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teapot156

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  1. Like
    teapot156 reacted to ilikecaterpillars in IWBUMS 41.18 released!   
    Yeah, still disabled. There's no ETA on when that's done.
     
    I believe the bloody and dirty clothes are more likely to cause infections when you get an open wound. xXx
  2. Like
    teapot156 reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Finally new functions in a new version!
     
    http://www.mediafire.com/download/30wdaan4gsjsdsk/ORGM+1.24.zip
     
    This new version adds in distributions of weapons that are damaged, and/or have loaded ammo in them when you find them.
     
    I will maintain the stable release until this one is determined to be stable on the front page.
     
    As always, enjoy and let me know if you find any issues!
     
    Edit:
    Does any of my awesome "followers" (I don't like the term but I lack a better one) want to make a front page graphic for me?
  3. Like
    teapot156 reacted to EasyPickins in RELEASED: Build 32.16   
    Public build 32.16 released.
    Fixed coop health-panel breakage. (Issue #001902) Fixed right-click events being sent to non-visible panels. (Issue #001903) If you clicked "First Bite" then backed out and clicked "Survival", the Zombie Lore settings would be stuck on the easier "First Bite" settings in the "Survival" game.  The Zombie Lore settings would go back to normal once you loaded the game again though. New "Continue" button plays the last save from the main menu screen. Fixed incorrectly counting the number of times some recipes can be done.  (Issue #001912).  A few recipes with custom OnCreate Lua functions may not return the correct result. Fixed no damage being done to a standing zombie on the next attack after it was shoved. 'Get Bacon Rashers' & 'Get Bacon Bits' work with Hunting Knife. Fixed bombs destroying the outside walls of safehouses. (Issue #001911) New "Extinguish Fire" user interface.
    You can target a 2x2 area. The white circle shows where the player will stand. Extinguishers and Dirt/Gravel/Sand-bags use 1 unit per square. Water items use 10 units of water per square (1 water-bottle's worth). If nothing is burning on a square, nothing is consumed from the fire-fighting item. You can extinguish yourself/others. The best available extinguisher is chosen (Extinguisher, then Dirt/Gravel/Sand bag, then a water source) and equipped automatically from main inventory.  If you already have a suitable item equipped, it will use that.
  4. Like
    teapot156 reacted to Hydromancerx in Hydrocraft Mod   
    Making Sandbags is on my todo list. I will eventually get to it.
  5. Like
    teapot156 got a reaction from DeadlyStr1ke in Hydrocraft Mod   
    Hydro would you be willing to make it so that when you use a compost bag you made it gives you your sandbag back?
  6. Like
    teapot156 reacted to DeadlyStr1ke in Hydrocraft Mod   
    Same thing is with Wood block not giving any output. I checked the recipe and it also had HCWoodBlock instead of HCWoodblock. Just wanted to report this, in case noone else did yet.
     
    Edit: Upon further investigation it appears the result for Wooden Wheel is also Result:HCWoodenwheel, while the item is HCWoodwheel.
     
    There are some problems with icon .pngs having different names than mentioned in the item config.
    Item_HCCamppack instead of Item_HCCampingpack.
    I'll list all the problematic items here as I find them:
    - Camping Pack(Icon)
    - Wood Block(Result)
    - Wooden Wheelbarrow(Icon)
    - Wooden Wheel(Icon/Result)
     
    Also, a question regarding the wheelbarrow. Is the weight reduction of 50 intended?
    I understand that it has a high capacity, but it overweights you with the weight of it's own already. So a few planks on top and I'm already Extremely Overweight. I know that this shouldn't be an OP "Carry the world with you" container, but with the requirement of equipping in both hands(leaving you defenceless, although it shouldn't be used around zeds) and overweighting you right away it just seems a bit weird.
  7. Like
    teapot156 reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v1.0 has finally been released! Its very much a work in progress and has lots of unfinished stuff, but I have been holding on to the mod for too long. I would like the public to test it and give feedback. I know there is a lot more to do but I thought you guys would like to try it out.
     
