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Nisora

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  1. Pie
    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.
  2. Like
    Nisora got a reaction from SourceoftheMist in Haunted Mod Idea.   
    That would make for a really interesting negative trait...
  3. Pie
    Nisora reacted to Spikelord in PZ Community New Outfit Thinktank   
    wearable traffic cones a hat of sorts

    Who does'n want the odd zombie with a traffic cone Stumble around
     
    https://cdn.drawception.com/images/panels/2013/6-5/5kdnhawa3X-4.png
  4. pillow
    Nisora reacted to ExcellentLlama in Haunted Mod Idea.   
    Now I am watching a lets play of this game and the player accidentally opened a door in his house, after he ran around for a few seconds he jokingly said "Or maybe theres a weird ghost in the house" That got me thinking, how about a mod that will probably make the game real stressful. A mod thats called Haunted and it does just that, it randomly opens doors and windows in the house you are currently inside of, If you're lucky it wont happen at all, but if you're not so lucky it will open and close doors and windows like theres no tomorrow.

    I am not a modder so I dont know how to do such a mod, and Im not even sure its doable... Just a fun idea I had.
  5. Like
    Nisora reacted to nasKo in Sunstar Snaps   
    Hey all, here’s a quick round-up of all the work that’s gone into the internal dev branch of PZ this week.
    First off, we’ve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system. He’s fixing a whole bunch of issues, snaps and glitches that have been vexxing us for many, many weeks – digging deep into the code, and doing a total rewire where necessary.
    In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. Snaps between character animations, jarring moves when turning to certain compass directions while strafing, and various other ugly things that we just couldn’t account for were plaguing us – but have now finally been fixed, leading to a 100% smooth animation blending system.
    Zac’s prepared a video demoing the new blending – although please note he’s running in debug, so this doesn’t represent gameplay. It’s only to show off the smoother animation blending.
    Zac’s own work continues on the torn clothing system, allowing us much more visual indications of damage and clothing wear and tear (quite literally).
    As well as putting a player’s newly scavenged/treasured Spiffo shirt at risk of damage, this will allow much more variety with zombies in particular. Romain has been adding code to implement this new system to further randomize zombie’s clothing conditions, and tie potential clothing damage into the various game systems for the player.
    Here’s another Zac video demoing this new functionality, we’ll look to get a video of it in context of the game mechanics later on.
    Beyond this in the world of TEA, Mark is now starting work on his much awaited rotational blending system – having secured the foundations with the work outlined above.
    This will allow us features such as wheeling/turning for characters, allowing the player to turn on the spot (by stepping in a circle), or to turn realistically while walking/running just like people are used to in the big boy AAA games.
    We will of course prioritize the feeling of control and immediacy that people are used to as much as possible, we don’t want the controls to feel sluggish, but we hope it will make the characters control and look much more like they are part of the world.
    Speaking of, please note, that we’ve decided to put the high-res model rendering work on ice for a week or two, since there were still numerous issues with it that meant it wasn’t suitable to put into the main line – and also it kept getting further broken by the flurry of additions and changes from the team’s work described above.
    We feel it would be best approached toward the end of Build 41 dev just before IWBUMS, at the point we could get extra resources on board to get it working right. As such all videos until then will use the traditional character resolution.
    At the TIS end, meanwhile, other work this week includes the addition of new clothing items such as a poncho, hoodies, scarfs, aprons and swimming outfits. RJ also now has hair and beard styles being associated with zone costumes (for e.g. so you don’t tend to get military zombies or cops with hippy hairstyles and big beards).
    Martin meanwhile has been busy with new anims and costumes, hawaiian shirts, several new combat animations, and has extended the logo decals to cover even more in-game stores and brands.
    OTHER STUFF
    Next week Xeonyx will be starting work on main map polish (signage, roads, widened garages). A big priority for us in this is to provide adequate warning to drivers that sharp turns are ahead, particularly on the highways between towns. So where possible, he’s also going to explore smoothing out the corners with diagonals if they allow it – although sadly it’s not currently possible for any roads that have curbs or markings.
    We are looking to merge in Yuri’s water tech into the main line tomorrow, and will be focusing on balancing colours and other aspects of the effects as per internal team and community feedback once we hit IWBUMS.
    Given the amount of moving parts in this build already, we’re considering bumping revamped fire effects to build 42 as it still has significant work left to do, and as such Yuri will then be joining in on the efforts to bring build 41 to the IWBUMS stage. His primary missions will be in reducing general car sizes and also nixing the annoying way that cars can sometimes be lost after computer system crashes.
    Finally, It is very important that this reddit post gets upvoted. Please do so if you can.
    This week’s motel horde from AfterLife. 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.
  6. Like
    Nisora reacted to MindGate in PZ Community New Outfit Thinktank   
    I'd really like to see some Vietnam era military equipment. One thing, in particular, would be webbing (wouldn't really classify as armor) 

     
    Some old fatigues to fit that period would be cool, too.
     
