Jump to content

Thuztor

Member
  • Content Count

    343
  • Joined

  • Last visited

Reputation Activity

  1. Spiffo
    Thuztor got a reaction from Dtoxic in Horizon Clock Mod v.0.6 for Build 41   
    Horizon Clock Mod
    version 0.6 for Build 41
     
    Concept, Textures, Code & Overhaul: Thuztor
    oldCode: TurboTuTone
     
    Translations:
    English & German: Thuztor
    Russian: Nebula
     
    Surprise! I'm back and not dead yet! Not yet!
    I hope I can revive even more in the future.


    Update to Version 0.6 for Build 41 and probably lower:

    - complete overhaul ( see Features )

    Features of this version:

    - You don't have found a watch, yet?
    ! Orient yourself at the level of the sun or the position of the stars!

    - You have a watch, but you can't see the clock?
    ! Hold Right CTRL, if you move or whatever with the keyboard!
    ! Otherwise just press Right CTRL!

    - You can't see the sun or the stars, if you are inside a building or it rains?
    ! That's correct. It has to be like this!

    - You want a digital watch, but without the luxery temperature display?
    ! You can find black cheap digital watches on corpses and at some other places!

    - Language Support: english, german, russian (Nebula)

    Planned for the next version:

    - texture overlay, if you are sitting in cars.

    maybe:
    - cloudy, foggy, snowing overlays.

    - The correct beginning and end of sunrise and sunset depending on the season.

    Future plans:
    - an analog watch
    - button cell battery for watches (keep a very long time, but eventually the clock will stop working)
    - windup watches that needs no battery, but needs to be wind up again and again.
    (Bad luck if one forgets it sometimes. Then you have to just guess what time it is)

    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=498643301
    Dropbox-Link: https://www.dropbox.com/s/1cbrgt4kdj55tju/HorizonClockv0.6.zip?dl=0
     
     
    See you soon!
  2. Like
    Thuztor got a reaction from Хибити\Hibiti [BLR] in Vacation Islands (pre-Alpha 1)   
    Better not make any effort, because after some browsing I am convinced that the map is lost.
    But don't worry, even when I'm at the beginning again, I have some nice ideas for something new. 😁
  3. Like
    Thuztor reacted to nasKo in Sock it to ’em   
    Fair amount to get through this week, starting off with us flagging that this week we have released two patches for the IWBUMS beta of Build 41: namely 41.26 and 41.27.
    We’ve spoken about the 41.26 contents a fair amount in recent blogs but the overview is that it contains:
    A revamp of our modding framework Saved outfits on character creation Tweaked washing A better ‘walk to’ system Better vehicle headlights Zed bandages A better colour palette for clothing Improved zed-choosing during stomp/melee combat Quality of life fixes for foraging Cutaway polish Lots more Something else that this contained was an attempt on our part to nerf ‘animation cancelling’ in combat – but it had a few side effects, especially with axes, so the next day’s 41.27 patch reverted this while we work out a more elegant solution.
    The next patch (likely next week, but probably reliant on work in Zac’s Zoom branch, as detailed below) is far from fully formed yet – but likely will contain Turbo’s Xmas side project, the automated military radio channel. We will also be looking into making sure that stealth is working correctly, as recent fixes might have knocked this off-balance.

    An updated video of Turbo’s automated radio station can also be found below:
    ZOOM
    Truth be told, some of us were ready to throw in the towel on Zac’s work on the ‘zoom’ build – the aim of which was to try to get as many lower-spec people as we could (the Intel crowd, generally) an uninterrupted non-crash game experience by removing the memory-hogging FBO and simultaneously granting all PZ players sharper visuals on character and zombie models alike.
    Zac had one last day on it up against seemingly unsurmountable issues  before it was placed on the shelf, and all seemed lost… but then… like Indiana Jones rolling under a door and reaching back for his hat. He triumphed.
    As such, we currently have a test beta running for this optimized branch – although it hasn’t been updated with latest 41.26 and 41.27 content so if you do try it out PLEASE back up your saves.
    Details on how to test out this build can be found hiding behind these words.
    Feedback from this beta has been HUGELY encouraging, with some people who have had major problems running 41 reporting far, far less crashes – and others liking the crisper visuals too.
    This said, there are still some kinks to be worked out of it: a recurring error causing framerate issues, white square zed bodies, nights that are too bright, a blurry UI and oddly coloured cars and weapons on zoom out.
    All annoyances, rather than the huge hurdles that Zac scaled on that fateful Friday last week – so fingers crossed it can enter the main beta soon.
    Multiplayer Anims
    As mentioned last week this year we’re delighted to have TEA/Bitbaboon’s MarkR available again to help with the great big multiplayer hook-up. We’ve had a lot of chat this week about where we are, what’s still to do, and where we want to get to – which is basically as a high a bar as his talent and experience can take us. The following, then, are what you’ll hopefully be hearing a lot about in future blogs:
    Dead reckoning: 
    Having a synchronised clock on server/client instead of using ping round-trip times, and using client prediction and interpolation to move the characters on the clients. This will allow the animation system to take that movement and apply appropriate animation onto it that will avoid most (tho likely not all) foot sliding.
    The dead reckoning will make the character movement in MP a ton more realistic and solid than it currently is, and will hopefully improve/remove the frequent rubber-banding issues PZ often faces. It might sound a lot, but a lot of the groundwork for this has already been done in existing work and the way that the animation system in 41 has been rebuilt to prepare for it.