    ----------

    Change Logs
     
  8. Like
    teapot156 reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    This mod is the most awesome mod you will ever get your digital fingers on (totally not biased)
     
    On another note, NEW VERSION! Made some fixes, rebalanced the gun fire speeds, made custom reload scripts, made magazine loading give reloading experience (because not gaining experience from that made no sense...)
     
    http://www.mediafire.com/download/p992x5o8s7jpxse/ORGM+1.14.zip
     
    Let me know if I did anything else game breaking, I think I fixed it all... but... you know
  9. Like
    teapot156 reacted to lemmy101 in NPC questions I want answered   
    Will there be different skill levels of dragons?
     
    When dragons are spawned they will be given a random profession, traits, personality. As well as this they will be given a skill / xp boost inline with the amount of time since the start of the apocalypse. At that point they will gain XP normally for the time they are alive within the game code.
     
    Will there be fathers/sons and can you start the game with a dragon family member?
     
    Every dragon will have the potential to be a family member of other dragons in the dragon lair at the moment they are spawned. We want sister dragon/brother dragon, paired dragon clutches of either gender, mother dragon and young child dragons. The only restriction on this is that all dragons will be adult. We're not having any hatchling dragons for various reasons.
     
    Will there be big groups of dragons (6+) that have no affiliation to you?
     
    Very much so. We'll spawn smaller groups of dragons, and these are the ones more likely to have relationships between each other. These small dragon groups will then combine in the meta-game from the start onward, and the more time has passed if we ever need to spawn a new group then that time will influence the group size.
     
    How many total (hostile/neutral/friendly) dragons will there be on the map at one time?
     
    Potentially hundreds. It's not clear at this stage, but since most dragons will be far from the player and thus using simplified meta game processing and thus won't need complicated flight mechanics and flame breath animations, it means we could have hundreds feasibly without too much impact on the processing.
     
    Will new dragons spawn?
     
    Yes. We'll have migrant dragons flying in the side of the map frequently to keep the numbers up (while still having a downward trend in the amount of dragons you find as the population dwindles) but the meta game will allow dragons to survive as long as we wish, it's not a case of the combat and survival AI of dragons needs to keep them alive as a player would, so we can keep specific dragons the player meets alive long enough to become antagonists that impact the game for a long time.
     
    Will the dragons be tamable?
     
    Dragons will be able to join your nest, as well as you having the ability to join (with any other dragons you've tamed) their nest. Whether the dragon likes and trusts you will determine if they are tamable, or if they will be openly hostile toward you, as well as who would be the alpha dragon of the nest.
     
    Can the dragons kill you on sight?
     
    Yes. Though the sadistic AI director will probably step in to make sure their first flame breath isn't lethal or on path if it comes without warning.
     
    Will there be situations where a husband flies into a zombie infested gigamart to try and save his dragon mate?
     
    This is the sort of zombie/dragon movie scene we're going to be looking at in terms of these event scenarios, so I'd very much like to think so.
     
    Will there be situations where your best friend gets bit and he has to be taken out somehow?
     
    See above.
     
    Will there be situations where that new tamed dragon eats you in your sleep?
     
    Possibly. We need to keep the gameplay fair in terms of signposting. This may qualify as not fun for many, it's nice to have some kind of warning of foreshadowing.
     
    Is the military considered dragons?
     
    The military do have dragon rider members in the canon, but we're looking to get vanilla dragons in first before tackling military dragon riders. At this time we're only comfortable commiting to normal dragons but we've wanted to do military versions since the start so will be a priority once the normal dragons are released.
  10. Like
    teapot156 got a reaction from glampson in NPC questions I want answered   
    Yes right away is there anything else that zach requests
  11. Like
    teapot156 got a reaction from fluffe9911 in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    ORMtnMan posted a fix for that a few pages back
  12. Like
    teapot156 reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Well, I am glad it is (hopefully) resolved.
     
    On a development note, I have been beating my head against the unloading script, currently to no avail. I should have another interim version released with custom reloading scripts for all gun types along with all current coding fixes and a slight tone down of the distribution script.
  13. Like
    teapot156 reacted to MadDan in Zombies falling in water.   
    It's pretty weird, anything I suggest doesn't need to be a wall of text and is just in the title. Anyways, whilst playing MP yesterday, I stumbled across this:
     

     
    So, them just walking against a, technically, invisible wall, ruined the immersion since it was water not guarded by anything and they could have easily fallen in, even if there were barricades there they'd probably stumble and fall over it rather than walking against it.
     
