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Teesee reacted to Batsphinx in Radio Translation Files
Cheers guys - I'll get onto all these queries and corrections when I get a sec this week.
Excel can be weird with quotation marks at the beginning of cells, so I suspect that might have been at fault with the originals?
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Teesee reacted to EasyPickins in IWBUMS 34.15
Thanks, I fixed that and now allow Enter, Space, or Escape keys to skip the logo screen.
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Teesee got a reaction from DresdenBBQ in Animated Antics
Really ? Never have I read anything about NPCs being "almost finished and waiting for an integration after the animations overhaul". The best I can say from what I've read around the forums since almost a year is... that they'll come when they're ready ^^
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Teesee got a reaction from alpha in Gun Ownership in America
Remember the Lost Kids in Hook? Remember how they eat? Just do the same with firearms x)
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Teesee reacted to Khaos in Metalworking *spoilers*
Wat?, Hydrocraft doesn't dictate how the base game is developed. You could just solve that by removing the in-game furnace and replacing it with your own.
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Teesee got a reaction from Wveth in 2 Suggestions ingame Backpack and houses
Visible backpacks will be part of the animations update.
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Teesee got a reaction from Yorny1 in 2 Suggestions ingame Backpack and houses
Visible backpacks will be part of the animations update.
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Teesee got a reaction from Kuren in 2 Suggestions ingame Backpack and houses
Visible backpacks will be part of the animations update.
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Teesee reacted to Camponote in Concept : Difficulty
Concept : Difficulty
With the arrival of Scenarios, it seems to me that the term 'Difficulty' no longer reflects what it corresponded to the origin.
Indeed, those who have tested 'Six Months Later' scenario in easy can certify it, there is nothing easy.
In brief, this parameter allows to manage needs in water and food of our character.
It is also used to define speed level.
And incidentally offers a suitable starter kit.
I thought for a long time...
And I wonder if it would not be a good idea to change 'Difficulty' in 'Avatar', or 'Realism'
Eventually 'Gaming Experience' in the sense, customize your own gaming experience.
Difficulty in Avatar / Realism
Easy Arcade Low needs, fast Leveling, kit starter
Normal Normal Normal
Hard Realistic When everything has its importance
Hardcore Hardcore
Hoping that this will be useful
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Teesee got a reaction from Batsphinx in French translation
Histoire que tous les détails soient rendus, voici ce que dit Bats :
"Comme le dit Teesee (bien que mon Français soit rouillé !), si nous suivons effectivement nos plans, ce sera dans l'objectif de relire et de faire vérifier les traductions déjà existantes afin de nous assurer que toutes les traductions de la communauté sont sur un même standard. J'ai conscience, par exemple, que la traduction Française fait partie des meilleurs exemples : je doute qu'il y ait beaucoup de choses qui fassent tiquer lors du processus de relecture."
On en avait déjà discuté plus longuement avec d'autres traducteurs, et dans tous les cas notre boulot n'est pas vain puisqu'il permet à des joueurs non anglophones de pouvoir jouer, et donc de faire de la pub au jeu, et donc d'avoir plus de fonds, etc... Si on continue à être rigoureux et que j'ai régulièrement des relecteurs et des remarques de la part des joueurs, il n'y a pas de raisons de s'inquiéter.
@Batsphinx : I'd be glad if I can lend a hand. Keep me posted!
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Teesee reacted to Magic Mark in IWBUMS: Build 34.13
In the new build, pasta and rice that is prepared in a saucepan does not have an evolved recipe. (The crafting menu shows that only pot of pasta/rice can have ingredients added)
Also, the secondary equipped icon is offset to the right a little bit.
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Teesee got a reaction from bumblemore in Re-Animator Mondoid discussion thread
Apart from nocive smoke, fire/generators have the bad habit of lowering the oxygen rate in the air, and I'm afraid a gas mask won't be enough in those cases.
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Teesee got a reaction from sardaukar11 in Re-Animator Mondoid discussion thread
Apart from nocive smoke, fire/generators have the bad habit of lowering the oxygen rate in the air, and I'm afraid a gas mask won't be enough in those cases.
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Teesee got a reaction from Blake81 in Two Steam Stances of PZ - IWBUMS and Stable
I had the exact same suggestion on the French forum today. Saw this on my brother's steam account with Starbound too and thought of the same question : why not with PZ?
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Teesee got a reaction from CaptKaspar in Re-Animator Mondoid discussion thread
Apart from nocive smoke, fire/generators have the bad habit of lowering the oxygen rate in the air, and I'm afraid a gas mask won't be enough in those cases.
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Teesee reacted to ZombiesLoveBrainiacs in Npc Modding?
You should read the whole thread about "InSayne Companionship - An NPC companion". There was some conflict, just saying.
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Teesee got a reaction from makkenhoff in Tracker Feature Requests/Bug Reports
For the record, I'll report here again : you can ask to be notified for replies when you post the issue. It works, but only when someone comments on the issue. Any other change, such as a team member attributing a severity or tagging the issue with "fix committed", isn't notified.