    Zombie Clients:
    Not ‘our’ kind of zombies – but an actual coding term! With this we will be working out ways to simulate high amounts of players on a server: moving around and doing simulated gameplay actions so as to stage all the actions of a busy server.
    This will then allow us to debug current issues with server lagging due to high player counts. We’re setting ourselves a high bar with the player count – though we’re superstitious enough to not tell you all what it is.

    Horde traffic optimization:
    Also on the menu are clusters and islands – these are ways of reorganizing horde data to vastly minimize the amount of traffic sent to update zombie positions, hopefully with little visual or mechanical detrimental effect to the online experience.
    We’ve also been discussing splitting the horde into the zombies most relevant to different players to augment how they are synchronised to each client which, along with dead reckoning should drastically reduce those famous moments when you’ve all been bitten by a laggy/invisible/distant zombie.
    In short though: we’ve got big plans for all this stuff, but we want to get it right so everyone has the best experience possible AND so it’s ‘done and stable’ for the entire future of PZ.
    MP functionality for the anims build won’t suddenly be back next week, but we will keep you updated in the blogs – and when it does return it will have had insight and coding from some very talented people we’ve brought in especially for it, and will have been worth the wait.
    This week’s ‘oof, right in the kisser’ from Airpex. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  4. Like
    Thuztor reacted to lemmy101 in IWBUMS 41.26 released!   
    NEW
     
    Revamped mod system:
    - Updated the Mods screen. The mod description is displayed for the selected mod on the right side of the screen, instead of in the list of mods. Other details such as the ID, Workshop ID (if any), installation directory, and any posters are displayed on the right.
    - mod.info can have multiple poster= lines to specify multiple images in the Mods screen.
    - mod.info can have multiple description= lines which add to the total description.
    - The New Game screen has a button to choose which mods are enabled for the new game.
    - Each savefile has its own list of mods saved in a file named mods.txt.  mods.txt also has a list of map folders that is used in cases where parts of different maps overlap each other.
    - The Load Game screen displays the map folders and mod names used by the selected savefile. Since old savefiles do not have a mods.txt file, all currently-enabled mods are used when loading an old savefile. After loading an old savefile for the first time, the mods for that savefile cannot be changed, except by editing or deleting mods.txt.
    The old Zomboid/mods/loaded.txt file has been replaced by Zomboid/mods/default.txt.  This file contains the default set of enabled mods that will be used when creating a new game.  The default mods can be overridden when creating a new game in the New Game screen.
    default.txt also contains the list of map folders that was previously saved in options.ini (the old "mapOrder" setting that was used to deal with overlapping maps). If there are no map-overlap conflicts, this list of map folders is empty.
    - Added bBeingSteppedOn IsoZombie GameVariable to test if a player (or zombie) is standing on a prone zombie. Originally I was going to use this to prevent fake-dead zombies turning over when the player is standing on them.Prone zombies won't stand up if another zombie is standing on them.
    Changes on character creation:
    - Can now save/load outfit (clothing, m/f, name)
    - Can now select texture when item using multiple texture but no colors (jeans comes in 3 colors, but a random one was choosen everytime).
    - Tweaked washing clothes at sinks:
     - Clothing is washed one item at a time.
     - Items are washed in order from least-bloody to most-bloody when Wash > All is chosen.
     - Context-menu tooltips display the required amount of soap and water.
     - The correct amount of soap and water is used.
    - Added a display option to specify which modifier key used in combination with the mousewheel cycles between containers in the inventory and loot windows.  The default is Shift.
    - The "Walk To" context-menu command displays a cursor to specify the location to walk to.  This allows the player to click multiple times without having to choose the "Walk To" command again, making long jaunts through forests easier.
    - Items are now placed onto an adjacent not-full square when dropping items on the ground. This is needed since the loot window displays items from the surrounding 3x3 squares, and each square can only hold 50 weight.
    - Added an option (under Accessibility) to drop items near the center of the square the player is standing on, rather than exactly where the player is standing, for neat freaks.
    - Items now transferred from lightest to heaviest, to maximize the number of items that will be transferred.
    - Animation now plays when transferring items between main inventory and equipped bags.
    - Vehicle-headlight distance and intensity are based on the part condition instead of being randomly set  when the vehicle is created. Headlight width is also based on part condition. The Focus Up and Focus Down context-menu commands which changed headlight width were removed.
     
