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Blake81

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  1. Spiffo
    Blake81 got a reaction from Ornament in Witness the Fitness   
    MP is so close we can almost taste it now...
  2. Like
    Blake81 got a reaction from MrBlue in Witness the Fitness   
    MP is so close we can almost taste it now...
  3. Like
    Blake81 reacted to Aiteron in Testing the idea of towing a vehicle   
    I decided to make a car towing mod. I have some results, but this is not a simple mod. 
     
    I changed the source code of the game (decompiled, modified, compiled) and wrote a mod for lua.
     
    Stopped at the current state of the mod. (There is no point in continuing if the developers do not add the necessary code for the mod to the game and decompilation does not perfectly restore the code, so the decompiled files crash the game (I think the deadlock occurs))
     
    I added the following code to the game source code:
    1. OnVehicleUpdate event - trigger when vehicle update
    2. Change vehicle position (like setDebugZ(float))
    public void setDebugXYZ(float x, float y, float z) { this.tempTransform.set(this.jniTransform); this.tempTransform.origin.x = x - WorldSimulation.instance.offsetX; this.tempTransform.origin.y = z ; this.tempTransform.origin.z = y - WorldSimulation.instance.offsetY; setWorldTransform(this.tempTransform); }  
    This is not real towing. I'm teleporting transport now.
    Joints are needed for real towing. Now, as I understand it, the developers use the modified Bullet engine, and there are no joints in engine java api now.
     
    What I want to achieve with this functionality:
    1. Towing a car with a correct turn and physics similar to realism (imitation)
    2. For towing you need a special device or a special car
    3. Towing affects the movement of the car. (Depending on the weight of the towed vehicle)
     
    What I've done:
     
     
     
    How can I submit a request to developers for the methods I need?
     
    Write what you think about the mod idea. If there are a lot of people interested, perhaps the developers will implement the required functionality.
     
  4. Like
    Blake81 got a reaction from MrBlue in PriZon Break   
    Does this mean we'll be able to wear jackets and coats open?
  5. Pie
    Blake81 reacted to Batalha in Bags Capacity Elasticity and Tailoring   
    Hi,
     
    I suggest that we should be capable of going beyond bags capacity at the cost of durability, and we should tailor patch them.
     
    So, first, bags should have durability like clothing and weapons.  Durability loss should be influenced by the activity (running/fighting damages much more than walking) and by going beyond its nominal value.  I'll use the schoolbag as example.  If we use it as projected (to keep below 15) even running shouldn't damage it and the durability loss is only noticeable on the long term.  But as we go above, it wears down quickier, exponentially quickier.  So, putting an extra pencil on a bag isn't a big deal, a extra axe is (20% on a schoolbag).  Going after 50% should be impossible or straight up destroy it on the first running you have to do.
     
    Well, we damaged our bags.  So, the storage limit is going to be lower until we fix it.  A poorly patched won't be back on its original value.  On the other hand, some reinforcement could help improve a bit.  Some leather strips on the bottom of a bhb will be a nice thing to aim for.
     
    I believe this is good at the beginning with the extra carrying potential and at the end as well, because it is an extra resource to be aware of (and go look for).  Adds more uses for extra bags and for tailoring.  Having options and making decisions is generally good and I can imagine some 'loot rescue mission' because our bag 'broke' and our loot is surrounded by the zed that made us run on the first place.
     
  6. Pie
    Blake81 got a reaction from Pandorea in Looks different somehow   
    Just found a bit of a bug with the new home page. The "View All News" button at the bottom doesn't work. It gives me a 404 error.
  7. Like
    Blake81 got a reaction from MartinFNV in IWBUMS 41.37 released   
    TBH, trash disposal was never a problem to me. I just stuff my trash into a dead body and burn/bury it, and problem solved. 
     
    Only things that gave me problems were car parts (broken hoods and windshields mostly) due to their weight. I wish we were able to "scrap" broken car parts (or car parts as a whole) for materials rather than just throwing them away. I mean, I'm pretty sure I can get some bits of metal plating from a wrecked hood or door. also a broken windshield should just vanish, just like headlights/taillights do already.
     
