issue #001569) Fix unkickable players in multiplayer. Client savefile names were changed to IP_port_username. (Issue #001626).  It used to be IP_username, so you may want to rename your multiplayer directories to include the server's port number, otherwise the game won't find your old player. Fixed the "device not closed" error message when exiting. (Issue #001630) Fixed "dirty" appearance to a clean bandage on male upper right leg. (Issue #001625) Fixed campfire items not cooking after loading. (Issue #001611) Fixed lightfooted/sneak XP being awarded to the wrong player in splitscreen multiplayer. (Issue #001644) Fixed zombie-grab slow-factor not being applied to the correct coop player in multiplayer. Recover from colds inside player-made buildings. (Issue #000958) Added "Remove Broken Glass" context menu command for broken windows. Don't show the combination padlock dialog until the player has finished moving next to the locked object. Blood splatter gets fainter and blacker over a 3-day period. New server option HoursForCorpseRemoval will delete corpses older than this many hours.  Player corpses aren't deleted. Fixed getting into locked containers exploit. (Issue #001649) Fixed beginner mode shut water/elec to 8 days Probably plenty of other stuff I forgot there. Update: May 26th - 32.1 http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=181668
    Update: May 27th - 32.2
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=181970
    Update: May 28th - 32.3
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=182464
    Update: June 3rd - 32.4
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=183846
    Update: June 5th - 32.5
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=184392
    Update: June 8th - 32.6
    Update: June 19th - 32.7
    Update: June 22nd - 32.8
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=187945
    Update: June 23rd - 32.9
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=188163
    Update: June 27th - 32.10
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189247
    Update: June 28th - 32.11
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189442
    Update: June 29th - 32.12
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189749
     
    Update: June 29th - 32.13
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189840
  6. Like
    Meabe reacted to lemmy101 in The Silver Lining of NPC Delays Etc   
    This is something I've wanted to say for a while, and something everyone should remember when getting frustrated by the delay to the NPCs.
     
    We started development of this game in early 2011. It's our baby and has literally consumed some 80%+ of my waking life (probably similar for the others) since 2011. We've had our lows (and some lows at that) and we've had our highs. The community we've built is incredible, and the love and pride we have for the game and community is immense. But...
     
    This game has been in development for over four years now, and that is a long time for your life to be consumed by one thing (This goes way beyond 9-5 job levels). We'd never ever abandon PZ before it's the game we set out to make, but that's not to say we're not tired, worn out, and missing that feeling of working on something new. As well as the rewards, of which we are very grateful, PZ has taken its toll. Even when the day finally comes that some of us move on, as we've said before, we'd continue to support development of PZ for as long as it makes the money to support itself, and likely even some time after that. But there is that ache there for the truly fun and exciting feeling of exploring new ideas and the potential and wonder of a new game, an ache that strikes every developer and truth be told is years old at this point. I hope we score points for resisting it.
     
    But we won't and can't even think about other projects seriously, even if we dabble in our spare time. It's too dangerous to even think about because we can't have any distractions as we need to deliver the full map, the vehicles, the NPCs, before we can hit 1.0. At the point PZ goes 1.0, a few of us will likely finally be able to explore what's next after PZ, and we hope our community is looking forward to whatever we do next too. As I said before, to reiterate, we'd make sure PZ was well supported as we don't want the day to come when PZ stops getting new content. I don't want to presume what the devs we've taken in from the community would like to do post 1.0, but I imagine PZ would continue with long standing devs the community knows and trusts to steer the ship straight, and of course even if working on something else we'd still be heavily involved.
     
