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UnmotivatedZombie

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  1. Like
    UnmotivatedZombie got a reaction from Keshash in Scars   
    ah. I thought you meant like the FN SCAR (the battle rifle). But that kind of scar works too
  2. Like
    UnmotivatedZombie got a reaction from CaptKaspar in Infected clothing   
    I know that it isn't really in the game, but I never make bandages out of zombie clothes because of the risk of infection. You'd think that the clothing on a zombie would be both exposed to infected blood from the injury that infected the individual in the first place as well as infected blood splatter that may have happened while the individual was still alive and defending themselves before succumbing.
     
    what I mean is, for realism and lore, making bandages out of a zombie's clothes is asking to be infected unless the bandages are sterilized. And in situations when you are bleeding, and do not have any disinfectant or alcohol, you would be forced to chose between possible infection, bleeding out, or using your own clothes and risking illness from the environment.
  3. Like
    UnmotivatedZombie got a reaction from SnapTheFurryFox in You know you play too much Project Zomboid When...   
    .... have you been spying on me?!
  4. Like
    UnmotivatedZombie got a reaction from GGThrasher in Dreadwood   
    I like both of them. so, whatever
  5. Like
    UnmotivatedZombie got a reaction from MrZombifiedGamer in You know you play too much Project Zomboid When...   
    .... have you been spying on me?!
  6. Like
    UnmotivatedZombie reacted to nasKo in Mondoid Reposts   
    It’s just another Manic Mondoid, and no: we can’t quite believe that it’s taken us this long to make a reference to The Bangles either. There’s lots of fun stuff brewing here in Zomboidton, and today we’ve got a few updates on the upcoming animation system as well as Build 32’s new crafting and broadcast system. Hope you like!
     

    Chris and Martin’s Animation Adventures
    After running into some export issues that slowed us down for a bit while when we tried to get all of PZ’s current hair and clothes working with the new animations we’re now back to the exciting stage of implementing them over into the game itself. Let’s go over to Lemmy for some on-the-spot reportage!

    “Animation stuff is going well. The bank of animations that our animator Martin is creating is growing larger by the day. We now have a tall fence climbing anim, for example, so survivors have another escape route from the horde. On top of this panicked or clumsy survivors will soon find themselves tripping over when running, turning corners and vaulting fences at high speeds – as well as scrambling along the floor trying to get back to their feet. This will all be done with animation driven movement, and should make for some really exciting gameplay moments. We’re not quite ready for another video, but hopefully soon!”
     

    RJ’s Build 32 Adventures
    Meanwhile in France: coder Romain Dron is still worrying his fiancée by leaving windows open on his PC that contain information that would be of interest to paranoid government officials.

    “Right now I’m still balancing and testing the new trap crafting and recipes, and doing some additional research on them too. It’s important that they’re not too overpowered or too useless, after all. I’ve got all the MP code up and running, but whether in SP or MP a mix of engineer and electrician skills will be the most useful if you want to turn your safehouse into a trap-laden nightmare for interlopers.”

    “I’ve also just added sound effects, and if you think zombies are attracted to the noise of gunfire – wait and see how they react to a pipebomb! While I’m in there I’m also playing around with fire spread, so you don’t burn down a whole neighbourhood with a single Molotov. After a lot of talk with Twiggy we’ve also thought of a few more traps and devices that would be useful, so there might be a few more surprises.”
     

    Will and Turbo’s Broadcast Adventures
    Finally over to Will, [who’s actually the guy writing this buy… hey-ho] for an update on the new TV/radio system that will let you listen in on the world falling apart.

    “We’re at the point now at which all the systems are ready and waiting, so basically I’m going to be ‘writing up to the line’ in terms of Build 32 testing. In a perfect world I’d like 5 TV channels and 5 Radio stations ready to go in the first drop, so there’s still quite a lot to do – not least because whenever I think of fun new events and lore elements I have to go back and tweak each of the broadcast timelines. The thinking is that this batch will cover ‘official’ broadcasts and transmissions, while survivor/military channels commenting on the same events will follow later on.”