    IMHO, I think that'd be a much better fix than a magic trash can option; I do agree it feels videogamey, and I worry it may be abused on MP (unless, of course, it can be disabled).
  8. Like
    Blake81 got a reaction from sprkng in IWBUMS 41.37 released   
    TBH, trash disposal was never a problem to me. I just stuff my trash into a dead body and burn/bury it, and problem solved. 
     
    Only things that gave me problems were car parts (broken hoods and windshields mostly) due to their weight. I wish we were able to "scrap" broken car parts (or car parts as a whole) for materials rather than just throwing them away. I mean, I'm pretty sure I can get some bits of metal plating from a wrecked hood or door. also a broken windshield should just vanish, just like headlights/taillights do already.
     
    IMHO, I think that'd be a much better fix than a magic trash can option; I do agree it feels videogamey, and I worry it may be abused on MP (unless, of course, it can be disabled).
  9. Spiffo
    Blake81 got a reaction from AlexRus123 in IWBUMS 41.37 released   
    TBH, trash disposal was never a problem to me. I just stuff my trash into a dead body and burn/bury it, and problem solved. 
     
    Only things that gave me problems were car parts (broken hoods and windshields mostly) due to their weight. I wish we were able to "scrap" broken car parts (or car parts as a whole) for materials rather than just throwing them away. I mean, I'm pretty sure I can get some bits of metal plating from a wrecked hood or door. also a broken windshield should just vanish, just like headlights/taillights do already.
     
    IMHO, I think that'd be a much better fix than a magic trash can option; I do agree it feels videogamey, and I worry it may be abused on MP (unless, of course, it can be disabled).
  10. Like
    Blake81 got a reaction from geronimo553 in IWBUMS 41.36 RELEASED   
    I'm officially dubbing that bug as "Blooosputin"; because no matter how many times you kill it, it will just not go down...
  11. Like
    Blake81 reacted to SVAFnemesis in Just tried Build 41 and put 30+ hours into it, here's my indepth thoughts and suggestion so far   
    Parts marked in red are important, others are less important
     
    Table of content
    1. JUST SKIP MY INTRO
    2. ELEPHANT IN THE ROOM
        The manuever player wants to do and how effective it currently is;
        The dilemma of how effective players should be in combat;
        What we could do;
    3. MOVEMENT PRECISION
        Unintentional strafing;
        Bobbing camera;
        Aim control;
    4. SIGHT DIRECTION
    5. STEALTH PLAY STYLE
    6. THINGS THAT HIT THE SPOT
        Characteristics;
        Animations;
        Details;
    7. BUGS AND MINOR IDEAS
        Bugs
        Ideas
    8. THANK YOU
     
     
    1. JUST SKIP MY INTRO
     
    I only started playing PZ recently and I think this game is absolutely amazing. I'd say it is one of the best survival management game I've ever come to known and perhaps the most immersive game I've ever played. I've been playing the public build for almost 2 weeks before I decided to try out this build 41 that everyone's been talking about, and oh boy here we go...
     
    First thing first build 41 is AWESOME! The things you can do, the details that are added and the improved animations and models and everything, I just wanna give a huge shoutout to the dev team who after all these years were still able to bring this game up so much level!
     
    However I'm really here to give thoughts (feedbacks) and I fully understand that this build is currently still undergoing heavy tweakings. I hope my profession as a character animator and my game company background (not a game animator, just cgi) may offer some helpful suggestion.
     
    2. ELEPHANT IN THE ROOM
     
    Character movement. It's a huge improvement, but also a huge problem directed at gameplay. I'm sure the dev has heard enough already. I did googled many other people's review and many talked about the same thing which I mostly agreed on. But I wanna get into details on this issue.
     
                    The manuever player wants to do and how effective it currently is;
     
    I won't be using words like oh my character turns like a fish in water it's unrealistic blah blah blah no I'm going to look at it from gameplay perspective: with currently movement control what changes was forced upon the gameplay as a whole? It's simple, we are now pretty much denied the ability to safely disengage and run when we think we are about to get overwhelmed, we are also no longer able to quick react during a sudden close quarter encounter, for example a zombie lurking in the corner out of sight. It's not impossible, it's just you can easily failed and in this game instead of a set back it's game over. Zombie's new grabbing ability probably contribute to it quite a lot but it's hard to say which one is more problemetic. I personally liked the zombie grab, it's just not being able to perform quick runaway is putting me off.
     
