Jump to content

Sh1n1gam1

Member
  • Posts

    14
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Sh1n1gam1 reacted to Weighland in Battle Royale for MP   
    It is a 'suggestion' for an event or a new game mode after all.
  2. Like
    Sh1n1gam1 reacted to Weighland in Battle Royale for MP   
    If you have ever played a game like DayZ or H1Z1 You will know to always hide your location. It can be part of the game that they will hide in between the trees to hide, letting the others pass by or slowly traveling using paths around it. They cannot easily die as well because like I said, only melee weapons. Fitness instructors and firemen will be superior in the first phases but veterans and policemen later on.Edit: Like I stated in the first sentences, there can be teams as well if made as an event. A proper team would consist of 2-3 players. One for melee fights and looting, a character with high fitness. One with good aim for late game fights. One specialist, a doctor or a carpenter to improve the chances of survival.
  3. Like
    Sh1n1gam1 got a reaction from Weighland in Battle Royale for MP   
    Agreed, I think that a dedicated server or servers would be best for this. Lets say they do a server reset after every Battle Royale. If they did that, a player could view how long it's been since server reset, and, they could open the first 30 minutes to gathering players. As some servers have done, you can offer a new spawn zone dedicated to the Battle Royale. It would be intense fun
    I like what H1Z1 did by making the combat region a large circle and progressively making it smaller. If it were linear movement from one region (for example, Dixie to WP), it's a long trek between and the risk lies that they'll be killed along the way. In which case, people would just fight it out on the paths between two places and the game would end too soon. With a circular boundary (up to the mod maker or admin on how to define this boundary), there would be more evenly focused combat.
  4. Like
    Sh1n1gam1 reacted to Weighland in Battle Royale for MP   
    Yes, a similar event to this is the Survivor GameZ of DayZ where people need to move to different zones in different phases while killing to eliminate enemy teams with rewards awaiting the winners. The zones become smaller in each phase forcing players to have contact and engagement.
    Since Project Zomboid's map is quite big, this can be performed well either as an event or a server dedicated entirely to it.
    Example, everyone starts in Muldraugh, Sunstar Hotel. All players form a circle in the yard. In the middle of their circle are bags that contain different items. Food, drinks and sometimes weapons. The player can choose to get a bag in the middle and risk injuries or death from other players or run away to be safe and search for their items instead. Admins will periodically use choppers to lure zombies to the player if staying hidden forcing them to another location.
    The player will then need to survive for a day or two in Muldraugh. Loot does not respawn and the players must get food to survive. If food is not found, a player may need to kill another player for theirs. After the first phase (Muldraugh) the players are given a time limit to go to Dixie. This doesn't mean they should be in town. They can hide in the trees as long as they can survive starvation and dehydration. Food is more scarce in Dixie forcing hungry players to engage others. Weapons in Muldraugh and Dixie are all melee. Guns will be found later on in West Point. After a day or two, the next phase begins.
    In West Point, the final battle begins. Guns are in houses, not only in stations and gun shops to avoid camping in it. As the players' numbers dwindle, the playing area will be limited to the main West Point. The last player standing will win the game. The game should last for a good 3-4 hours.
    Just an idea. It will bring back old players for the fun and action
  5. Like
    Sh1n1gam1 reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    Update for today :
     
    - Prison block exterior look (movie accurate, from 3rd season of TWD)
    - Started working on interior look (So far an entrance to the prison - movie accurate)
    - Fixed minor clipping bugs after testing in last stand mode (hoorah)
     

     

     

     
    It's also my birthday... So, woo!
  6. Like
    Sh1n1gam1 reacted to RingoD123 in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    This is looking sweet Leolvanov! will make a great addition to the map mod, already got a place in mind for it
  7. Like
    Sh1n1gam1 reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    Update for today :
     
    -Detail of the ground outside the prison perimeter
    -Rebuilt fences
    -Detail of the ground inside prison perimeter
    -Guard Towers
    -Guard Shacks
     

  8. Like
    Sh1n1gam1 reacted to RobertJohnson in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    Wtf, you can google maps "Walking Dead Prison" and find it ?
  9. Like
    Sh1n1gam1 reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    OVERHAULED, New version (Done by different forum member): http://theindiestone.com/forums/index.php/topic/16405-the-walking-dead-prison-map-now-on-steam-v12/
     
     
    Here we go. I was waiting for it long enough, but nobody seemed to start making it so, I thought : "Why the hell not?".
     
    Right now I'm working on the exterior look of the prison, will be adding interior details fairly soon.
     
    Images of progress for older versions :
     
     
    The prison is pretty much finished!
     

     
     
    Download link (IWBUMS 32.17+) v3.3 (Mod support)
     
     
    Screenshot :
     

    link to screenshot on steam : http://steamcommunity.com/sharedfiles/filedetails/?id=467338783
     
    Boring copyright bollocks v


     
     
     
    PLEASE don't forget to make backups!
     
    If you ever want to return to the old map and fully "delete" the prison, verify your game cache through steam.
  10. Like
    Sh1n1gam1 reacted to Weighland in Smashing Garage Doors   
    I'd say allow the crowbar to pry open garage doors, locked doors and car doors in the future.
  11. Like
    Sh1n1gam1 reacted to f3rret in RELEASED Build 32   
    Thanks for clarifying. Everyone loves surprise new features!
  12. Like
    Sh1n1gam1 reacted to nasKo in RELEASED Build 32   
    Nah, it's something small. It's currently being tested internally so you can probably to see it in the next few days if it is to stay
     
    At least if that's what he is talking about and doesn't have something else hidden from us.
  13. Like
    Sh1n1gam1 reacted to f3rret in RELEASED Build 32   
    The suspense is killing me. From RJ's twitter: "Ohhh, we'll have another surprise for you in build 32... (no it's not NPC.)"
     