    - Updated community translations.
    - Added a nag panel that pops up the first time the user tries to access the Mods screen.
    - Added the word "ERROR" to the little red box of doom.
    - Zombies can now have random bandages (bloody!) on them, thanks Captain Australia on reddit for the idea!
    - Overlays updated
     
    BALANCE
     
    - Limited the forces applied to vehicles when driving over corpses to prevent liftoff.
    - Added sewing kit (icon pending) to kitchen loot table, this contain needles/thread and few strips to fix clothing.
    - Added mouse trap in kitchen random distributions.
    - Forbid building barbed wire fences without a connecting fence post or barbed-wire segment.
    - Color palette at character creation now doesn't heavily favors shades of pink and green over others.
    - Flint knife now has crafting recipe 
    - Now possible to recover and repair a weapon used in Spear creation
    - Stomp with fractured thigh/shin/foot now affects stomping accuracy
    - When stomping on multiple zombies, player now chooses the one whose head is closest. Previously, the distance to the zombie wasn't considered, other than being in stomping range.
    - Allow the player to drop items while moving, to avoid unfair deaths
    - Changed Screws weight to match Nails.
    - Changed IsoGameCharacter.maxWeight from Integer to int.
    - Reduced the damage to headlights from hitting zombies.
    - Added more attack prediction for the standing/on ground zombie detection.
    - Moved Tailoring perks from Survivalist to Crafting sub category.
    - Changed Flint knife to Stone knife (using a sharped stone).
    - Increased Digital Watch spawning rate.
    - Lowered chance of some helmet removals.
    - Can now attach meat cleaver to the belt.
    - When a car spawn in zed stories (police, fireman..) key of the car can be find on one of the zombie spawned with it.
    - Lowered general condition of car spawning in house stories.
    - Renamed Key in House keys.
    - House key can now spawn in kitchen counter.
    - Fireman in burnt house stories now spawn a firemen vehicle.
    - Added Drink from pot anim.
    - Can now use the Stone Knife in various recipe (cutting animals, fish, creating stake...)
    Some changes on Foraging UI:
    - Foraging now doesn't close the UI.
    - Added progress bar on the UI when foraging.
    - Items gathered will be displayed on the right.
    - Can now filter on "fish baits".
    - Animals filter still get all the fish baits too.
    - Worms can now be found at level 0.
     
    CUTAWAY FIXES
     
    Cutaways - [Bug] Can't see character through some objects
    Cutaways - Can't see inside of a house through a window facing top-right
    Cutaways - Cut-away walls plop back up when trying to open a window, even when unsuccessful.
    Cutaways - Hide the eaves on roofs when entire building is hidden/transparent
    Cutaways - Player made walls not display walls, windowframes, doorframes on north and west when build it on Z>0.
    Cutaways - Wall cut away system not hiding enough of player-made walls
    Cutaways - Wall cut out issue when near window
     
