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Paprika

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  1. Like
    Paprika reacted to blindcoder in First Aid Skill   
    Best cure for the zombie virus is a bullet to the head. Prevents zombification 100% of the time.
  2. Like
    Paprika reacted to EnigmaGrey in We deserve at least monthy updates on NPCs   
    Gosh.
    That has no baring at all on this discussion.
    Keep it up, along with the attempt to prove the validity of your augmenter via racism analogies, and we can kill this thread together.
    Join me, Ronin.
  3. Like
    Paprika reacted to EnigmaGrey in We deserve at least monthy updates on NPCs   
    So the argument switches slightly to "muggings have gone down" instead of "muggings have stopped."
    This is why hypotheticals and absolutism suck.
  4. Like
    Paprika got a reaction from syfy in Moving Multiplayer Characters   
    It's an attempted fix for people to stop reloading characters. Dump the save and play a bit more legit.
  5. Like
    Paprika got a reaction from LeoIvanov in Moving Multiplayer Characters   
    It's an attempted fix for people to stop reloading characters. Dump the save and play a bit more legit.
  6. Like
    Paprika got a reaction from Clayman in Moving Multiplayer Characters   
    It's an attempted fix for people to stop reloading characters. Dump the save and play a bit more legit.
  7. Like
    Paprika got a reaction from EnigmaGrey in Moving Multiplayer Characters   
    It's an attempted fix for people to stop reloading characters. Dump the save and play a bit more legit.
  8. Like
    Paprika reacted to EasyPickins in RELEASED: Build 32.30   
    Fixed Steam servers not being able to download Workshop items. Servers use WorkshopItems= INI option that takes a list of Workshop item ID numbers separated by semicolons. The server will download/install/update these items when starting up. Example:
    WorkshopItems=490954937;492428344;492886697;492887139How do you get the Workshop item ID numbers? Workshop item creators will need to update their workshop items. The Workshop ID will automatically be added to the end of the item description when submitting an item update. For items that haven't been updated, the URL of the item contains the ID, you can see it by visiting the item's page in your webbrowser. Example:
    http://steamcommunity.com/sharedfiles/filedetails/?id=492887139Clients will see this when joining a server that requires workshop items they haven't installed yet:
    Fixed scoreboard not showing Steam details for distant players (all those %1). ProjectZomboid64 exe uses ProjectZomboid64.site.json if it exists so people can customize JVM args. Ditto for ProjectZomboid32 and ProjectZomboid32.site.json. This was added because the original .json files may get overwritten when the game updates. ProjectZomboid64/32 accept JVM arguments in addition to game arguments. This can be used to override vmArgs in the .json file. JVM arguments must end with a --, even if there are no game arguments. Example: ProjectZomboid64.exe -Xmx1024m -- -nosteamAdded Password= INI option, if set, it specifies the password every user connecting to the server must enter in the server browser. Server lists display a lock icon next to password-protected servers. Setting Open=false no longer keeps a server out of the public server list. /banuser on a disconnected user also bans that player's SteamID. Log messages on Steam servers contain the SteamID instead of IP address, due to the Steam networking stuff not making it easy to get a player's IP address. The /list command displays IP or SteamID for players. IP addresses are not banned on Steam servers, but SteamIDs are. Removed the "ban ip" admin button on the scoreboard on Steam servers. Fixed the UI that shows when you join a server through Steam's own server browser. Steam profile names are no longer displayed in Steam's server browser. It uses the regular account name. Fixed kick/ban messages not being displayed on the client sometimes. Handle +password commandline option when joining a server using Steam's server browser. Fixed crawling zombies sometimes getting walking-zombie speed. Fixed multiplying traps when placed, disappearing traps when thrown. There's still a bug where you can pick up some traps after placing them, leaving an invisible trap behind (beeping Alarm Clocks for example). (Issue #002123) Added getModInfoByID(modID) Lua function. Fixed "Navigate + Use Doors" zombie Cognition setting. The locked/barricaded/etc state of doors/windows wasn't checked (zombies would walk through locked doors). Doors/windows being opened by zombies wasn't synced in MP. (Issue #002121) Options screen now has Back/Accept/Apply buttons. (Issue #002120) Set fullscreen and resolution at the same time when applying option changes. AutoCreateUserInWhiteList works with an empty password. If a client connects without a password originally and with a password another time, the password is updated in the whitelist. The 'steamid' field in the whitelist is updated every time a client connects. Added "Blood Decals" option to limit the number of blood sprites rendered. "None" is an option. This is mostly for people with no-so-great computers in multiplayer. Made the "Mute" button in the scoreboard visible to non-admins. This stops a user's chat messages showing. Fixed /reloadoptions causing options to be listed multiple times by /showoptions. Added stuff to Windows .bat files so they don't start in C:\Windows\System32 when run as administrator. Added "Borderless Window" option. The game must be restarted for this option to take effect. Added console version of RCON (no gui). -a is the address, -p is the port (defaults to 27015) and -w is the password. Each command should include the arguments to the command. Example: rcon.bat -a 128.32.45.1 -p 27015 -w MyPassword "changeoption Open false" "kickuser Bob" quitRenamed /list to /connections. /list wasn't displayed by /help before. Added /disconnect that takes the connection number to disconnect. Example: /connectionsconnection=1/1 <IP or SteamID> player=1/4 id=0 username="SomeUser" fullyConnected=true/disconnect 1Disconnected connection=1 username="SomeUser"Fixed blood-travel distance when stomping on zombies in multiplayer. Fixed position of the Chat context menu (used to clear the chat text). Added (CURRENT) resolution as the first in the list of choices in the options screen. If the window had a non-standard size, then the first resolution was the one selected even though it didn't reflect the window's current size. (Issue #002130) Added a UI to set the time before bombs explode.  It works with controllers. Fixed lighting bug in coop when one player had "Cat's Eyes" trait. (Issue #002132) Fixed ambient sounds (house alarms, etc) not playing relative to the closest player in coop. (Issue #002132)
  9. Like
    Paprika reacted to Joshnpk in Anyone else terrified of NPCs?   
    I've thought this my self. Any time I'm struggling to find a certain item/tool when I eventually do find it after a few in game weeks/months of looking, I often think to myself "would this item still be here if NPC's were in the game"? The answer to that question is probably not, this of course makes for much more interesting game play, but at the same time could present some sort of trade off. Still excited for them though. 
  10. Like
    Paprika reacted to Trojan_Turps in Anyone else terrified of NPCs?   
    There is something strangely nice about being all alone. But it does limit the amount of things you can get up to. I really like the idea of trying to help NPCs and all the trouble that it brings.
  11. Like
    Paprika reacted to Kirrus in IWBUMS: The I Will BackUp My Save branch.   
    Congratulations Indie Stone forum member. You have been promoted to official tester of Project Zomboid. 
     