    So I guess around to my point: I know waiting for NPCs is hard. I know they keep getting pushed back, seem vapourware at this point, and trust me I want NPCs out there more than any single one of you, by a factor of like 10000000. I know many of you are patient, I know a few aren't, but I also know their impatience is a good sign as to how much people care. I also know that these NPCs are one of the most ambitious NPC systems in the history of games. It feels arrogant to say as much but I can't really argue against that statement. I'm aware of what we're biting off here. I'm totally confident we can do it, but the fact is after this huge delay we HAVE to deliver, and we HAVE to deliver something brilliant. So that's ironically the reason for the delay. They won't be released until they are brilliant. It's as simple as that. I don't want to say NPC development is a nightmare, because it is also wonderful and exciting in equal measure, but it's a shit ton of pressure that is on around the clock. It only makes me want to weep with sympathy imagining what GRR Martin is going through with the sheer monstrous scale of pressure on his shoulders compared to ours. 
     
    BUT. This is a good thing. Not for us, but for you. Why? Right now, EVERY member of the Indie Stone is working full time on PZ. We need to provide you with stuff, meaty content, to keep you happy, interested, and to improve the game in the meantime while we get our shit together with the NPCs and whatnot. We can't have 6 months or a year of no updates while we tick off our last remaining big bullet point planned features. We can't go 1.0 until NPCs are in. If that took a gazillion years that means a gazillion years of updates and support for PZ. If you think of all the many many great features that have been added into the game in the past couple of years since NPCs were removed. A lot of them would have made it in anyway, of course, but many of them may not have been.
     
    As we say, we don't plan on abandoning PZ at any point in the forseeable future. But the fact still remains, that when NPCs, or Vehicles, or the completed map, go into the game, the longer they took, and the more delays and frustrations they had in getting here, they WILL go in. And if they take a long time: The game they will be dropped into will end up better, more feature rich and deep because of it. All the while having the entire Indie Stone dev team dedicated to the game with zero distractions.
     
    So yeah. Brain dump, but its a point of view I wanted to share with you all. hope you don't hate us for dreaming of new adventures at some point in the future.
  7. Like
    Meabe reacted to Batsphinx in Just wanted to say…   
    Back when my line of work was a lot more journalist-y I’d do a lot of interviews with Executive Producers, Senior Marketing Vice Presidents and all other manner of other glorified mouth-pieces for the big publishers. Whenever they brought out the old “of course, we’re doing this for the community – they’re who matter!” line I’d start to roll my eyes. I wouldn’t stop rolling them until I’d asked my killer ‘DLC plans?’ question.
     
    I don’t want to be like that guy – the guy who talks about the value of a game’s community without once visiting it, and praises it as a part of some bullshit boardroom checklist.
     
    Without Project Zomboid’s community (without you - the person reading this – whether you’re a lurker or a regular) times could’ve been so much darker. We owe you a ‘thank you’ so massive it’s almost impossible to deliver. Your testing, your enthusiasm, your friendship, your shared passion for the game… it means more than I can convey in a simple forum post.
     
    I’m not going to whitewash the bad stuff. Two years ago TIS self-inflicted some wounds from which it took an age to recover and gave ruffians ample room to play, and I know that the fabled ‘winter of no content’ was tough on us all. (I don’t think we ever answered the question of what constitutes a ‘white knight’ and what constitutes a ‘troll’, but we certainly seemed to get closer to the answer than most…)
     
    So, before the Steam Early Access launch potentially stirs things up, I wanted to say thank you. To our moderators, to our regulars, to our lurkers, to our critics, to our fans, to those who dip in and out… everyone. Thanks for giving a shit about our zombie game.
     
    Speaking on behalf of all of the Indie Stone, all of our contributors and anyone else who’ve found themselves strapped onto this rollercoaster for the past couple of years – it wouldn’t have been the same without you, and it’s entirely possible that it couldn’t have happened at all.
     
    We’re really appreciative, and we’ll always do our best to do right by you – however we can.
     
    You started this. You incubated the PZ infection.  You'll forever have our thanks.
     