                    The dilemma of how effective players should be in combat;
     
    I understand that this animation was part of an effort to prevent kiting which enables player to 1 vs horde. But I think currently the slow 180 turn thing or the movement delay as a whole is really just discouraging player to take even the smallest risk or just about doing anything. So in a way it is discouraging player to just, well, play the game.
     
    To further show the impact of this mechanism, I have tried lower the difficulty to weaker than "initial outbreak" settings and what I noticed is that I still get pretty much the same amount of scratches from the casual single or double encounters. Now the game is already looking boring with such low difficulty due to having just 3 to 4 zombies for an entire block and they don't react much to me, but that 3 to 4 zombies is just going to scratch me at some point. ALL OF THEM are resulted from bad movement control, NONE was caused by my bad decision making. Back in public build the gameplay is mostly like: the shop is right there, the horde is over there, should I run for it or should I lure them away? And when I get myself killed I think: damn, shouldn't have underestimate the number, shoulda been more patient. In Build 41 it's mostly like: Oh are you kidding me you miss shoving that one slow ass zombie right in front of you?
     
                    What we could do;
     
    My suggestion for this particular issue is that we should definately take a much more responsive approach for movement control, player should be able to traverse with ease in a close quarter situation. Perhaps the nerf is instead focus on combat action. For example, here's what I can think of: you hold LMB to charge up attack power, maybe it'll take 1 second to reach full damage, then release to blow, while you charge, if you moved your charge drastically slow down and your movement will severely impaired. This will discourage player to kite indefinately while facing a sizable horde. Players are also rooted during swing, and if you release RMB before releasing LMB it immediately cancel action allowing quick disengage. Just a quick thought, or could be some better solution.
     
    3. MOVEMENT PRECISION
     
    This is very much similar to the issue mentioned above, but instead happens mostly during down time. So with the much bigger turning curve, walking or running from place to place indoor or in tight spaces becomes quite a hassle. There's two parts for this issue. The unintentional strafing caused by the curve, and the current camera tracking method that greatly reduces player's precision.
     
                    Unintentional strafing;
     
    What happens now is that when you turn 90 degree trying to get thru a one tile gap such as door, you are likely to take one more step to the side and miss and hit the wall, and then you have to scrub the wall a bit before you go thru. This happens way more often when you try to run indoor. This ruins a lot of immersion because many great moments happen when you're just enjoying the down time at home, cooking doing laundries watching TVs and bang you hit the wall and you're like: urgh...just..trying to...squeeze thru this door to use the bathroom... *phomp* there! This probably shares the same problem from not having a responsive enough movement control so I won't have any more suggestion to it.
     
                    Bobbing camera;
     
    It's not really "bobbing" it's just now it seems that the camera is tracking either the hip joint or head joint? Whenever we change character body direction now the camera wobbles a bit, this greatly reduce the accuracy of player's movement and sight direction control - especially during combat - and that is on top of the now turnning curve we have to deal with. I think this is more of a bug, cause I think the dev was meant to have it tracking the root ring? Perhaps it'll be fixed in the future.
     
                    Aim control;
     
    Oh boy I'm gonna try and suppress my emotion here.
     

     
    This is bad! it's bad, it's really really bad! Forgive my insensitive wording but God I can't stress enough how much I hate this mechanism. Just make it like this:
     

     
    It really is just every gamer's instinct to align directions from root of the character to cursor on the ground.
     
    Also the camera bobbing has severely impaired player's ability to hit zombies right in front of them. I believe it's a bug and the devs are already working on, hope it'll be removed soon.
     
    4. SIGHT DIRECTION
     
    Right now the way we control our character's sight direction is way too slow. I don't think I like how the sight is bind to the direction of torso, this is causing certain amount of unpleasant in the gaming experience especially when things are tensing up and you want to be at top alert of your surrounding.
     