    As such, you will now have access, if you should so desire, to much more frequent, but likely or potentially much more broken versions of the game, if indeed this is of interest to you.
     
    So say hello to the 'iwillbackupmysave' branch of PZ. This will be updated with builds as soon as we feel we can safely make them public, to aid us in finding remaining issues before it is rolled out to eveyone.
     
    Anyone who wants to share details on how to get on this branch, please respect our wishes and forward people to this post and insist it is read in full before any downloading commences.
     
    Before participating, please read the following bullet-points and scream I AGREE at the top of your voice at the screen:
     
    I accept by playing the game on this branch, at some point I am almost certainly going to hit crippling bugs, and potentially lose progress or worlds. I will therefore back up any saves I deem important (located in C:/Users/<Username>/Zomboid on windows systems, HD:/Users/<Username>/Zomboid on Mac, and /home/<Username>/Zomboid/ on linux. I will not get angry or complain of any bugs, or balance, or changes, or remark that 'this build is more buggy than the last one!' or similar - That is the entire reason it's on this branch. If I have problems with the final build as released to the main branch, then of course a bad review is perfectly valid if the game has not lived up to my expectations. However, I accept that negative reviews with justification based on the stability, or otherwise non-final status of IWBUMS builds will be justifiably flagged. If I encounter problems, I will either wait until the final build, or discuss my thoughts and concerns civilly on the forums so the final build has the opportunity to address my concerns. I will title my streams and/or videos accordingly, stating that the shown build is a work in progress and part of the IWBUMS beta branch. I know what the console log is, and on the event of a crash I know to post the text therein on this forum, and not just say 'it crashed!' Right. We good?
     
    Right click Project Zomboid in your Steam library and select "Properties". Navigate to the Steam Beta tab and select the "iwillbackupmysave" beta branch from the dropdown.

    No password is required.

    GIF Instruction for Steam:

    For Build 41, it does not matter if you subscribe to the "build41" beta or "iwillbackupmysave". The two are identical.

    GIF Instructions for GOG Galaxy:


    The Linux users of GOG will be able to access beta branches through the offline installers in the Downloads section for PZ in your library.

     
     
    The IWBUMS branch allows us to have much wider and faster feedback on general updates, while allowing us to concentrate on wider more in-depth, focused and crucially less time-pressured/demanding testing with the testing team. Hurrah!
          Extra reading
    Still here? Awesome! So, if you run into a bug, the best thing to do is to either report it on our bug forum. If you've a spare 10 minutes, give this a read. It explains how to report problems in a way that can let us help you easily. (Seriously, please read it. Please. Pretty please. With Pink sugar icing on top.)
     