    FIXES
     
    - Fixed advantages give through cancelling attacks (IMPORTANT: If you prefer playing with the ability to walk while attacking zeds (kiting), then this is possible by disabling Melee Movement Disruption in Sandbox options)
    - Fixed player animation lockup when gun breaks after firing it.
    - Fixed blob corpses in McCoys and Prison zones.
    - Fixed a reused zombie's animation blending in from the previous one it was playing before the zombie was removed from the world.
    - Fixed the wrong HurtSound being played for zombies after male/female swap.
    - Fixed reversing over corpses not playing a sound.
    - Fixed bunch of bugs in Fixing Generator (perks wasn't taking in calcul, also now gives electrical exp.)
    - Fixed snapping in farming actions due to wait for turning to finish before playing the animation
    - Fixed the player taking damage from heavy loads when resting, sitting or sleeping.
    - Fixed vehicles taking fall damage each time they were loaded.  It didn't happen every time, possibly only when two vehicles were touching.
    - Fixed issues with targeting windows and shooting zombies through windows.
    - Fixed failing to load models with capital I in the filename using the Turkish language.
    - Added 'world' attachments to more weapon models so they are centered and lie flat in the world.
    - Fixed zombies farther away than 10 squares having a negative chance to spot the player.
    - Fixed not being able to build barbed-wire fences in one direction.
    - Fixed zombies thumping fence posts.
    - Fixed fake-dead zombies sometimes appearing naked until the player gets close.
    - Fixed no wait for turning to finish before starting ISBuryCorpse.
    - Fixed inventory items displaying the timed-action green highlight after actions finish.
    - Fixed the player continuing to move while sleeping somtimes.
    - Fixed lua error after clicking Continue after the last-played savefile has been deleted.
    - Fixed Flashlight not being consumed from bags or on the ground when crafting Lamp-on-Pillar.
    - Fixed battery status not being preserved when installing a radio in a vehicle. Changed ConditionMax from 10 to 100 for radio items that can be installed in vehicles.
    - Fixed not being able to remove a clothing patch without having patch material in inventory.
    - Fixed clothing tooltip using the wrong player in splitscreen.
    - Fixed mod IDs for deleted mods not being removed from mods/default.txt, resulting in them being added to mods.txt for new games.
    - Fixed texture-filtering issue that affected scrollbars and the debug console sometimes
    - Fixed being able to drink from a Washing machine
    - Fixed not being able to put a corpse in a grave without a shovel
    - Fixed fresh, frozen ice cream having negative boredom / happiness values for some inexpiable reason
    - Fixed Hats held in char inventory (not worn) also becoming wet/soaked
    - Fixed translations for new game modes not being used in Load Game ui and post-death text.
    - Fixed zombified players not standing up due to other zombies standing on them.
    - Fixed game-mode translations not being used in a few places.
    - Forbid digging graves above ground level. People could put dirt on a roof then dig a grave in the roof.
    - Fixed dragging items from a bag to the floor not unpacking them first, as was done when clicking the Drop button.
    - Fixed military fences being climbable when facing south or east.
    - Fixed new bandage items being added each time the game is loaded, resulting in bandage models not being removed.
    - Fixed higher engine quality lowering the chance of starting a vehicle.
    - Fixed colder weather increasing the chance of staring a vehicle.
    - Fixed vehicle engineQuality sometimes being less than zero or greater than 100.
    - Fixed rendering of lightswitches, shelves, and other objects that are on the south or east side of a square. This also fixes rendering of doors that swing open the opposite way of most other  doors (double-doors in Westpoint Gigamart and church for example).
    - Fixed placement of sheets on doors that open the opposite way from most other door
    - Fixed cutaway outline for window frames that have no window (such as carpentry window frames).
    - Fixed not being able to build doors on a square a player or zombie is standing on.
    - Fixed metalwork not using items on the ground.
    - Fixed metalwork not equipping a non-empty Blowtorch if an empty Blowtorch is equipped.
    - Fixed non-empty bags being allowed but not being used when doing carpentry (creating a rainbarrel for example).
    - Fixed Torch and Rope items on the ground not being allowed when creating Lamp-On-Pillar.
    - Fixed tooltips blocking mouse movement over context menus.
    - Fixed properties of some light switches (attachedE, attachedS).
    - Fixed properties of some overlay sprites in tiledefinitions_overlays.tiles.
    - Fixed clothing on zombies and on the ground not getting wetter in the rain.
    - Fixed unnecessary reading of directory contents when looking for mod.info files. This slowed down activating mods for the first time.
    - Fixed water effects animating while the game is paused.
    - Fixed lua error when creating a splitscreen player.