    LOVE Y'ALL
  8. Like
    Meabe reacted to Svarog in RELEASED: Build 31   
    I never saw a problem with that and it was always like this. It's not really anything strange that a rock tied to a stick breaks fast like hell, if it didn't it would be completely OP. Hell, it is OP because you can pretty much make infinite amount of Raw Axes from foraging, couple that with Lumberjack profession and Handy trait and you're a zombie killing machine.
    If you don't want stuff to break you need Maintenance skill, it increases the lifespan of all items considerably.
  9. Like
    Meabe reacted to kain_logan in RELEASED: Build 31   
    I don't know if anyone has noticed this, but in single player it doesn't seem to be limit of letters for the name of your characters. I say this because I used the name "afduffdadfafkajfdjafndfad saef sadfnasdnfkdasn fkdnsafknsadk naskfnkasdnfkansdkfndsafkadslfdnasfnasdfndsainfoasn" only as the first name of my last created character, the last name was kind of the same. The point is that it's very annoying when you see your health status or you check your inventory and because of that I strongly recommend the establishment of a limit of letters for the name of your characters. How many letters should be allowed? just the necessary to fit in the menu.

  10. Like
    Meabe reacted to EasyPickins in RELEASED: Build 31   
    Build 31.5:
    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. 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).
  11. Like
    Meabe reacted to blindcoder in Inventory UI experiment - code dump   
    Oh, right, I totally didn't think about cigarettes and seeds. You are right about those, of course. That would certainly need collapsing/extending as it does now. I guess a little plus/minus sign would suffice here.
    I also like your idea of the RPG-style equipment screen.
    All that being said, I have no idea how far I'll take this. The equipment handling right now is a maze, the context menu handling is even worse and I'm sure I'm gonna have nightmares about both of them. I really enjoyed creating the dirtywater and tiny_avc mods, but this mod is not bringing me the joy I hoped it would.
    Anyway, if push comes to shove I'll definately upload any code I've created until then under the FreeForAll mod license so anyone can then continue with it.
     
    Totally like the idea (it's done that way the long dark and iirc also in zombiu), but this isn't the place to talk about it.
    It still takes time for the player to look through the list, though.
  12. Like
    Meabe reacted to blindcoder in Inventory UI experiment - code dump   
    I'll just drop this here and ask everyone around to please please please stop me by telling me this work is totally redundant (I'm having fun doing it anyway, so...)

    inventoryscreen_001.zip
  13. Like
    Meabe reacted to syfy in RELEASED: Build 31   
    funny that of all the things on the list, the Infinite Loop fix is the one that gets repeated
  14. Like
    Meabe reacted to JonB in RELEASED: Build 31   
    So ecstatic IWBUMS 31 is public now!
     
    Thanks so much PZ/IndieStone Development Team!
     
    I will report any bugs, errors, glitches, typos, and miscellaneous issues I may find.
     
    EDIT : Loving the new splash screen! This truly is sweet as cake. =D
  15. Like
    Meabe reacted to RobertJohnson in RELEASED: Build 31   
    My Iban: 0475.....
  16. Like
    Meabe reacted to RobertJohnson in RELEASED: Build 31   
    Updated OP!
     
    [NEW]
    Added a /noclip command for admins, if you set it to true, the players won't collide on anything Added a NoFireSpread server option, if true, fire won't spread (but still trigger) 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.) 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  
    [bALANCE]
    Reduced a lot the dmg of fire on zombies [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.
  17. Like
    Meabe 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:


  18. Like
    Meabe reacted to aperture_tech in Project Zomboid is a shining example of early access done right   
    I gotta say, this game is really fantastic.
    I bought this game on a whim for $10.00 sometime in 2013. Now, I normally don't purchase early access games on a whim after what happened with Minecraft, mostly because of the risk involved. I am so happy I made this drunken purchase, because Zomboid, in its incomplete state, accomplishes far more than many games that are "complete". Not only that, but you guys also put out updates on a regular basis, while actually taking time to interact with the community. Even if you all stopped making updates, and just said "fuck it", the game would still be playable! Now, I would really hope you wouldn't do this, especially with all the work you put into it so far, but that still speaks volumes for the work done so far.
    I am incredibly impressed with this game, its moddability, its community, and its developers. I don't want to sound like a fanboy, but honestly, it is hard to not sound like one when an early access game is this good. Hell, you did more than just convince me that early access can work, you also restored my faith in the zombie survival genre.
    The industry could use more developers like The Indie Stone. Keep up the good work.
    If you are on the fence about this game and researching it, strongly consider buying it as opposed to some other early access game. Chances are, it will never even reach the point Project Zomboid is at, even if the devs of that game slap a 1.0 down as the version number.
  19. Like
    Meabe got a reaction from Geonjaha in RELEASED: Build 30.12   
    Make the days longer don't make the game easier.... That doesn't even affect the difficulty. But well, if u want no being able to walk four steps before night that's your choice. But i don't think it's the good one... In my point the game is more balanced with longer days.
     