    May I make a suggestion here cause I really like to see this happen: we now have stealth, right? I love it, I like implementing stealth and make it an important part of the game (althought more tweaking required). So now that we have a designated stealth, can we make RMB a sight direction thing without activating combat/stealth mode? Perhaps we can separate body motion with head motion, for example when players are moving, sight direction spins freely; while standing still body will try to turn towards sight direction. Maybe we can now look around while in vehicles. I really like being able to look around while walking running and doing other bar loading stuffs such as picking doors or maybe just resting on ground. Perhaps we get a slow panelty for the bar while looked away, that'll be fun! Scanning parameter is a huge part of zombie survival game like PZ and if we're allowed to do that it'll add SO MUCH immersion to gameplay! Please please make it happen!
     
    5. STEALTH PLAY STYLE
     
    I really like the idea of having stealth play as part of the strategy, especially for early games when players are more vulnerable. However when I was trying it in survival mode, I just don't think the stealth has much of an effect. I feel like the zombies are just going to see me from miles away anyway regardless of how dark and slow I am. Often time I feel like it's much more easier if I just do the good ole run and grab. Stealthing hasn't been much of a success for me in terms of going in for the loot. Also because of the thing I mentioned before, sight directions are way too slow so I can't keep a full awareness of my surrounding, I just feel like I'm not the one who's stealthing, it's more like zombies are stealthing me instead.
     
    I think stealth can use a bit of a buff, it's going to create a much more exciting early game experience!
     
    6. THINGS THAT HIT THE SPOT
     
    There are things from build 41 that has really elevated this game from its previous build, things that adds a great deal into the immersion of this genre and deliver a much better gaming experience. Sometimes it's more important to know what you did right rather than what you did wrong, because it is the rights that set the direction of where we should be going in the future.
     
                    Characteristics
     
    Clothing! Variaty of clothing is one of the best thing we ever have from this build, it gives so much to the character we play, it makes our character much more alive than ever before. Oh we have slippers and pajamas now?! Can we have a sleeping bonus when wearing them to sleep?
     
    Managable hair style? Holy shit! I remember coming back home from looting and fighting zombies and then I go to the bathroom to wash off my blood, and I take off my beanie and loosen up the pony tail, I can almost feel the relaxation from my character! Can we now make those combs mirrors razors and hairspray useable now!
     
                    Animations
     
    Combat motion. It's just great, coming from a fellow animator, I'm loving this animation overhaul! The way the character holds heavy weapon such as wood axe and sledge by the balance point? This is better than many of the game animators out there I know! I like to critize them a lot because I'm a character animator and we have much higher standard in CGI animations, but I'm totally loving this one.
     
    More interaction animations. The tiny suble motions when the character is doing stuffs is just so properly done, things like eating, washing, grabing stuffs from chest and from ground or even reloading firearms, they are really bringing out the immersion of things! Oh and I love how some of the things can be done while sitting on ground! So can we finally sit in chairs and sleep in beds now please?
     
    Wounding, limbing and tripping. That's a big plus. It really force you to be more aware of your surroundings and not just to look at them as obstacles. One morning I ran through a bush without wearing pants, and I scratched my leg. What else was I expecting right!
     
    I notice vehicles have physics now, it feels good!
     
                    Details
     
    Firearm system is DOPE! Whoever designed this, you're a genius and I salute you.
     
    Corpse decomposition and skeletons. I knew we'll have this some day. Thank you for indulging us.
     
    Rain puddles, NEAT!
     
    Frankly I can go on and on but you know how it goes. We'll always be excited for any details and interactables that are added to games. This is the very reason why PZ is unique!
     
    7. BUGS AND MINOR IDEAS
     
                    Bugs
     
    Clip on tie currently is only visible on the inside, it appears that any layer will cover it.
     
    Clothing icon color sometimes does not match up with actual color.
     
    Trench jacket model can be see thru from below, this is quite distracting when zombie dies and you see thru it. Maybe there's a flipped normal or something.
     
                    Ideas
     
    Sit on chair, sleep in bed.
     
    Tea comes in boxes, coffee comes in bags so that they won't be consumed for just one use.
     
    Alarm clock can be placed on top of some table tops so that we can hit the stop button.
     
    Does bread dough consumes the entire bag of flour? Maybe make it just half, or a quarter.
     