    - Fixed player being able to walk through compost bins by making them solidtrans
    - Fixed characters pathfinding through Lamp-on-pillar by making them solidtrans
    - Fixed log walls not being transparent like tall fences. (not LOS transparency)
    - Fixed the savefile picture not updating after playing then quitting to the main menu.
    - Fixed DebugOptionsWindow being taller than the screen sometimes.
    - Fixed being able to sneak run/sneak run low when having foot injuries.
    - Fixed making stakes not giving woodwork exp.
    - Fixed being able to remove battery while the car engine was running.
    - Fixed drink from bowl. (drink from pot anim is coming!)
    - Fixed drinking from popcan having timing issue.
    - Fixed duplicate bandage models and body-damage models being applied to zombies sometimes.
    - Fixed a zombie snapping upright after hitting it after it climbs over a counter. A zombie will still snap upright if it is hit while it is still on the counter.
    - Fixed replaceOnUse/replaceOnDelete not setting favorite is the previous item was favorite.
    - Fixed destroying stuff not having a calories modifier.
    - Fixed riverside garage missing their loot table.
  5. Like
    Thuztor reacted to dexa32 in Normal winers   
    I love to play six months later through sandbox because there is a lot of zombies,little amount of loot and you cant forage for food because its winter time but when it starts to snow it becomes so damn dark outside even in the middle of the day wich is a little bit strange.It would be nice if winers were a little bit brighter,i know its cloudy almost every day in winter time but its never to dark that you cant even see your finger in front of your face.
  6. Like
    Thuztor reacted to nasKo in Winter Warmer   
    Hokay, so holiday season is fast approaching so the IWBUMS beta patch we put out today is going to be the last of 2019 – barring the unexpected or the hotfix in nature.
    The details of 41.24 can be found here, and amongst other things it contains two combat changes/improvements that we’d like some feedback on.
    The first is that we’ve addressed those moments when you swing and a melee weapon passes through a zombie’s head, when it looks like it clearly should have connected. Previously when a zombie was coming at you, but was out of range, you’d play the “miss” anim: a long anim with a big swing and it would feel like you were missing. Now, if a lunging zed is out of range then the hit will more clearly connect. This will hopefully make the combat feel a little more punchy and connective. The second is that we’ve tried to make zombie whack-a-mole a little fairer by forbidding any zeds you’re standing on (standing on quite precisely) to get back up to take a bite while you’re attacking their friends. This isn’t quite as all-powerful a change as it initially sounds (we think) but we could still do with some feedback on how it changes combat and whether we ought to nerf it a little. Also in 41.24: zombie alert turn animations, the ability to shoot out window panes, better zeds vs. vehicles pathfinding, QOL improvements for taking dirt/gravel/sand, some trait changes and fixes to issues that were preventing ‘feeding zed’ scenes spawning in various locations.
    NEXT PATCH
    We’ll be powering down for Christmas tomorrow, though generally our more fervent coders tend to carry on checking stuff in whenever they feel the need to avoid festive cheer. As such, we’ll likely have the next IWBUMS patch going out to you early in the first working week of Jan – which starts on Jan 6th.
    Already in the pot for this are improvements to the cutaway system from new ChrisW acolyte coder Fox, new clutter sprites to bring life to interiors, and some improvements to the thermo system that we wanted to test thoroughly backstage rather than plop them into a live test public test build before running away draped in tinsel.
    The new improved character resolutions provided by our zoom improvements (also an optimization that we hope will get remaining potato PCs aboard the anims train) should also be cooked around this point, after which will come MP and MP testing – although still no firm dates on this we’re afraid.
    We’re also at the point at which some of our workers are on foundation work for Build 42 both in terms of features and cool (non-Louisville) map content. It’s all looking hugely promising – and will hopefully make 2020 a year to remember for all Knox Event survivors past and present. 
    We’ll be back with our traditional Snowman Spiffo image and a few dev-nuggets next Thursday, as we long ago sold our soul to the devil at some point in terms of doing these blogs week-in week-out. Until then though, have a great Christmas if you’re celebrating – and a nice time doing whatever else you’re doing if you’re not.
    This week’s image by Anikin. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  7. Spiffo
    Thuztor reacted to Axezombie in IWBUMS 41.24 released!   
    Is there a way to see if the bugs we report are seen by the team? Sometimes I feel like the bugs I report are totally missed out, like there is a bug pretty important making zombies stuck in furnitures when they climb a window: 
    https://theindiestone.com/forums/index.php?/topic/27109-build4122-zombies-get-stuck-in-furniture/&tab=comments#comment-287392
     