    “That said, to give me some extra options, Turbo’s also worked on a way to get different fonts and custom images into the lines that appear on-screen. This came from my request to have a ‘musical notation’ symbol so that it’d be clear when a line was sung or a radio jingle – it should put us in fine stead for the development of the system too. Turbo is now off investigating the integration and development of his ApCom Ham Radio and Walkie Talkies mod for future builds.
     

    In Other News about Adventures
    A quick request from EnigmaGrey to see if anyone would like to help out as Admins on the new TIS SpiffoSpace Server. We basically need some nice community types to help out new players and keep an eye out for cheats. Please contact him via a direct message on the forums if you’re interested.
     
     
    This week’s featured image is from Mrniffty. If you’d like Mondoid thrown onto the porch of your electronic house every week, then why not give consideration to a newsletter subscription?
  7. Like
    UnmotivatedZombie reacted to Koregan in Would it be possible to make a cooler for when power goes out to keep stuff cold?   
    Sounds like a nice idea for a mod.
    Perhaps the fishing-nets could be used.
    So while fishing, you can enjoy a cold beer.
  8. Like
    UnmotivatedZombie reacted to Wveth in Questions About Editing Character Traits   
    I'm looking to fool around in the game a bit, and it's a simple thing to give myself all the positive traits.  I'm wondering though, how would I go about getting all the profession-specific traits as well?  I like to have a God Mode game running parallel to my REAL games, so I can take out my frustrations when the REAL game kicks my ass to the curb.
     
    Thanks
  9. Like
    UnmotivatedZombie reacted to Raymundo46 in I don't like the walls, but I like the idea.   
    Maybe I'm suggesting something that's already in the game as it has been a while since I really played it, but what about diagonal supports? This would add strength to the wall but should be something additional. The player decides if he/she wants it or not.
  10. Like
    UnmotivatedZombie got a reaction from Onkeen in You know you play too much Project Zomboid When...   
    .... have you been spying on me?!
  11. Like
    UnmotivatedZombie got a reaction from PhantomWarlock in Your biggest derpity derps in Project Zomboid?   
    ... ooooohhhhh,,,, so that's how those work,,,,,
  12. Like
    UnmotivatedZombie reacted to Spracky in Your biggest derpity derps in Project Zomboid?   
    Paula Deen simulator confirmed
  13. Like
    UnmotivatedZombie reacted to Magic Mark in Your biggest derpity derps in Project Zomboid?   
    Cooking Stir Fry, walked outside and ended up confronting some players who were headed towards the farmhouse to base.
     
    Obviously, I was already there.
     
    So I invited them to stay, but they left. For safety reasons I followed them to see what they were saying (they were using direct chat to converse with each other).
     
    They started talking about taking the farmhouse over, and thankfully, they eventually decided PVP would only screw them up more because I apparently 'looked experienced'.
     
    Well, would an experienced player let the entire farmhouse burn down in a cooking fire because of a decision to follow passerbys?
  14. Like
    UnmotivatedZombie reacted to bvhv in You know you play too much Project Zomboid When...   
    You know you play PZ too much when you barricade your windows because you hear moaning.
  15. Like
    UnmotivatedZombie reacted to Spracky in You know you play too much Project Zomboid When...   
    You know you play PZ too much when you are visiting an old historic town and are thinking of how great a map it would make...
  16. Like
    UnmotivatedZombie got a reaction from Onkeen in Scars   
    ah. I thought you meant like the FN SCAR (the battle rifle). But that kind of scar works too
  17. Like
    UnmotivatedZombie reacted to nasKo in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  18. Like
    UnmotivatedZombie got a reaction from migulao in chainsaw (as tool)   
    or, if you are a psychopath (like me), disturbing amounts of molotov cocktails.
  19. Like
    UnmotivatedZombie reacted to Amurayi in Mapdesign/Itemization: cruel "False Hope" items   
    deprav, yeah. 
     
    May not require a full quest. Just a flyer you can find saying: "Evacuation truck pick up at the crossing of (distant destination)" And when you head there you'll only find a burned out truck, dead soldiers and lots of zombies.

