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Nisora reacted to WASP103 in Potato seeds
Speaking of Potato discrepancies:
From the accompanied LUA I've found that there are only supposed to be 3-4 (modified by sandbox abundance setting) Potatoes of yield from a farming plot. Like that breaks muh immersion.
There are reports that show an average yield of 2kg(4.5lb) of potatoes per plant.
Given 4 plants per growing plot that should be more in the range of 40 Potatoes in yield (one ingame potato being 0.2 weight, guessing 0.2kg)
I remember my parents growing potatoes in the garden when I was a kid and I remember pulling dozens of potatoes out of the soil on harvest.
@Peon do you have some of your farming experience to contribute to that for a little more realistic crop outcome?
Cheers
WASP103
P.S. I'm also working on tuning the farming_vegetableconf.lua in order te better reflect potatoes.
Then there's also the aspect of nutritional value that seems to be skewed towards cabbages a lot.
Potatoes have around 77kcal per 100g IRL. Ingame potatoes weigh like 200g and only have 70 calories (assuming kcal is meant here since the daily amount is also around the number 2000)
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Nisora reacted to MadDan in Really Useful
It had to happen. We always knew he’d come for us.
Anyway, onto the dev news.
MULTIPLAYER
Work continues on the MP Strike Force’s smoothening out of the client zombies transplant. Early this week we had a few serious bugs that resulted in the player being teleported inside the bodies of zombies, which are fixed now but we’re mentioning as it was a WEIRD TIME.
This week’s Wednesday test was another positive one as it turned out. Still some issues, though after a few weeks where bugs introduced with the client zombie work were getting in the way, it was clear the testers were having a lot more of a fun experience.
As stated before, the client zombies are the last ‘big piece of tech’ to fall into place before we’re vaccuming up the last few game breakers and looking toward getting it out there. The client zombies will allow servers to leverage the cpu of the clients in order to handle the expensive zombie AI. They will not only heavily reduce the amount of server load zombies will cause, but also reduce latency in combat to zero, and provide a close to single player experience for one on one zombie combat. Any unavoidable lag or glitches that do occur will only ever affect zombies that are not interacting with the player.
It’s been a tall order but issues are increasingly being patched out. On this week’s fix list are improving the zombie synchronization, working out why some zombies appear at the last minute in fog or the dark, some zombies duplicating on death and a variety of lesser issues and broken things. Car physics also still need some work to ensure that climbing in a car isn’t risking being bounced around like a pinball due to some unexpected lag.
After a few weeks that felt a little disheartening with new bugs getting in the way, we’ve been feeling much more positive this past little while – and hopefully this will continue as we scale up the number of players on the server during our Wed/Fri test sessions. Here’s a vid of edited highlights from last night’s 4-5 player sesh.
OTHER STUFF
The Noiseworks sound revolution continues apace. This week they are primarily looking at our music implementation, but they also dropped this little treat off last Friday. Behold! A vehicle that sounds far less like ass.
(STANDARD WIP WARNING: Not all sounds integrated. Sound balance not final. Etc etc.)
While the zeds-on-clients MP work is being bedded in, RJ has been ticking off various smaller MP issues and QOL improvements. He has also implemented the first pass of Martin’s new car wrecks – which will provide a halfway house between our current burnt out cars, and our usual more beat up / rusted vehicles. While these will largely be cosmetic and non-drivable, you will be able to go under their hoods, into their trunks and to siphon out their gas.
As mentioned two weeks ago, Kukrapok’s initial mission after joining the PZ mapping team is starting to bear fruit – as he is getting involved on the main map files to bring bendier roads to the masses. Less broken bones from ninety degree turns in future perhaps? Well, hopefully not all of them.
This week’s modded tank engine image from xseif_gamer on Reddit, from a forthcoming mod by AuthenticPeach. Yes Spirit1678, you were correct. A changelist of all IWBUMS patches since the 41 beta was released can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
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Nisora reacted to syfy in Clipdoid
will we have the ablity to fix holes in clothes, maybe sew extra layers onto certain areas like groin, knee or elbow for a bit more protection.
to expand this, what if we had, for example, a firemans jacket that had enough damage to it that it had to be retired. could we salvage the remaining good areas for patches and other things?
hell, maybe we could sew certain "Colors" on our clothes in a server,
so peeps knew who we were and where our territory was. or just to make our characters just a little more personalized
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Nisora got a reaction from EUDOXIO in Reloaded
The vast majority of people, from what I'm aware, will drop the planks given it slows you down and tacks up damage the longer you're holding that load of planks. There are some instances where I approve of realism, but removing top slot is not one of them, as it simply saves time while trying to build. Pockets would honestly probably only have a carry weight of mmmm... what, 6 at best? 3 for each pocket? If they lower the main inventory weight and the weight of planks/logs then maybe it would balance.