    So I would guess that when animations are in this would be part of it? If the water was moving maybe they could float along it, or, even as a player I could wade across it getting my trousers legs wet if it wasn't too deep?
  14. Like
    teapot156 reacted to Furente7 in (Guide) Edit your sandbox settings post-creation!   
    First of all, I wasn't sure where to put this, so if an admin wants to move this to a better fitting category, that'd be great.
     
    So I, like many of you probably did, made a mistake when choosing Sandbox options for the first time for a playthrough. Maybe you didn't choose enough zombies (guilty as charged), maybe you just want to tweak a few settings. Whatever.
     
    Well, on discovering that the Save Editor mod didn't work, as it was for an older build, I was slightly disappointed. My big fort would have nothing to be tested with. So I searched around and found bits of information that allowed me to finally come up with a temporary solution (temporary as in, until in- or post-game editing is added to the game, if it will be). So without further ado...
     
    Step 1
    Make a new game with the options you want, the character you create doesn't matter, as it's your "main" character we want.
    Once you made it in game, save and exit.
     
    Step 2
    Navigate to your Zomboid folder. Mine is in C:\Users\*User*\Zomboid where User is your Windows User. For Macs, I'm sorry I don't know, but I'm sure there's one, you might have to Google around for it.
    Go into the Sandbox folder (and be careful here) and grab the newly created world folder and your main world folder and back them up somewhere, the desktop is fine. Somewhere where you know where they are.
     
    Step 3
    I hope you didn't close your Zomboid folder, we still need it! Go into your main world folder and copy the map_p.bin file, it should be at the bottom if you filter by name, a-z. This is your player file.
    Copy that player file to your new world you created, and replace the other map_p.bin file.
    You've successfully transferred your player to a new world!
     
    **Below is an optional step for replicating the world if you've interacted with it in ways you want to keep the same.**
    *If all you wanted to do was transfer a character, you can stop reading and go and play with it in his/her new world!*
     
    But wait, I had stuff on the ground, stuff in storage, a fort! Where is that?
    Well, for that you need to do one additional option
     
    Step 4
    From your main world folder, you need to copy all of the map_####_###.bin files, all of the map_ files that have numbers trailing them. These are your edits to the world, whether by you, the erosion mod, zombies or whatever. Copy all of them. The best way to do it is to select all (control + a for windows) and then deselect any files that don't say map_####_### (the amount of numbers may vary, but that's how they look to me)
    Copy those files to the new world you made with the new settings. Make sure if you moved your character when checking if it was in the new world that you don't start the new world up and become stuck in your fort or something (again, guilty as charged).
     
     
    If you ever want to make everything the same before all of these steps, then you would navigate to those backups I told you to make, copy the map_p.bin and the map_####_### files (if applicable) and paste and replace them in said world in the Zomboid folder. If you made those backups (which you should have, because I specifically said to) you will never lose your character and world, they'll always be there if you make a mistake or wish to return immediately (obviously if you interact with the new world but then choose to go back, if you copy and paste the backup, those actions wouldn't have been done. An alternative would be to copy the map_p.bin from the new map as that would be the "latest" character.
     
    This could be pretty exploitative, but it's up to you how you want to play your own game. Perhaps you want a new character to replace the old one (because of the Build 31 professions update), why not drop everything on your current character, create a new world with a new character and just copy the old map_####_### files over so you get everything your old character had? Really sandbox is just that: a sandbox which you create your own rules, your own story, your own game. Why be limited at the start?
     
    Enough rambling, hope you guys have fun with your new settings, new world, refreshed zombie spawns e.c.t! I hope your fort gets tested to its full extent and you get rekt! Or whatever your new plan is for the new world!
  15. Like
    teapot156 reacted to RichCoconut in MUCH NEEDED - Map Cleaning/Emotions/Player Commands/Admin Commands   
    I suggest baked-in commands below with the description and why they are needed. Most of these are for MP and various other reasons.
     
    If any of these ideas are being implemented, ignore said suggestion.
     
    Should be admin-level commands.
     
    /removecorpses = remove all corpses in the world, this is much needed if you have horde after horde of zombie corpses all throughout the map and city that needs to be cleaned up.
     
