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Ornament

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  1. Like
    Ornament got a reaction from ulysses in Small but Important Suggestions Thread   
    828: Something like shooting targets, (or use empty bottles or cans) to practice accuray without the need to fight against a horde with a ranged weapon.
  2. Like
    Ornament got a reaction from Kappatao in Small but Important Suggestions Thread   
    828: Something like shooting targets, (or use empty bottles or cans) to practice accuray without the need to fight against a horde with a ranged weapon.
  3. Spiffo
    Ornament reacted to nasKo in Witness the Fitness   
    You've got a long tongue
  4. Spiffo
    Ornament reacted to Blake81 in Witness the Fitness   
    MP is so close we can almost taste it now...
  5. Like
    Ornament got a reaction from trombonaught in Alertoid   
    Looks nice, though I agree, that it looks a bit strange with the perfectly synchronized headturning. Perhaps, delay some turning for a split second or make some heads turn slightly faster or slower (only by a little bit) so that the zombies look more individual. Some zombies may react faster than others etc only if it is a matter of some split seconds.
  6. Like
    Ornament got a reaction from Gurluas in Alertoid   
    Looks nice, though I agree, that it looks a bit strange with the perfectly synchronized headturning. Perhaps, delay some turning for a split second or make some heads turn slightly faster or slower (only by a little bit) so that the zombies look more individual. Some zombies may react faster than others etc only if it is a matter of some split seconds.
  7. Like
    Ornament reacted to guryanoww in IWBUMS 41.23 released!   
    Guys, please, machete is not so large that it can only be worn on the back, it would be very convenient to assign it to the belt
  8. Spiffo
    Ornament reacted to nasKo in Alertoid   
    Hello all! Small Thursdoid this week with just a little progress update, everyone’s very tied up today with various things both Zomboid and non-Zomboid, so we’ll just cover a few points.
    NEXT BUILD
    We’re currently hard at work on the next IWBUMS build, 41.24. Fixes and additions in the build include: combat changes to stop zombies standing up if the player is standing on them as well as general fixes to swinging distances for weapons, stopping players climbing through windows with a zombie on the other side (instead the player falling back into the room), shooting at windows, quality of life additions or pouring dirt/gravel/sand, balance changes for falling out of upstairs windows, changes to the weight system, and various zombie AI fixes when dealing with fences and windows.
    Another thing that’s been added in finally is the zombie alert animation which we demoed a long while back but was faulty, now issues with it have been resolved. This should make zombies reaction times a little more realistic, as well as provide a bit more of a spooky atmosphere when a zombie notices you. A little sneak peek at it follows:
    BEYOND

    Meanwhile we still are trying to get the last few bothersome issues with the zoom build sorted, we apologize its taking so long but it is quite a significant change to how the entire game world is rendered and whenever we think we’re ready to go, lingering issues keep cropping up. When this is sorted, we hope it will go some way to ease the out of memory crashes some low end GPUs are seeing. To those who can’t run the IWBUMS properly, you’re not forgotten and we’re working on it.

    Multiplayer is still some way off with the devs able to work on the revamp preoccupied with more immediate compatibility concerns with people not being able to run the game, the zoom build needs to be polished off before we can dedicate the resources to the multiplayer systems. It’s coming though! And we will get the first MP tests in the new year.

    Looking further ahead, Lemmy meanwhile has been continuing his eternal work on REDACTED (you know what) and has been sharing some really cool progress videos within the team that, due to us learning our lessons from the past of showing progress prematurely in that department, we’re forbidding ourselves sharing at this point until they are more imminent (despite us really wanting to!)
    However with the new animation system in-place, progress has been great and sexy looking, and things are looking really exciting and progress has been very swift due to leveraging the animation overhaul’s data driven systems. We can’t wait to share once build 41 hits stable!
    This week’s image by Tiarv. 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!
  9. Like
    Ornament got a reaction from Bourbon in Small but Important Suggestions Thread   
    828: Something like shooting targets, (or use empty bottles or cans) to practice accuray without the need to fight against a horde with a ranged weapon.
  10. Like
    Ornament reacted to Fritz in More Math(s)   
    Well this must have been the first exceedingly spectacular Thursdoid I've seen in a while, in that I'm really feeling hyped for this update now more than ever. The culmination of months of work on animations certainly seems to have paid off.
     