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Nisora reacted to lemmy101 in Reloaded
The game would be rebalanced accordingly to counter the issues you describe. If anything we'd make log/plank transporting easier by allowing more weight reduction if stuff is in hands, without having to make the 'top level inventory' some kind of catch all big inventory space that meant we had to limit the log count to balance it. The goal of this system is to make things easier and more logical for people. My guess is you'll probably be able to carry 2-3-4x as many planks, just you'll have to use your arms to do it
Also, the anims made the game much easier, not harder, we had to balance to make things more difficult because the smooth fluid animations and controls made combat a million times more responsive and intuitive.
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Nisora reacted to Ayrton Orio in Cap Levi, Normandy, France
citroen ds is nearing completion (the always amazing Mr Danny worked on the modeling)
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Nisora reacted to Ayrton Orio in Cap Levi, Normandy, France
Some updates:
Thanks to the great Cardenaglo I was able to create more palettes in the rules.txt to create vegetation and tiles from my photoshop file. That led me to improve greatly the fields which was necessary at the very least for orientation as the landscape was getting very monotonous. Now they look good from above and from up close. Some of the cells wil lbe used for houses with gardens (which are scattered all around the map).
I think I'm halfway in the job of recreating 50/60% of the actual crops on the map. That will be enough to create a sense of diversity and interest.
i have added a crop version of the data map that I use to define which crops is which, but also cemeteris, agricultural industies, social housing, etc.
I have also been experimenting with the rules.txt to get objects that are not vegetation but could be used as is to populate the map: graveyards, cityscape, new biomes, etc
i was unsure if I could use the rock tiles to do the shoreline but it's turning out ok now I can do through photoshop. you will notice also the moor biome around beahces too.
I have pretty much finished the first two main islands (I still need to fix a bug while spawning charcter and object though)
And even if it takes ages, the city of Cherbourg is turning from a mess to a clean organized city, i will keep that for another day.
As soon as I fix the bug, I will upload the map with character spawns only on the islands to start with, and if it's ok I will expand.
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Nisora reacted to Ayrton Orio in Cap Levi, Normandy, France
Yes it will be in the Workshop, I don't have a fixed release date yet, but you can expect it before summer. It will be quite empty at first but it will be playable I think.
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Nisora reacted to Ayrton Orio in Cap Levi, Normandy, France
https://ibb.co/Qb2Pchr
salt marsh
https://ibb.co/JtQk7rw
Remade light house
https://ibb.co/RzfZhc6
naturally protected areas
https://ibb.co/j3xWkN7
Gulf course!
Those screenshot come from the test map that is quite detailed, the rest are previews from the rest of the map
https://ibb.co/dQG7NZC
airport
https://ibb.co/rG0Lwtm
large hedge row and fields
https://ibb.co/NL05FKk
here you can see how I tried to simulate oceanic influence to help sell the seaside before you see the water
https://ibb.co/QbfB6rF
the last on is to show how much of a mess Cherbourg is for now, but I found a few "clever" way to populate it quite quickly.
2) I have also been working with Mr Danny ( link) on creating new car models, suited for France.
Renault 4L
https://ibb.co/FKKQSWD
https://ibb.co/QdcKF62
https://ibb.co/9vpdG01
On the last image you can see the rust map as well. Some of the maps still need to be done...
Citroen 2CV
https://ibb.co/LNR7GGn
https://ibb.co/d6M820w
and later on Citroen DS
https://ibb.co/zPxKGvr
A cargo version of each is planned eventually. (maybe a rally version too!)
TLDR: I will release the map when I have added POI to the extended map and when the 2CV and 4L vehicle will be ready to go.
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Nisora reacted to Ayrton Orio in Cap Levi, Normandy, France
I will have to wait a little before releasing the map (much to my dislike frankly), I have been facing computer issues far beyond my knowledge and a ton of work for food related matters...
But I think I can share where the work is and why I need to wait a little before releasing it.