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Teesee got a reaction from Geras in The translation bug thread
Try following these steps :
Go into your ProjectZomboid folder in your Steam directory Locate either ProjectZomboid32.bat or ProjectZomboid64.bat depending on your system (32-bits or 64-bits) Copy it into the same folder and rename it (mine is called "translation debugger") Open this new file with a text editor (Notepad or alike) At the end of line 4 (starting with ".\jre64\bin\java.exe" or ".\jre\bin\java.exe"), add -debugtranslation Save and close If you use this .bat file to launch the game (it will only work if it's in the ProjectZomboid folder, but you can create a shortcut), it should work as before and create a translationproblems file into the user\zomboid directory.
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Teesee got a reaction from Geras in The translation bug thread
I thought I had the same problem but if you have the same as mine, have a closer look : there are differences with some capital letters.
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Teesee got a reaction from Iamart in The translation bug thread
I've found something in the traits : Emaciated and Underweight have the exact same description. What should we do?
Edit : another thing I have noticed, related to items and recipes. We have a can of bolognese, we can open the canned bolognese, however when it's opened it becomes an open can of spaghetti bolognese. So my question is: is this actually a can of bolognese sauce, or canned spaghetti with bolognese? Could be an inconsistency, or I could have missed something. But it would change the way I'd translate it (and what to expect from a nutritional point of view).
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Teesee got a reaction from DemirHerif in The translation bug thread
Try following these steps :
Go into your ProjectZomboid folder in your Steam directory Locate either ProjectZomboid32.bat or ProjectZomboid64.bat depending on your system (32-bits or 64-bits) Copy it into the same folder and rename it (mine is called "translation debugger") Open this new file with a text editor (Notepad or alike) At the end of line 4 (starting with ".\jre64\bin\java.exe" or ".\jre\bin\java.exe"), add -debugtranslation Save and close If you use this .bat file to launch the game (it will only work if it's in the ProjectZomboid folder, but you can create a shortcut), it should work as before and create a translationproblems file into the user\zomboid directory.
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Teesee reacted to lemmy101 in Replace A* with a simpler and more zombie-like algorithm
I get your frustration, but we've had this discussion with people numerous (read a ton of) times and it never occurs to anyone why we chose a complicated pathfinding algorithm for brainless zombies in the first place when a more realistic zombie behaviour would take about 1/10th the time to code. (note this is a custom engine - we had to MAKE A* pathfinding support from scratch in the engine)
Quite simply we've tried non A* and more naturally TWD looking 'walk straight at things', we've tried lowing the range zombies are capable of pathfinding and all manner of other things, and guess what: We'd be currently sitting at 30% on the Steam Store Page and called that awful broken easy game with broken zombies that never ever chase you.
Thus, again, the Zombie AI pathfinding is the way it is after 4-5 years of development because every other way its ever been tried has resulted in a completely broken game with no threat. It turns out that if you portray zombies completely 100% without any pathfinding skills they are not plausible enemies. Zombies thumping on doors is a quintisential zombie / zomboid thing, but how does a zombie zero in on a door over a wall in the first place if they don't pathfind through that door? There must be some residual concept of a door or they would just walk toward the wall and start thumping that. A wall with a shut door along it would be more or less completely zombie proof as the chance of a zombie walking to the door without stimuli would be practically zero.
Thus we allowed the residual obstacle avoidance instincts in the brain still to function in our canon.
I'm sure we'll experiment in future at ways of improving this and you're welcome to try yourself in a mod but the truth is even if we lower the pathfinding range a tad, or in cases where the pathfinding bugs out, it stops a zombie from pathfinding from outside a building through a door, through the interior and up a flight of stairs, which is the only possible way being seen through a window upstairs could ever result in those zombies being a threat, it can result in complete zombie inability to get to the player in situations you'd expect TWD/Romero zombies to pile through a door en mass.
The player would be 100% safe upstairs in every building in the game, even with 50 zombies right outside. Even moreso, its probably just being inside a building would be enough to render you completely safe.
This stacked up against the issues you've posted is no contest at all. Gameplay > Realism unless Gameplay = Realsm.
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Teesee got a reaction from agreubill in French translation
Traduction de la version 33.20 disponible !
Disponible via Google Drive.
Sur le workshop : pour le dernier build public (33.19) et pour le dernier build IWBUMS.
À noter que les lignes des retransmissions TV et radio ne sont pas encore mises à disposition des traducteurs, donc tout reste en anglais.
Cliquez sur le fichier, puis sur l'icône de téléchargement dans la barre en haut de l'écran. Prévenez-moi si vous avez des soucis d'accès.
Version également transmise aux devs.
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Teesee got a reaction from Kuren in Better Empty Hand Sprint Animation
You can stop cringing and finally sleep peacefully. New animations are in the pipes and should be implemented in the future builds (don't ask me which one).
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Teesee got a reaction from Geras in The translation bug thread
You can add another thing that cannot be translated for radio. it's a tooltip displayed when you try to make a manual tuning and hover above the speakers at each side of the tuning bar.