    A few things I found noteworthy:
    I'm finding the behind the scenes math that goes into this very fascinating in of itself, I usually come to think of game development from a player's point of view to just be a bunch of neckbeards sitting at a desk on a caffeine rush at 2 AM writing lines of code, and maybe it is that to some extent, but going back to the 'Advanced Zedonometry,' seeing the amount of thought that goes into making stuff like this really puts things into perspective. That new rifle looks and sounds great. All in all the game is that much fuller and more complete with this underway. Looking forward to IWBUMS!
  11. Like
    Ornament reacted to MrCouper in Little Red Guitar   
    "
    We are entirely happy for server owners to have patreons/donations from players to help with the upkeep of running a server, but have a policy that that in-game benefits, items, XP speed-ups etc should be not be paid for and received in this fashion. As written in our t&cs: “beyond server access, we do not approve of monetising any aspect of the game proper”.
    PZ should, as much as possible, be about players on an equal standing – and this is what new players should be welcomed into."

    Tbh probably best dev's out. Awesome work as always
  12. Like
    Ornament got a reaction from thejoker954 in Advanced Zedonometry   
    I never thought doing animations would be this complex. These insights really cleared my mind how many little sneaky issues there can be. Although I didn't understand everything there it's great to have a technical insight behind the curtains

    Gj guys and keep it going
  13. Spiffo
    Ornament got a reaction from Хибити\Hibiti [BLR] in Advanced Zedonometry   
    I never thought doing animations would be this complex. These insights really cleared my mind how many little sneaky issues there can be. Although I didn't understand everything there it's great to have a technical insight behind the curtains

    Gj guys and keep it going
  14. Like
    Ornament got a reaction from Jason132 in Advanced Zedonometry   
    I never thought doing animations would be this complex. These insights really cleared my mind how many little sneaky issues there can be. Although I didn't understand everything there it's great to have a technical insight behind the curtains

    Gj guys and keep it going
  15. Like
    Ornament reacted to EnigmaGrey in Combat Renovations   
    Metalworking was released years ago. It's not being worked on now.
     
    The year you're looking for is 2014, not 2010. They're going to be released in the subsequent builds after animations.
     
    As Burger touches on, animations are just the most obvious part of this build. The build itself is an all-encompassing refactor and cleanup of the game's programming and custom engine and includes tools for developing\modding animations further.  It's the foundation the rest of the game's development will rest on.
     