    edit: i know u already know my point of view RJ and it's probably useless i def him because everyone seems to pref shorter day but well i have to do it. Democracy bullshit thing blabla^^
     
    You can't suppress the minorities ^^ <3
  20. Like
    Meabe reacted to RobertJohnson in Trademark infringement in game?   
    Prob all my fault again, I'm not used to UK/Murican trademark so I name items like I want..
     
    But as Lemmy said, will be changed, thanks for the report!
  21. Like
    Meabe reacted to Blasted_Taco in RELEASED: Build 30.12   
    We cant even take water from the river to boil it yet and you want to disinfect glass jars man, slow down cowboy.
  22. Like
    Meabe reacted to ComradeSidorenko in RELEASED: Build 30.12   
    I'd just like to point out that carpentry is very, very annoying with the new exhaustion system.
    I've got a fully maxed out carpentry skill, I chop down two trees (which is 10 axe swings) and I'm instantly highly exerted. I pick up two or three logs and haul them across the street, saw them into planks, the exertion lingers and I start getting sleepy just from hauling the logs across the street and sawing them into planks?
     
    I really don't like that. Nobody wakes up at 8 AM, chops down two trees, saws some planks and then is so tired 4 hours later that they are in danger of passing out because of exhaustion.
     
    The way the current exhaustion system works makes carpentry and fortifying very, very annoying...
     
    To end on a high note though, I appreciate the update and I have to say I really like the new zombie behaviour and the new shaders!
  23. Like
    Meabe got a reaction from baaderhs in Baaderhs Safe houses.   
    Baadhers genre tu craque dur sur les cordes ? ^^ 
     
    If u didn't saw. On the last pic, his house has already burned ^^
  24. Like
    Meabe reacted to RobertJohnson in RELEASED: Build 30.12   
    Update! Build 30.7
    Tweaked brightness and colours to make it a bit more realistic Fixed flickering shadows bug Changed endurance system, it now take longer to get exhausted, but take longer to recover from it Added auto zoom on joypad Zombies now clump together into groups more Balanced the new health system a bit via the feedback we had Added plant resilience and farming's abundance sandbox option You can now add/remove curtains on self made windows frame [Farming] Increased time needed for a plant to grow [Farming] Decreased water/health point loss for plants Potatoes will now last longer but give a bit less hunger reduction Some Erosion fixes and more Erosion tiles coverage Updated DE/FR/PL/JP/NL translation Added a "Beginner" mode (it take the sandbox presets "Beginner") Fixed not being able to smash windows with bare hands in multiplayer. Fixed zombies decomposition preset not working Fixed pain killer not working (and balanced them, they last longer but take more time to lower the pain) Fixed removing stitch bug Fixed a bug where stitch never disapear Lowered chopper/planes sound Fixed some loot distributions (like books in the fridge in the motel) Fixed wall vines coming back really fast after getting cut You can no longer walk fast/run with a fracture (even by using the "Walk to" option) Fixed public server list showing wrong servers after reloading
  25. Like
    Meabe got a reaction from RobertJohnson in Baaderhs Safe houses.   
    Baadhers genre tu craque dur sur les cordes ? ^^ 
     
    If u didn't saw. On the last pic, his house has already burned ^^
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