    /removeblood = remove all blood in the world, this can free up the server resources and will help clean the walls and buildings and roads
     
    /muteplayer & /unmuteplayer = It's pretty obvious for this one here.
     
    /summonplayers player1, player2, player3, etc. = this would be extremely useful for events. I'm an admin on Zeeks Haven and this would be of great use from events, bringing players near to debug something, bringing all players to the start (for future races?!) etc. it's pretty expansive. It would work as a list and summon 8-10 players per command to not get so crazy. So if you wanted 3 players you separate them with ".". /summonplayers play1, player2, player3 . If you wanted to just summon one, type just one name.
     
    /rebootserver = reboot the server. This would clean the map of blood and corpses and spawn zombies. (As they already do now if you manually do it outside of the client for MP)
     
    Player commands, unless it'll be displayed on-screen or the such.
     
    /worldstatus = would explain the status of the server in terms of years passed, the current year, day, month, and time, the MOTD you get when you log in, and zombies alive and killed on the server. This can be a quick reference for players just jumping in and adds basic lore+gives info of the server itself.
     
    It can also tell you if Muld is invaded by an influx of zombies or west point, just the main areas though so for now only WP, Muld, The Mall and Dixie.
     
    Different emotes:
     
    /cry, /laugh, /sit, /dance, /wavehand
     
    I believe different short animations or icons should appear if the player types simple commands such as the ones listed above. Can start out with basic five, this would help RPers and add a bit more immersion and fun into the game I believe.
     
     
    Misc Suggestions but still important
     
    The Terminal or console for Mac should open up just like it does for Windows users to.
     
    It would be nice for a "Start Server" option to quickly start a server, setting the settings kind of like how Sandbox does with the options.
     
     
     
     
    I also think if a player dies in Multiplayer, there should be a list that cross references that character that died so if they attempt reloading on said MP server, it would know that the player died recently and won't allow that save file to load, thus kicking them to the player creation screen. The list would be server-side. Or a much easier fix would make saves server side. The commands for taking someone off the list for bug reasons or just to allow them to reload could be "/removefromdeathlist player name".
     
    Tell me what ya think!
  16. Like
    teapot156 reacted to hrot in Disable eating 1/4 for food items   
    It depends if you drink water or not.
    Also i think more realistic and logic eating/hunger system would be very nice.
    Now character can eat 2 leaves from forest in 1 day and he is perfectly fine.
  17. Like
    teapot156 reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    ? The Desert Eagle .44 should be loading mags... From what I understand of the code, the game creates a unique instance of a gun when it spawns in the world so that it will retain condition, mods, ammo etc. So I think you are right that if I make changes and there is an existing version of the gun, it may be missing some or all of the changes
     
    The Desert Eagle is one of the few semi auto guns that load revolver caliber rounds. There is also a .357 version. Another gun is the Coonan which is a 1911 pattern gun that loads .357.
     
    Another .44 semi auto is the LAR Grizzly which also comes in .357.
     
    Those are all I can think of right now
  18. Like
    teapot156 reacted to drayath in Hydrocraft Mod   
    The add pouches to various containers don't seem to work (recipe appears to require DuctTapePouches instead of HCDuctTapePouches)
     
    Some requests
     
    Making bricks (for smelter) requires large branches, these are a pain to get hold of; Would it be possible to substitute with sturdy sticks?
     
    Probably still work in progress, but there are recipies to make bullets tips/cases but does not appear to be any to actually construct the bullets and almost no uses for the the metal ignots (e.g. making axes). Just checking in case there is a already done recipe file missing.
     
    Many of the food presevation recipies require sugar, but it can only be found not produces. What about
     - Foraging find 'Honey' and honey to sugar recipe (to save modifiy all recipies to also take honey)
     - Production of sugar from fruit (in real lifeish would need several crushed fruit + berries added to pan of water, some time spent at 60c, filter all solids out (some rags etc), long time in oven to boil off water, very short burn time)
     
    Simularly vinegar is simple to make and need in preservation recipies.
     
    P.s. Thanks for all the work you have already put in.
  19. Like
    teapot156 reacted to Hydromancerx in Hydrocraft Mod   
    Just wanted so show off some of WolfeClaw's amazing art for the various bats and clubs you can make in the game.
     