    We're not using Unity. It all has to be coded from scratch, in Java of all things.
  16. Like
    Ornament got a reaction from grammarsalad in Small but Important Suggestions Thread   
    901: Glasses, for traits like short-sighted. You could expand it to let the glasses break on hit to the head and farsighted and sunglasses (perhaps with new weather system, for sunny weather? - then a cappy would also make sense)
    902: Traits like alcoholic, kinda like smoker but for alcohol. To make it easier you could add things like beer, vodka etc.
    903: Asthma needing an inhaler on a regular base. Could be found on zombies.
    904: Brushing teeth (should be optional)
    905: Some other illnesses than the zombie virus. At the moment you're nearly dead, when a zombie hits you and you can't do anything about it. But if you don't get scratched or bitten, you don't need much medics, except for accidents with the car or with broken windows. Perhaps having headaches or something like this.
    906: More clutter
    907: Give rubber bands a use, like slinging it on a zombie or building a slingshot like i suggested before
    908: Use cologne/deodorant to distract zombies smell instinct. You don't smell like flesh if you use it.
    909: Chalk to draw on roads, rain should wash it away however.
    910: razor blades as a weapon(not sure though)
    911: using clothes for storing small things (trousers/hoodies/cargo pants with 1 or 2 capacity)
    912: mirrors to look around corners (could be difficult tho)
  17. Like
    Ornament got a reaction from Jason132 in Sway of Things   
    This makes trees much more realistic in my opinion. Although it's only an atmospheric change, this is really great and improves the overall experience
  18. Like
    Ornament reacted to nasKo in Sway of Things   
    Hey all, here’s what’s happening.
    BUILD 40
    Build 40 is for all intents of purposes done now, with one addition that might need a few fixes that we’ll explain the reasoning behind below.
    On Tuesday we released Version 40.26 to the IWBUMS public beta. As we forecast last week, this contained:
    New, rare, inventory clothing types to better insulate players. Thunderclaps when players are banned on a server. (Optional) Better admin control over weather effects Fixed map bugs. Fixed missing vehicle skids sounds in MP. Fixed broken MP car locks. Fixed container bugs. Lots of other fixed bugs. Being the first product of Bitbaboon Steve’s new internal autobuild system though, there were a few teething troubles that caused issues for our Linux server operators. Which has expedited the release of today’s Version 40.27. This contains remedies for annoying small tree collisions, and car battery fun.. but predominantly it contains the below.
    SHAKE IT
    We’re pretty happy with the fog, mist, storms, improved snow and other general additions of Build 40 – but something we weren’t 100% satisfied with was getting an indication of wind speed and direction across to the player. There just weren’t any indicators on-screen, and we weren’t making the most of a lot of the work on the simulated climate and weather systems. It was something of a blemish on an otherwise really cool feature. And so Turbo scurried off to his experimentation chamber and…

    This is now playable on the IWBUMS beta, but will need some balance and feedback from testers as to how strong the effect should be at different wind speeds. We also, clearly, need to know if anyone notices any change in performance. Right now, trees sway slightly in low wind – and in storms, especially, at night they’re a bunch more atmospheric. (We’ll also be adding in better wind, and other, SFX in Build 40 patches.)

    Through building this system into the game, Turbo has also unlocked some helpful visual niceties that the game has needed for a long time. They will also be of huge benefit to our players who are hard of hearing.  In this build, this includes:
    Doors shaking when zombies hit them Locked doors shaking when the player tries to open them Trees shaking slightly when the player is chopping them down. Trees rustling when the player, or zeds, walk through them Trees shaking after car collisions Please note, however, that in the current IWBUMS beta the bigger trees move too much in response to player/zed actions – and some of the SFX are a bit off. Here’s a compilation vid of the new feature:

    BUILD 41
    Work continues with the TEA’s preparation for the entire team moving onto animations once 40 is final and patched, a lot of it under the bonnet kinda stuff. A big improvement to the animation system and tools is the ability to clone animation states and override aspects of them without needing to completely duplicate the state logic that drives it.
    An example of this would be for handling (quite literally) weapons while walking, strafing or attacking. We can now define the core states for handling walking, strafing, sneaking, attacking without a weapon equipped, and then creating other states using that as a template that say hold a one handed weapon, or a gun, and substitute animations while still retaining all the logic tying together and blending the animations with the gameplay. Functionality such as this will speed up Animator Martin’s job of implementing all these states into PZ, and cut down the replication of work from the coders once we’re all inside the system.
    OTHER STUFF
    We’d like to welcome ChrisW back to our bank of coders, who will be picking up where he left off with the Sims style cutaways we’d like to make internal building navigation a bit slicker. As mentioned last week RJ is now working with Xeonyx, creator of New Denver, to help debug his new Hollywood Studio map and come up with an Official PZ Challenge system for it – for when it’s added to the main game. Here’s another screenie from it.