1) The original map had some game design flaws (too tight roads, too dense urbanization, inconsistent building placements, and many more) that I expected and that's why I first worked on a portion of the final map I wanted to make where i wanted to make as many mistakes as possible and test the engine. The bad news is that it made me start from scratch, the good news is that the map went from 9km2 to 180km2 (admittedly with quite a lot of water body but probably around 100 km2 of land.) Here is a screenshot to show comparison:
in red is the original map size. I used Cherbourg mostly because you can skew slightly its structure to make most of the city face north...
As I have resetted the buildings placement I now have to provide at least a few locations scattered around the map, connected with roads that all lead to somewhere to make it playable. It should not take too long but I first have to fix my graphic card issue to deal with the map size.
Here is a few examples of locaations you will find:
small and large towns
Harbours for sea, rivers and lakes
More dense and diverse forest areas (on the left is the future horse riding center)
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Nisora got a reaction from SourceoftheMist in Haunted Mod Idea.
That would make for a really interesting negative trait...
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Nisora reacted to cool daddy shark in Weather Forecasts
I cant find it right now, but there was talk about adding an automated NOAA weather station (i think) to PZ. Fort Knox actually has a meteorological detachment in real life. Whether this is ever brought to fruition is debatable.
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Nisora reacted to Crossbow7734 in Weather Forecasts
I actually got a random idea. And I believe it would be possible to implement with new weather system.
I'd love to be able to watch weather forecasts on TV or listen to it on the radio. I believe knowing probability of a rainy weather in a particular day, would help with farming and planning long runs. At least as long as TV and radio stations are broadcasting and you still have power. Maybe we could even be able to get that info later from survivors broadcasting on HAM radio from local meteorology station or something, (probably less acurate than the professional ones).
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Nisora reacted to Crossbow7734 in Motorcycles
I love the idea of Motorbikes, and bicycles, with generally less storage.
Also riding a motorbike should be more dangerous and less forgiving. You don't have a seatbelt after all. And collisions could result in you falling off the bike, sustaining various amounts of damage ( depending on speed, and gear you wear). Also generally most bikes are louder than cars, but also can be faster, and are more "nimble". I'd personally love to go for a bicicle trip in the middle of zombie apocalypse. (Not joking I believe bikes are the best invention regarding transport in the history of mankind, and i have my reasons!)
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Nisora reacted to TheWraithPlayer in Motorcycles
With the addition of cars, I'd be excited to see motorbikes, or even just plain bicycles. Here are my ideas on the subject:
Bicycle- a human powered vehicle that simply requires human endurance and occasional maintenance, though most of the time even slightly rusty bikes with serve you well, as long as the teeth on the chain don't bust. Has increased mobility over cars but decreased speed. Motorcycle- combines the speed and noise of a car and the mobility of a bicycle. The only negatives with these are noise and the amount of practice it takes to be any good with one. (which brings me to my next point) Riding skill- someone who has ridden a motorbike will tell you, it is a skill. Someone who has never rode before won't be able to just hop on a bike and run away with any speed or grace. It takes practice. Lower skill should cause lower speed and maneuverability, possibly (though as it would aggravate players would be better served as a sandbox setting) stalling out your newly acquired 'iron horse' Riding gear- these are the ideas I have on clothing added along with bikes Motorcycle helmet- offers head protection and negates head bites and scratches, but would make everything a little bit darker, making it difficult to use at night unless you had a light of some kind (headlights, flashlight, outdoor porch light, street lamp, etc.) Bicycle helmet- as above, except less protection and no drawbacks Leather jacket, legs, and boots- all offer protection against bites and scratches, as well as some armor Saddle bags- not always in bag form (the ones I've seen are thin metal crates strapped onto the bag and side) the offer storage, usually for tools or other equipment
This is what I've got. If you have any other ideas or concerns, please comment below. And as always, thanks for reading.
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Nisora reacted to Ayrton Orio in Cap Levi, Normandy, France
Thank you! The map will be released at the end of this month, I found a great collaborator to help me on some aspects. Hopefully you will like it!
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Nisora got a reaction from Ayrton Orio in Cap Levi, Normandy, France
I've been checking back here every couple days because I am beyond hyped to give this map a spin.
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Nisora reacted to martingee in PZ Community New Outfit Thinktank
Outfits are what the zombies are spawned in but all the clothing items can be worn by male or female characters; the division in outfits is really only because of specific items (like dresses) or an outfit, that are traditionally worn by one of the sexes.