    Not saying the bugs I report should be fixed right away but sometimes it's frustrating to not be sure if the bugs we report are seen, considered by the team as bugs worth to fix now or not, you get what I'm saying? Would be nice to have a public list of bugs reported, also it would avoid getting the same bugs reported a million times like the one with frozen ice cream giving depression (not even sure if it's a bug but people keep reporting it...)
  8. Pie
    Thuztor reacted to Damano in Tow rope   
    Add tow rope
     
     

  9. Spiffo
    Thuztor got a reaction from ZombiesLoveBrainiacs in Horizon Clock Mod v.0.6 for Build 41   
    Horizon Clock Mod
    version 0.6 for Build 41
     
    Concept, Textures, Code & Overhaul: Thuztor
    oldCode: TurboTuTone
     
    Translations:
    English & German: Thuztor
    Russian: Nebula
     
    Surprise! I'm back and not dead yet! Not yet!
    I hope I can revive even more in the future.


    Update to Version 0.6 for Build 41 and probably lower:

    - complete overhaul ( see Features )

    Features of this version:

    - You don't have found a watch, yet?
    ! Orient yourself at the level of the sun or the position of the stars!

    - You have a watch, but you can't see the clock?
    ! Hold Right CTRL, if you move or whatever with the keyboard!
    ! Otherwise just press Right CTRL!

    - You can't see the sun or the stars, if you are inside a building or it rains?
    ! That's correct. It has to be like this!

    - You want a digital watch, but without the luxery temperature display?
    ! You can find black cheap digital watches on corpses and at some other places!

    - Language Support: english, german, russian (Nebula)

    Planned for the next version:

    - texture overlay, if you are sitting in cars.

    maybe:
    - cloudy, foggy, snowing overlays.

    - The correct beginning and end of sunrise and sunset depending on the season.

    Future plans:
    - an analog watch
    - button cell battery for watches (keep a very long time, but eventually the clock will stop working)
    - windup watches that needs no battery, but needs to be wind up again and again.
    (Bad luck if one forgets it sometimes. Then you have to just guess what time it is)

    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=498643301
    Dropbox-Link: https://www.dropbox.com/s/1cbrgt4kdj55tju/HorizonClockv0.6.zip?dl=0
     
     
    See you soon!
  10. Like
    Thuztor got a reaction from Nebula in Horizon Clock Mod v.0.6 for Build 41   
    Horizon Clock Mod
    version 0.6 for Build 41
     
    Concept, Textures, Code & Overhaul: Thuztor
    oldCode: TurboTuTone
     
    Translations:
    English & German: Thuztor
    Russian: Nebula
     
    Surprise! I'm back and not dead yet! Not yet!
    I hope I can revive even more in the future.


    Update to Version 0.6 for Build 41 and probably lower:

    - complete overhaul ( see Features )

    Features of this version:

    - You don't have found a watch, yet?
    ! Orient yourself at the level of the sun or the position of the stars!

    - You have a watch, but you can't see the clock?
    ! Hold Right CTRL, if you move or whatever with the keyboard!
    ! Otherwise just press Right CTRL!

    - You can't see the sun or the stars, if you are inside a building or it rains?
    ! That's correct. It has to be like this!

    - You want a digital watch, but without the luxery temperature display?
    ! You can find black cheap digital watches on corpses and at some other places!

    - Language Support: english, german, russian (Nebula)

    Planned for the next version:

    - texture overlay, if you are sitting in cars.

    maybe:
    - cloudy, foggy, snowing overlays.

    - The correct beginning and end of sunrise and sunset depending on the season.

    Future plans:
    - an analog watch
    - button cell battery for watches (keep a very long time, but eventually the clock will stop working)
    - windup watches that needs no battery, but needs to be wind up again and again.
    (Bad luck if one forgets it sometimes. Then you have to just guess what time it is)

    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=498643301
    Dropbox-Link: https://www.dropbox.com/s/1cbrgt4kdj55tju/HorizonClockv0.6.zip?dl=0
     
     
    See you soon!
  11. Like
    Thuztor got a reaction from myhappines in Bob & S'Parks Bad Trip   
    Hello everyone,
     
    finally I've started creating my own game.
    It shall be a pixel-art point & click adventure for adults based on Ron Gilberts gamestyle. (I'm not quite sure, if the content will be really only for adults)
     
    There is no test version yet, but already a small  very first footage of Bob in underpants.
     
    This is a little roadmap for a first testversion, for testing the menu, items and the enviroment.
     