  20. Like
    UnmotivatedZombie reacted to Amurayi in Mapdesign/Itemization: cruel "False Hope" items   
    A few items or locations which give players the false hope that the game could be won by any other means than death (which could generate urban legends that it might actually be possible to "win" PZ:
     
    * a broken radio station with "just one electric part missing" (which cannot be found)
     
    * a military emergency device: "Just press this button to call for help" (broken)
     
    * an empty message doves shack: pour food to attract them (they never come back though)
     
    * a train; but parts of the tracks have gone missing
     
    * a sign which reads "Wait here - an evacuation convoy will be here shortly"
     
    * a helipad - whenever you get close you can hear a heli fly away ("you missed it merely by seconds")
     
    * NPC which offers a "ride out of here" if you can bring him a special toy he lost (which is not in the game)
     
    * Signalbonfire which is always too wet to set on fire
     
    * a safe marked with "cure inside" graffiti locked with a broken numbers and letters pad 
     
    * dead doctor NPC who has created a cure, body points at forest (nothing there though)
     
    * a soldier NPC who will evacuate the player if he has the right papers and filled out health form A, B and C (only A and C in the game)
     
    * lower part of a radio device (upper part not in the game)
  21. Like
    UnmotivatedZombie got a reaction from l-The Huntsman-l in Commonly Suggested Suggestions   
    .... and I just realized how messed up it sounds out of context......
  22. Like
    UnmotivatedZombie got a reaction from MyTJ in Panicked Military Personel *not aid* and/or fallen outposts   
    I know in the "Common Suggestions" topic, that one of the things that will not be implemented will be military aid. I think a more likely (and difficult) senario would be having individual soldiers shooting at anything that moves out of panic. Like in the "Code Red" scene of 28 Weeks Later, where, at first, the military tries to kill everyone to stop the infection, but get overwhelmed.
     
    Of course, in the game, this would have happened much earlier, so that only a few personel are still alive and scattered all over the map. They could already be infected, or just in shock from being the only survivors of their units. They could be armed with marksman rifles (Hunting Rifles with 4x or 8x scopes), shotguns, or pistols, assuming that assault rifles or semi-auto civilian rifles will not be added to the game. Effectively, they are just raiders/bandits but better armed and with better shooting and fitness stats. The only major issue I can foresee, other than balancing issues, is needing another set of models with military uniforms.
     
     
    I would even suggest having a group of 3-5 hostile soldiers patrolling for more realism, but that would be more complicated to program, and it would make survival almost impossible if unlucky.
     
     
    Another possibility is to have destroyed military vehicles and bloody fortifications scattered showing where a final stand happened.
     
     
  23. Like
    UnmotivatedZombie got a reaction from MyTJ in BOOM! BOOM! BOOM?   
    Ive already have been trying that in the game by putting propane tanks into ovens and trying to cook them.
  24. Like
    UnmotivatedZombie got a reaction from Golde in BOOM! BOOM! BOOM?   
    Ive already have been trying that in the game by putting propane tanks into ovens and trying to cook them.
  25. Like
    UnmotivatedZombie got a reaction from Some Clever Username in Panicked Military Personel *not aid* and/or fallen outposts   
    I know in the "Common Suggestions" topic, that one of the things that will not be implemented will be military aid. I think a more likely (and difficult) senario would be having individual soldiers shooting at anything that moves out of panic. Like in the "Code Red" scene of 28 Weeks Later, where, at first, the military tries to kill everyone to stop the infection, but get overwhelmed.
     
    Of course, in the game, this would have happened much earlier, so that only a few personel are still alive and scattered all over the map. They could already be infected, or just in shock from being the only survivors of their units. They could be armed with marksman rifles (Hunting Rifles with 4x or 8x scopes), shotguns, or pistols, assuming that assault rifles or semi-auto civilian rifles will not be added to the game. Effectively, they are just raiders/bandits but better armed and with better shooting and fitness stats. The only major issue I can foresee, other than balancing issues, is needing another set of models with military uniforms.
     
     
    I would even suggest having a group of 3-5 hostile soldiers patrolling for more realism, but that would be more complicated to program, and it would make survival almost impossible if unlucky.
     
     
    Another possibility is to have destroyed military vehicles and bloody fortifications scattered showing where a final stand happened.
     
     
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