    If you can, always post your console.txt file. On Windows, you can find this in C:\Users\Username\Zomboid (Where Username is your windows username). On Mac and Linux it'll be in your /home/username/Zomboid/ folder.
  12. Like
    Paprika reacted to EasyPickins in RELEASED: IWBUMS 32.27   
    The long 'E' was added for fences previously, this adds it for windows.
  13. Like
    Paprika got a reaction from Adamiks in RELEASED: IWBUMS 32.27   
    That does't really mean for just window frames. It's a problem to some people who just tap e and then jump off the side of a building. He just made it harder.
    Also going by what you are saying you are neglecting to realize that your scenario would most likely be on the first floor, and anyone who found themselves attempting this on the second floor already had a deathwish.
  14. Like
    Paprika reacted to Connall in Zeek's Haven [24/7 US East|NY Server][PVP][CSpawns][24GB RAM][Weekly Soft Wipes][Monthly Hard Wipes]   
    I guess you should have used the PM system if you wanted to have a one on one conversation with someone, rather than posting publicly.
  15. Like
    Paprika reacted to Blasted_Taco in No NPC mentions policy   
    If one of the Devs/mods ever comes up with this response, the amount of butthurt, hatred and overall the amount of rage would be enough to become a new source of energy more powerful than the sun.
  16. Like
    Paprika reacted to lemmy101 in No NPC mentions policy   
    Oh they are the minority for sure, but their words account for the vast majority when it comes to the effect they have on brains it takes 20 posts of undying love and adoration to psychologically combat one long nasty mean post.  
  17. Like
    Paprika reacted to Fuji in Apparently flamethrowers are legal to own and use in the USA   
    Well, technically, you can legally own tanks, artillery, and other fun things, you just have to pay for a tax stamp (not to mention shilling out $100,000 for a tank). But still 100% legal. It's actually rather common for multi-millionaires to own FIGHTER JETS.
  18. Like
    Paprika reacted to Dragonbahn in Apparently flamethrowers are legal to own and use in the USA   
    Aaaaaaaaand now I'm on a list. Great.
  19. Like
    Paprika reacted to Kirrus in RELEASED: IWBUMS 32.26   
    No, it's still outstanding. It looks to be a bug in steam itself, it's been reported.
  20. Like
    Paprika reacted to J0hnm13 in RELEASED: IWBUMS 32.25   
    Crafted items that don't fit in the player's inventory are dropped. (Issue #002085)
    Ahh the good ol' sawing all of the logs I can fit in my main inventory and 3 big hiking bags getting +400 pounds just hanging on my back... Good times, gooood times... 
  21. Like
    Paprika reacted to Realmkeeper in What would happen if entire map loaded?   
    It's not so much a matter of things breaking if the entire map was loaded into memory at once, but a case of it being impractical to load the entire map all at once.
    If it was theoretically possible to do though, it would solve (or make it a lot simpler to solve) some of the most difficult hurdles currently existing in the game.
     
    As a case of what would happen, if all the game's chunks were 'loaded' at once -
    I'd take an educated guess that your game would freeze, and probably crash.
    For several reasons:
    You'd run out of memory after loading just a few more chunks (the Devs have likely sized that 'square' around the player to be the sweet spot, not too much memory required, but not so little that it's often noticeable). Your CPU would max out, suddenly it's not just calculating paths and collisions for those 30 zombies near you, it's calculating for all 8000 zombies on the map. Your graphics card would start throwing errors, because you aren't just trying to store and render what's on the screen and nearby anymore, every frame you're processing an entire map worth of data just to display the tiny portion visible on-screen. Your hard drive would be making gurgling noises as disk swaps start occurring to try and free up some more RAM to use for storing those chunks, processing the paths/AI/collisions, and preparing your VBOs.  
    It would be like trying to run Battlefield 4 on your calculator.
    And that's the simplified explanation of why I think it would be pretty much impossible to play the game with all of the map loaded at once.
  22. Like
    Paprika reacted to Realmkeeper in What would happen if entire map loaded?   
    It's not an isometric 2D map though, it's partially in 3D now (models and such, not the map itself), and managing to integrate the 2D map with 3D models takes a lot more processing than you'd guess.
    Even your Macbook Pro would not handle the whole map being loaded at once; Maybe a quarter of just Muldragh, but certainly not even a tenth of the entire map.
     
    It's not the low-spec players holding this feature back, it's something that I'd imagine no-one on these forums has a PC that could manage it.
     
    To note a couple of your game examples here, not all the 'strain' on your PC is caused by fancy graphics - modern graphics cards take care of that (they're essentially a PC inside your PC now).
    Probably the biggest reason that PZ can't load more of the map, is the amount of processing needed for AI and pathfinding -precisely the reason BF4 doesn't have bots to fight against (like they did back in the days of BF2).
     
    In my experience, it's far less computationally expensive to process logic and render something like a 16 player shooter in first person view, than a top-down strategy or isometric game with more than a handful of units.
    Instead of comparing it to a whole different genre of game, you'd make a more reasonable comparison for PZ with something like Total War, C&C, or even Civ 5.
  23. Like
    Paprika reacted to RoboMat in Ask Project Zomboid Developers TIS Anything 5!   
    Will there ever be legit ways of opening locked doors and windows (e.g. with a crowbar)?
  24. Like
    Paprika reacted to f3rret in Ask Project Zomboid Developers TIS Anything 5!   
    Are there any plans to get rid of floating buildings? Either player-constructed ones, or existing buildings where the entire first floor was destroyed?
  25. Like
    Paprika reacted to fluffe9911 in Ask Project Zomboid Developers TIS Anything 5!   
    Do you think you guys will ever dedicate a update or do a massive update to making project zomboid more moddable like custom moodles portable fridges etc
    Also how is development on the Dragons looking?
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