    - Functional menu + inventory (finished)
    - Motion animations for Bob (finished)
    - Scenery 1 (Bob's Room) (in progress)
    - First inventory items (almost finished)
    - Interaction with the environment (in progress)
    - Dialogues / Monologues (in progress)
    - complete english translation (in progress)
    - Clothes for Bob (finished)
     
    I hope, you like what you see so far.
     
    For some more informations check my patreon page.
    https://www.patreon.com/pixplosion
    This will be the page with the most information about the game.
     
    See you
     

  12. Pie
    Thuztor reacted to DresdenBBQ in Bob & S'Parks Bad Trip   
    Good luck and nice to see your not dead Thutz!
  13. Like
    Thuztor got a reaction from xXxFANCYCAPYBARA36xXx in Bob & S'Parks Bad Trip   
    Hello everyone,
     
    finally I've started creating my own game.
    It shall be a pixel-art point & click adventure for adults based on Ron Gilberts gamestyle. (I'm not quite sure, if the content will be really only for adults)
     
    There is no test version yet, but already a small  very first footage of Bob in underpants.
     
    This is a little roadmap for a first testversion, for testing the menu, items and the enviroment.
     
    - Functional menu + inventory (finished)
    - Motion animations for Bob (finished)
    - Scenery 1 (Bob's Room) (in progress)
    - First inventory items (almost finished)
    - Interaction with the environment (in progress)
    - Dialogues / Monologues (in progress)
    - complete english translation (in progress)
    - Clothes for Bob (finished)
     
    I hope, you like what you see so far.
     
    For some more informations check my patreon page.
    https://www.patreon.com/pixplosion
    This will be the page with the most information about the game.
     
    See you
     

  14. Like
    Thuztor got a reaction from DresdenBBQ in Bob & S'Parks Bad Trip   
    Hello everyone,
     
    finally I've started creating my own game.
    It shall be a pixel-art point & click adventure for adults based on Ron Gilberts gamestyle. (I'm not quite sure, if the content will be really only for adults)
     
    There is no test version yet, but already a small  very first footage of Bob in underpants.
     
    This is a little roadmap for a first testversion, for testing the menu, items and the enviroment.
     
    - Functional menu + inventory (finished)
    - Motion animations for Bob (finished)
    - Scenery 1 (Bob's Room) (in progress)
    - First inventory items (almost finished)
    - Interaction with the environment (in progress)
    - Dialogues / Monologues (in progress)
    - complete english translation (in progress)
    - Clothes for Bob (finished)
     
    I hope, you like what you see so far.
     
    For some more informations check my patreon page.
    https://www.patreon.com/pixplosion
    This will be the page with the most information about the game.
     
    See you
     

  15. Like
    Thuztor got a reaction from VikiDikiRUS in Bob & S'Parks Bad Trip   
    Hello everyone,
     
    finally I've started creating my own game.
    It shall be a pixel-art point & click adventure for adults based on Ron Gilberts gamestyle. (I'm not quite sure, if the content will be really only for adults)
     
    There is no test version yet, but already a small  very first footage of Bob in underpants.
     
    This is a little roadmap for a first testversion, for testing the menu, items and the enviroment.
     
    - Functional menu + inventory (finished)
    - Motion animations for Bob (finished)
    - Scenery 1 (Bob's Room) (in progress)
    - First inventory items (almost finished)
    - Interaction with the environment (in progress)
    - Dialogues / Monologues (in progress)
    - complete english translation (in progress)
    - Clothes for Bob (finished)
     
    I hope, you like what you see so far.
     
    For some more informations check my patreon page.
    https://www.patreon.com/pixplosion
    This will be the page with the most information about the game.
     
    See you
     

  16. Like
    Thuztor got a reaction from EUDOXIO in Bob & S'Parks Bad Trip   
    Hello everyone,
     
    finally I've started creating my own game.
    It shall be a pixel-art point & click adventure for adults based on Ron Gilberts gamestyle. (I'm not quite sure, if the content will be really only for adults)
     
    There is no test version yet, but already a small  very first footage of Bob in underpants.
     
    This is a little roadmap for a first testversion, for testing the menu, items and the enviroment.
     
    - Functional menu + inventory (finished)
    - Motion animations for Bob (finished)
    - Scenery 1 (Bob's Room) (in progress)
    - First inventory items (almost finished)
    - Interaction with the environment (in progress)
    - Dialogues / Monologues (in progress)
    - complete english translation (in progress)
    - Clothes for Bob (finished)
     
    I hope, you like what you see so far.
     