    This week’s sunday service from KurtZ. 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.
  19. Like
    Ornament got a reaction from Massi in Small but Important Suggestions Thread   
    901: Glasses, for traits like short-sighted. You could expand it to let the glasses break on hit to the head and farsighted and sunglasses (perhaps with new weather system, for sunny weather? - then a cappy would also make sense)
    902: Traits like alcoholic, kinda like smoker but for alcohol. To make it easier you could add things like beer, vodka etc.
    903: Asthma needing an inhaler on a regular base. Could be found on zombies.
    904: Brushing teeth (should be optional)
    905: Some other illnesses than the zombie virus. At the moment you're nearly dead, when a zombie hits you and you can't do anything about it. But if you don't get scratched or bitten, you don't need much medics, except for accidents with the car or with broken windows. Perhaps having headaches or something like this.
    906: More clutter
    907: Give rubber bands a use, like slinging it on a zombie or building a slingshot like i suggested before
    908: Use cologne/deodorant to distract zombies smell instinct. You don't smell like flesh if you use it.
    909: Chalk to draw on roads, rain should wash it away however.
    910: razor blades as a weapon(not sure though)
    911: using clothes for storing small things (trousers/hoodies/cargo pants with 1 or 2 capacity)
    912: mirrors to look around corners (could be difficult tho)
  20. Like
    Ornament got a reaction from Tails in Small but Important Suggestions Thread   
    901: Glasses, for traits like short-sighted. You could expand it to let the glasses break on hit to the head and farsighted and sunglasses (perhaps with new weather system, for sunny weather? - then a cappy would also make sense)
    902: Traits like alcoholic, kinda like smoker but for alcohol. To make it easier you could add things like beer, vodka etc.
    903: Asthma needing an inhaler on a regular base. Could be found on zombies.
    904: Brushing teeth (should be optional)
    905: Some other illnesses than the zombie virus. At the moment you're nearly dead, when a zombie hits you and you can't do anything about it. But if you don't get scratched or bitten, you don't need much medics, except for accidents with the car or with broken windows. Perhaps having headaches or something like this.
    906: More clutter
    907: Give rubber bands a use, like slinging it on a zombie or building a slingshot like i suggested before
    908: Use cologne/deodorant to distract zombies smell instinct. You don't smell like flesh if you use it.
    909: Chalk to draw on roads, rain should wash it away however.
    910: razor blades as a weapon(not sure though)
    911: using clothes for storing small things (trousers/hoodies/cargo pants with 1 or 2 capacity)
    912: mirrors to look around corners (could be difficult tho)
  21. Like
    Ornament got a reaction from Massi in Small but Important Suggestions Thread   
    828: Something like shooting targets, (or use empty bottles or cans) to practice accuray without the need to fight against a horde with a ranged weapon.
  22. Like
    Ornament got a reaction from TurtleShroom in Small but Important Suggestions Thread   
    828: Something like shooting targets, (or use empty bottles or cans) to practice accuray without the need to fight against a horde with a ranged weapon.
  23. Like
    Ornament got a reaction from wanderinbilly in Double doors sometimes lock themselves   
    Fool on me... There was a little tree which grew through erosion. Didn't see that little boy. I even wrote a mod to unlock doors, but as it said, that there is nothing to unlock i was confused.
    Damn... that little tree fooled me pretty hard...
    Sorry guys
  24. Like
    Ornament got a reaction from Massi in Small but Important Suggestions Thread   
    755
    Throwing stones to distract zombies.
    756
    Make a slingshot out of sticks, glue/tape and rubberband.
    757
    Some possibility to charge a car battery. (With right tools and a generator or when there is still power.)
  25. Like
    Ornament reacted to grammarsalad in Small but Important Suggestions Thread   
    839. Dirty cookware. Once we use a frying pan or cooking pot (etc.) they should become dirty (cleaned using dish liquid and water). Using dirty cookware introduces (or increases) the chance of getting sick from eating the cooked food
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