    Firearms probably needs a little buff so that we can quickly kill off a zombie at point blank regardless of skill level. I agree we must regulate power of firearms, but not being able to kill of zombies in point blank kind of put off the purposes of having them in the first place, I mean they are kind of a last resort thing that will result in you having flea the area quickly after all, it's not like you get a shotgun and you immediately go fully Jill Valentine.
     
    I have many ideas but I don't want to shovel them all in this articles. I'm sure devs have many great ideas for the future release, for now priority should be the major issues.
     
    8. THANK YOU
     
    At the end I wanna say thank you Indie Stone for making such a great game and keeping at it for so many years. I wish I know this game earlier and now that I do, I hope for the next release this game will rock the foundation of all management genre. Let's set a new standard for any survival games to come, coz why not.
     
    I know devs are probably at the end cycle of next beta test release so my opinion probably comes either too late, too weak, or maybe just too non-mainstream. I'm looking forward to the next beta release and as a survival game lover, I hope that I will be able to give more useful feedback. And last but not least, to all the devs, I don't know where you are but please stay safe and don't let the virus get you. Yes the one that's out there right now. By the way who put a bunch of toilet papers in Cortman Medical Clinic and replace all the medical supplies? F*** you I died because of that! (JK)
  12. Like
    Blake81 reacted to nasKo in BackstabZ   
  13. Like
    Blake81 reacted to Mr.Me in New weight system and why it is important.   
    Dear PZ community and development team, I’ll be brief firstly, greetings from Ukraine; secondly, it is very painful for me to look at the current loot system where the dimensions of objects and containers are not taken into account (modes of this nature are extremely mediocre).
    My suggestion : Add two weight values for each item (volumetric weight and actual).
    The container will also have two weight parameters (but the player will see the average value).
    The container defines a larger parameter for the weight of the item and it is it that is taken into account.
    "formula volumetric weight is length × width × height cm/ 5000"
    More details below.
    Items will be divided into categories:
    - very small items;
    (up to 0.1 kg of volume / actual weight)
    Settling in bacpack: no restrictions. (subject to capacity indicators of volumetric and actual weight)*
    Settling in pockets: up to 25 pieces.
    (I think there should be different pockets and, accordingly, different capacities).
    Settling in a container: no restrictions. *
    - small items;
    (up to 0.5 kg volume / actual weight)
    Settling in bacpack: no restrictions.*
    Pocket storage: up to 2 pieces.
    Settling in a container: no restrictions.*
    Very small and small items will require pockets to carry in inventory. Either carry it in your hands, a backpack, or fasten it to belts.
     
    - medium subjects;
    (up to 5 kg of volume / actual weight).
    Settling in bacpack: no restrictions.*
    Settling in pockets: no.
    Settling in a container: no restrictions.*
    - heavy objects;
    (up to 20 kg of volume / actual weight).
    Settling in bacpack: no more than two.
    Settling in pockets: no.
    Settling in a container: in any other container without restrictions.*
    - special items;
    (over 20 kg of volume / actual weight) can only be lifted by two hands if the actual weight is less than 40 kg.
    Settling in bacpack: no.
    Settling in pockets: no.
    Settling in a container: in any other container without restrictions.*

    Character’s inventory is limited by the number of pockets, slots (belt, holster), hands and directly with a maximum weight of 40 kg (volumetric weight does not apply to inventory).
    Everything regarding containers:
    - The container takes into account the greater value of one of the weight parameters;
    - The container cannot hold objects longer than the length of the largest side of the container.
    Backpacks / bags / bags:
    - Have all of the above properties;
    - Category exception: heavy objects (no more than 2), special item (do not fit at all).
     
    when hovering over an item and container the player should see: its size, a larger weight indicator, category.


    This will make the loot system as close to real as possible.
    finding items is one of the foundations of this game and there is a huge gap in it ...

    P.S
    This is just a sketch, but if you are also interested, I will add to the topic.