    For some more informations check my patreon page.
    https://www.patreon.com/pixplosion
    This will be the page with the most information about the game.
     
    See you
     

  17. Like
    Thuztor got a reaction from Azer in Colour Me, Stupid!   
    Here is my "Bear-Dog Hiker", which is taking a rest on a stone.
    The Stone is not a part of the outline.
     

  18. Like
    Thuztor got a reaction from Matthee in Horizon Clock Mod v.0.6 for Build 41   
    The new version 0.3.1c is only interesting for russian people.
    Thanks to Nebula, who has translated the two sentence in russian language.  
  19. Like
    Thuztor got a reaction from Geras in Horizon Clock Mod v.0.6 for Build 41   
    Sorry, but the mentioned fix of the always visible clock wasn't fixed.
    But now! I'll promise, that it is now fixed.
    It was a problem with a query for more than 60 minutes.
  20. Like
    Thuztor reacted to EasyPickins in IWBUMS 34.22   
    IWBUMS 34.22
     
    This will be the last update before IWBUMS becomes public, if there aren't any game-breaking bugs found before then.
     
    Wall vines placed by the mapper become erosion wall vines (on the ground floor only). Fixed adding/removing items to/from bags on the ground not sending those items to the server.  Broken since February. Whoops! Fixed fishing exception when no more lures were found when automatically adding another fishing action. Fixed cooking recipes with the same name getting combined in the crafting ui. ('Prepare Rice' for example) Juice Box: Eat -> Drink. Axeman trait gives faster axe swings. Fixed some issues saving when closing the game window while in-game instead of exiting. Fixed erosion updates on the server every 10 minutes possibly affecting parts of the map that hadn't finished loading yet, resulting in invisible trees etc. Added a graphical indicator to show how fast time is passing while sleeping in multiplayer.  It updates once every 10 game-world minutes.  I added this because it wasn't always obvious when the last awake player finally went to sleep, if you weren't staring at the clock.
  21. Like
    Thuztor got a reaction from Nebula in Horizon Clock Mod v.0.6 for Build 41   
    I've added the new version to my Dropbox.
    The link is in the OP or here.
  22. Like
    Thuztor reacted to blindcoder in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    Long-Term Crafting Projects (CrafTecs)
    This mod is a complete overhaul of the building worldobjects mechanics (like walls, doors and such).
    Current state
    The mod is fully functional as of IWBUMS 34.something.
    Mechanics
    The mod requires you to start CrafTecs (working name) on squares, then add parts like planks and nails. After that, you can start working on the object. If you only have half of the necessary parts, you can start building the object up to 50% completion (or whatever fraction of parts you have).
    Objects take a LOT longer than they did before. Walls take half an hour, stairs four hours, crates one hour and so on. It always felt weird putting up walls and stairs in minutes.
    To counterbalance that long time, you can stop the project at any time and resume working on it later. You can even share the work between different people! Everyone will get 0.1 point of experience per unit of progress he helped on the project. That means if you build it for 60 minutes, you will get 6 points of experience sliced into 60 times 0.1 points. Normal multipliers still apply.
    The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object.
    You can also require MULTIPLE professions / skilllevels for a single object.
    You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything!
     
    Download
    Download is available on github: https://github.com/blind-coder/pz-craftec/releases
    Download is also available on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=677858797
     
    Demovideo
     
     
     
    Enjoy
  23. Like
    Thuztor got a reaction from blindcoder in Vacation Islands (pre-Alpha 1)   
    But surely not out of problems.
    I'm also planning a challenge, without zombies called 'Robinson Crusoid©'.
    ;D
  24. Like
    Thuztor got a reaction from The Good Noob in Sun/Moon position and moon phases in interface   
    All the stuff mentioned here is already planned for the horizon clock mod, but blindcoder has not much time at the moment.
  25. Like
    Thuztor got a reaction from Geras in Tree Stumps   
    I have a bit experience with tree stumps and the most can't dug up quite easily, except you invest a lot of time and energy. Additionally to a spade, I would use also a saw and an axe for all the roots.
    Often stumps of bigger trees can only release from earth with a lot of power, e.g. a car bound on the stump (prepare it with the tools before you start to pull the stump out).
    If my annotations would be considered, I'm for it!
×
×
  • Create New...