    Now, I'm going to guess that it's TurboTuTone's redecorating feature. His tone is surprised, and he said "We", so I'm assuming that it's not a feature he's working on. We know that the Steam integration is a feature in progress that is going well, but Turbo has put out a few pretty good looking videos recently...
  14. Like
    Sh1n1gam1 reacted to ethanwdp in Right-Click menu options un-clickable   
    Was there an error in the games log when this issue occurred?
    It usually tells the problematic line of code, and the file it's coming from. It's invaluable for troubleshooting
  15. Like
    Sh1n1gam1 reacted to CaptKaspar in "interrupt" button   
    Does pushing also work when you accidentally told your character to drink bleach and you are absolutely freaking out because you didn't mean to and there is nothing you can do to stop your imminent death action?
  16. Like
    Sh1n1gam1 reacted to Weighland in "interrupt" button   
    When that is happening to me, I press space (melee) then it will make me push and stop everything I'm doing.
  17. Like
    Sh1n1gam1 reacted to Rathlord in Make up an odd reason to ban the person above you   
    Or I could ban everyone in this thread.
     
    I'm just saying, I could.
  18. Like
    Sh1n1gam1 reacted to nasKo in RELEASED Build 32   
    Always a matter of how long bugfixing takes and if other parts of the team might have something ready to go in in time. Shouldn't expect anything that's not listed, though.
  19. Like
    Sh1n1gam1 reacted to Rathlord in Mondoid Reposts   
    One of the things we’re proudest of in Project Zomboid is the fact that survivors can wake up and brew a delicious and refreshing cup of tea so that they’re ready to face the world. And all the zombies.
    What’s more, in the final updates to Build 32 we’re now introducing a crafting UI that will make the tea brewing process even more streamlined! [And of course all the carpentry, cooking,building, medical care, trap building and whatnot as well.]
    BUILD 32: THE IWBUMS CONTINUES
    Let’s underline first, however, that right now we’re putting in the final updates to the public test version of Build 32 before it goes fully live. At the time of writing we’re on Build 32.8, and as such the new crafting UI we discuss below is in the game and playable – now just waiting for your bug reports.
    If you’d like to read up on all the changes and bug fixes then you can do so here. If you’d like to join in with IWBUMS testing then you can find all the details you need in this introductory thread. If you’d like to know more… read on!
    A CRAFTY FRENCHMAN
    The last hurrah of Build 32 is something that’s been sorely lacking in PZ for a very long time. Namely, a crafting UI and guide. It looks a little something like this, and has been created by our resident gallic superhero Romain ‘RJ’ Dron.

    The new crafting window contains all the different recipes that your character knows. Some recipes will be known to your character from their pre-apocalypse life and perhaps career, while more advanced stuff (fishing, explosives, traps) can be learned in-game and added to the list.
    The new system looks both at what’s in your own inventory AND what’s in arm’s reach of your character – so you can craft with items in cupboards or cumbersome items that you’ve left on the floor. You can even ‘favourite’ the recipes you love the most. Don’t believe us? We gave internal test code to lovely Tooks and he crafted the aforementioned refreshing cup of tea in the following video:

    As you can see there’s now also a facility to make Evolved Recipes (say, a salad with lots of different foodstuffs in it), while it’s also important to note that the old crafting method is still in the game too.
     
    ZOMBIE MANAGEMENT
    First off many thanks to the whole community for the great feedback that has been provided on the new (and awesome) Zombie Management System. EasyPickins thinks he’s worked out the best spawn numbers and respawn settings for Survival to ensure you’re challenged to begin with and brought under threat later on, and would especially like to thank LeoIvanov and Svarog for their dedicated pursuit of .ini file edits and testing.
    Ultimately the new system will also be customisable in-game, while you can also clearly expect zombie behaviour upgrades in future too. Another recent addition to zed habits in Build 32.7 was the reimplementation of zombie-grouping code, for example, which sees zombies gather around ‘leaders’ rather than bunch around random map locations. These leaders are then encouraged in the game code to stay away from each other, and as such the spawn should seem a lot more natural. Zombies will now also lunge through doors if they’re thumping them and the doors are either opened or destroyed.
     
    STEAMY BUSINESS
    Steam MP Integration work for Build 33 in the hands of those marvels at General Arcade, meanwhile, continues apace. We’ve had some builds in internal testing, which have had the kinks worked out and glaring bugs fixed – and will soon have release builds of all 32 and 64 bit native libraries for Windows, Mac, Linux in-hand. There’s still a few hazards to negotiate with Linux that need investigation, but otherwise it’s all going well.
     
    THE BIG RELEASE
    These are the last significant tweaks and additions for Build 32, so you can expect a full public release relatively soon. We can only imagine that those who haven’t yet encountered the revamped zombie horde are in for quite a surprise when it descends upon them! More news on Build 33 and beyond next week!


    Today’s Featured Image from Tombomcbombo, if indeed that is his real name, over on Steam. Do you dream of a world in which isometric zombie survival game news is emailed to you every Monday, come rain or shine? Friend, you already live in that world.
  20. Like
    Sh1n1gam1 reacted to Rathlord in Right-Click menu options un-clickable   
    We'll need you to confirm the issue with all mods uninstalled (rather than disabled) before we can be sure it's not one of them causing the issue. It's almost always a mod with issues like this.
×
×
  • Create New...