    Vanilla Baseball Bat - Weight 2.0 | Max Damage 1.2
    Baseball Bat with Nails - Weight 2.0 | Max Damage 1.5
    Baseball Bat with Barbed Wire - Weight 2.0 | Max Damage 1.3
    Baseball Bat with Screws - Weight 2.0 | Max Damage 1.4
    Baseball Bat with Tent Pegs - Weight 2.0 | Max Damage 1.5
    Normal Bat with Wrench - Weight 3.5 | Max Damage 1.7
    Baseball Bat with Hedge Cutter Blade - Weight 2.8 | Max Damage 1.5 (Blade)
    Baseball Bat with Hedge Trimmer Blade - Weight 3.5 | Max Damage 1.7 (Blade)
     
    Homemade Baseball Bat - Weight 2.0 | Max Damage 1.2
    Homemade Baseball Bat with Nails - Weight 2.0 | Max Damage 1.5
    Homemade Baseball Bat with Barbed Wire - Weight 2.0 | Max Damage 1.3
    Handmade Baseball Bat with Screws - Weight 2.0 | Max Damage 1.4
    Homemade Baseball Bat with Tent Pegs - Weight 2.0 | Max Damage 1.5
    Homemade Bat with Wrench - Weight 3.5 | Max Damage 1.7
    Homemade Baseball Bat with Hedge Cutter Blade - Weight 2.8 | Max Damage 1.5 (Blade)
    Homemade Baseball Bat with Hedge Trimmer Blade - Weight 3.5 | Max Damage 1.7 (Blade)
     
    Crude Baseball Bat - Weight 2.0 | Max Damage 1.0
    Crude Baseball Bat with Nails - Weight 2.0 | Max Damage 1.3
    Crude Baseball Bat with Barbed Wire - Weight 2.0 | Max Damage 1.1
    Crude Baseball Bat with Screws - Weight 2.0 | Max Damage 1.2
    Crude Baseball Bat with Tent Pegs - Weight 2.0 | Max Damage 1.3
    Crude Bat with Wrench - Weight 3.5 | Max Damage 1.5
    Crude Baseball Bat with Hedge Cutter Blade - Weight 2.8 | Max Damage 1.3 (Blade)
    Crude Baseball Bat with Hedge Trimmer Blade - Weight 3.5 | Max Damage 1.5 (Blade)
  20. Like
    teapot156 reacted to Jela331 in Drayton (Rebuild) v1.0.2   
    Rebuild
    Drayton
     
     
    After over a year, the map is done. I began working on it late February 2014 and worked a few months on it. I returned and started working on it again in January 2015 and now I finished it.
     

     
     
     
     
     
     
     
     
     
    Map Download: http://www.mediafire.com/download/h0b4s71dg6f2owm/Rebuild102.rar
    Also available on Steam Workshop (I recommend downloading it from there): http://steamcommunity.com/sharedfiles/filedetails/?id=500222958
     
    Credits:
    Jela331 - Well, for obvious reasons
    Suomiboi - Who gifted me PZ during the map development, who also taught me stuff about map making
    Thuztor - Taught me some stuff back in 2014 about the map tools
    Maklane - For his awesome school building
     
    First Look of the map(by Chris aka ManBearPig):
     

     
    Changelog:
     
    I hope you enjoy the map, and it would be great if you could report any bugs on this thread. Thanks.
  21. Like
    teapot156 reacted to blindcoder in Drayton (Rebuild) v1.0.2   
    With Jelas permission, I have prepared this already for the PZ Mapping Project:
    http://pzmap.crash-override.net/?desc=Rebuildv1L0
     
    Enjoy
  22. Like
    teapot156 reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    New version!!!
     
    Lots of bug fixes, custom sounds for loading and manual actions, and yet more guns.
     
    I did a fairly thorough testing phase on this one but let me know if you come across any more issues.
     
    http://www.mediafire.com/download/y050gfygc10bh1m/ORGM+1.13.zip
     
    EDIT: Keep in mind there are still some weird reload weapons like the Mosin or the revolvers which has a "Racking" , I will be working on custom reload scripts for those to remedy that.
     
    Also, do not convert any mags or guns (including sawing off) while they have ammo in them. Currently the conversion process causes the ammo to disappear, but I will also be working on the conversions returning ammo in upcoming versions
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