    Little things:
    Pockets: you can sew them.
    (from 2 sewing levels)
    You can sew pockets on things from: jeans, synthetics.
    Items suitable for sewing: pants, jeans, shirts, jackets and the most interesting backpacks. (It makes sense to add one pocket to the backpack.
    For * quick access as a belt only for objects "small" 2 cells for a screwdriver and scissors;)
  14. Like
    Blake81 got a reaction from trombonaught in IWBUMS 41.32 released!   
  15. Like
    Blake81 got a reaction from BioHazardAlBatros in "Interesting Times"   
    Dammit! Why did you have to phrase it like that!? No I am legally obliged to post this:
     

  16. Like
    Blake81 got a reaction from leon2356 in 41 IWBUMS Steam No magazines in guns I find in containers   
    Found three of them, each on a different "suicide scene" at a random house (The ones that have a few non-zed corpses carrying guns/alcohol/bleach), and those were the lucky scenes that had it. All of those were 308 tho, the 223 remains mythical.
  17. Like
    Blake81 got a reaction from Pandorea in "Interesting Times"   
    Dammit! Why did you have to phrase it like that!? No I am legally obliged to post this:
     

  18. Spiffo
    Blake81 got a reaction from Hilrof in "Interesting Times"   
    Dammit! Why did you have to phrase it like that!? No I am legally obliged to post this:
     

  19. Like
    Blake81 got a reaction from SLegend in IWBUMS 41.32 released!   
  20. Pie
    Blake81 got a reaction from Pandorea in Can't Shoot Through Chain Link Double Doors   
    Found this weird bug while I was defending my base from the usual Chopper-led horde when i tried to shoot the zed through the fence door, and saw no reticle.

     
    Yet, if I do it from the same place on the side, which is fence instead of gate-
     

     
    You can shoot it perfectly.
     
    This shouldn't be; I understand you shouldn't be able to do this through the wooden door, but through the chainlink one, you should be able to shoot through the chainlink gate just as through the chainlink fence.
     
  21. Like
    Blake81 got a reaction from ZombiesLoveBrainiacs in Tatdoid   
    Errr.... wouldn't that be VHS, dude? DVDs were invented in 1995, and didn't come out commercially in the States until the 97, and even then, it took until 2002 for them to fully adopted and fully replace VHS. (Source: I worked on a video store for most of my pre-teen/early teen years)
     
    Also, if he's gonna work on devices again, maybe we could have PCs exist somewhere outside of the super-secret base; it has always felt so weird to see all those office buildings without a single PC on the desks...
  22. Like
    Blake81 got a reaction from Geras in Tatdoid   
    Errr.... wouldn't that be VHS, dude? DVDs were invented in 1995, and didn't come out commercially in the States until the 97, and even then, it took until 2002 for them to fully adopted and fully replace VHS. (Source: I worked on a video store for most of my pre-teen/early teen years)
     
    Also, if he's gonna work on devices again, maybe we could have PCs exist somewhere outside of the super-secret base; it has always felt so weird to see all those office buildings without a single PC on the desks...
  23. Like
    Blake81 got a reaction from DEATH in Tatdoid   
    Errr.... wouldn't that be VHS, dude? DVDs were invented in 1995, and didn't come out commercially in the States until the 97, and even then, it took until 2002 for them to fully adopted and fully replace VHS. (Source: I worked on a video store for most of my pre-teen/early teen years)
     
    Also, if he's gonna work on devices again, maybe we could have PCs exist somewhere outside of the super-secret base; it has always felt so weird to see all those office buildings without a single PC on the desks...
  24. Like
    Blake81 got a reaction from crossed in Still barely any Gun Magazines...   
    Outside of Pistol magazines you sometimes find on dead zed (which aren't common, but DO happen), no gun anywhere seems to spawn with a magazine. I've already looted ALL gun storages in the map (Both Gun Stores, Prison Guardhouse, Hunting Lodge, All Police Stations and the Secret Base) with all kinds of loot set to Abundant and I haven't found a single magazine.
     
    Hadn't this been fixed before? Because it still doesn't seem to work...
  25. Like
    Blake81 got a reaction from Axezombie in Still barely any Gun Magazines...   
    Outside of Pistol magazines you sometimes find on dead zed (which aren't common, but DO happen), no gun anywhere seems to spawn with a magazine. I've already looted ALL gun storages in the map (Both Gun Stores, Prison Guardhouse, Hunting Lodge, All Police Stations and the Secret Base) with all kinds of loot set to Abundant and I haven't found a single magazine.
     
    Hadn't this been fixed before? Because it still doesn't seem to work...
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