Off the top of my head i can't think of any exception but if there is it's very specific.
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Nisora reacted to Blackbeard06 in All player made Building Archives Verison: 3 - 4/7/2022
I've managed to search the forums of every player made building and assembled them all into one archive. In addition I have created this forum post that organizes all the buildings to make searching very fast. (link down below) This would hopefully help mappers easily find and use buildings to save some time. As I was looking at each players contributions about 35% had dead links, so I could not get all of them. Also if the buildings required custom tiles I did not include them as there were no working links.
Categories;
City - Spaces Commercial Apartments
Automotive
Businesses
City Buildings
Entertainment
Merchandise
Recreational
Restaurant
Shop
Industry Construction
Warehouse
Misc.
Military Public Service Education
Fire
Hospital
Municipal
Police
Religion
Residential Special Incomplete Needs Thumbnails
This greatly improves finding which building you need rather than wasting time searching. I have also added Pictures so most buildings in the archive now comes with a picture you can view before opening.
Database Statistics:
Total Artists contributions:
37
Commercial Buildings:
355
Industry Buildings:
65
Military Buildings:
70
Residential Buildings:
465
Special Buildings: (doesn't fit in any category)
300
Buildings in total:
1290
Total Rooms:
6,825 (estimate)
Total Size:
938mb
Total Man Hours:
670.00 (estimate)
Now hosting on steam!
Building Pool V2: (all buildings)
https://steamcommunity.com/sharedfiles/filedetails/?id=2790725628
Building Pool V3: (error free, cherry picked)
https://steamcommunity.com/sharedfiles/filedetails/?id=279072623
A very Spacial thanks to;
Atoxwarrior
BeastlyBean
Blackbeard06
cmseter
DavidBlane
dko112
DoctahWong
Doublebrain
EUDOXIO
fluffe9911
GothicGhost
grivcin
Jela331
kaizokuroof
Kennethdio
Leolvanov
mads232
Mainulainen
Neutralnz1
Project Zomboid (for 2 example buildings)
rsdworker
Sieben
srandiny
The googlator
Traya Aclus
Valindil
Veged
VikiDikRUS
Way2sp00ky
Z3759xy
IndigoRebel
zoeyflower
For all your hard work and dedication!
If you have buildings you should add it to the database Simply create a folder with your name and add all your building .tbx files into it then send me a download link. Feel free to add any pictures.
If anyone does not want their creations in this archive let me know and I will remove them. Since I am dealing with a lot of files, I will need you to provide the building names.
One last thing. Please credit the original artist if you plan to use any of these buildings in your creations.
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Nisora reacted to Kennethdio in InfestedSurvivalistBunker.tbx Building Available (Highly Detailed) (Google Drive Link)
Wowee!
When the apocalypse rolls around, you need protection, perhaps isolation, people, and a stockpile of supplies. Being in those circumstances when hell happens will likely prove to be very beneficial and a lucky position. But despite all this, you may still fall. This is one of those scenarios, nothing went right. Those who thought they were safe met their untimely demise.
This bunker is resilient despite falling to either raiders, hordes, or anything in fact, as this is your asset, your piece now. This bunker has a lot.
- 26 rooms.
- Highly detailed.
- Contains both .tbx and .bak files.
- Barricades and furniture arranged to explain it's demise.
- Given room definitions.
- 6 hours of work done on this.
- Me approving this to be high quality.
These 26 rooms are-
- Garage / Bunker Entrance
- Garage Storage
- Male restroom.
- Female Restroom.
- Cafeteria / Corridor.
- Maintenance Sector Hall.
- Water Treatment Plant.
- Generator Room.
- Maintenance Storage.
- Cafeteria.
- Cafeteria Kitchen.
- Cafeteria Kitchen Storage.
- General Purpose Sector Hall.
- Showers + Bathroom.
- Locker room.
- Quarters.
- Library.
- Briefing Room.
- Armory Office.
- Armory.
- Medical Bay.
- Medical Storage.
- Laundry Room.
- Private Quarters Living Room.
- Private Quarters Bedroom.
- Private Quarters Bathroom.
=================================================================================================================================================================
DRIVE LINK HERE: https://drive.google.com/open?id=1vSpd3j_St6_NuAscPITkMCzfsaOafqm5
(Google Drive is supremely easier than Dropbox, so i'm using this now).
Any questions, criticisms, compliments, i dunno, or something. Just post it and stuff.