    But, honestly. I think what I'm in more dire need of is a fancy glove.
     
    ... A power glove.
  7. Like
    Nisora reacted to Batsphinx in PZ Community New Outfit Thinktank   
    Following on from the question about whether we have a doctor's coat in the new system in the Thursdoid news piece (which we do, as seen below) here's a thread for community suggestions for the new clothing and outfit system.
     
    If you guys want to brainstorm other clothing we should have then feel free.
     
    Martin has probably got most of them covered, but it would be a good community exercise and a handy way of telling what's fallen through the cracks.
     
    Remember: 90s, Kentucky, zombie outbreak etc.
     

  8. Pie
    Nisora reacted to Valkija in PZ Community New Outfit Thinktank   
    Love that there's a suggestions thread for this! Can't not throw some ideas out there:

    Bomber/flight jackets (The leather ones with the white fur collars and cuffs)
    Pilot uniforms (Not sure if suggested/needed. Commercial, military etc. Maybe helicopter pilot uniforms for news crew members a-la frank west's dead rising crew?) Journalist uniforms, cameras around the neck and such maybe. Those multi-colored jackets in pastel checkerboard patterns, like bright green on red on blue in random square sections that were all the rage. Reflective pants, I remember those a ton. Newsboy caps, flat caps and such. Blazers too, college professor style. Hip bags? Not sure if possible there, satchel sort of things. Wrestler costumes, superhero costumes, etc. High school bomber jackets, varsity stuff. Maybe those graduate gowns and caps for the fun Plaid was a big thing High-waisted things like jeans, skirts etc - while on that topic: Sundresses, skirts and such that aren't tight to the skin - haven't see any of those previewed yet! Without their own models these items look kinda strange Over the top rich people outfits. Giant fur coats, tuxedos and the like. Mechanics jumpsuits? Secret service uniforms perhaps. Could suggest government cover-ups. Sequin tuxedos, yes please. That's all I could think of for now, long enough list for one person anyway! Hope some of this helps
     
     
     
  9. Like
    Nisora reacted to bearmasksenpai in PZ Community New Outfit Thinktank   
    i really just want a goat suit but i have no other ideas
  10. Like
    Nisora reacted to trudypoo2 in PZ Community New Outfit Thinktank   
    This may be off-topic, but where are the mullets? It's the early nineties in Kentucky, right? I want my character rocking a glorious "Kentucky waterfall" and a cutoff shirt.
  11. Like
    Nisora reacted to Neutz in Union City   
    Been finishing up bits and pieces of the map that have been half done while i was working on other areas, here is a bunch of apartments on the outskirts.
     

  12. Spiffo
    Nisora reacted to Ayrton Orio in Cap Levi, Normandy, France   
    Yes still working on it!
    I had a long hiatus as I could not spend so much time on it, but I'm back at it.
     
    I want to publish the map around the end of next months (my father is eager to try it too, so I need to kick myself in the butt), but for that I need to make sure every road lead somewhere (and there are tons of it), and that the game is playable (ressources have to be spread throughout the map). If possible i woul like to hyave the basic layout for cities but it might be unrealistic.
     
    Anyhow, TLDR: I will post it next month on the workshop so you can all tell me how broken the map is!
     
  13. Like
    Nisora reacted to Ciber Ninja in Union City   
    Needs more trees.
  14. Like
    Nisora got a reaction from Atoxwarrior in Union City   
    This is looking SOOOOOO GOOOOD, AHHHHHHHHHHH
     
    I cannot wait to run around on this, it's so beautiful ;a;
  15. Like
    Nisora reacted to Neutz in Union City   
    Alright i got there in the end, i updated the original post and here is the map today.
     

     
     
  16. Like
    Nisora reacted to Guto003 in [24/7](RP)(DEDICATED)NORTH AMERICA(PVP/PVE)SERVER   
    IP:64.94.95.82 Port:26515
     
     
    Server description:
    Brand new project zomboid server 24hours online,perfect conection,no drops,no lag,hard role play mode with whitelist,send the applicantion in the discord server.
     
    Discord: https://discord.gg/b83uREg
     
    Steam version: 39.67.5
  17. Like
    Nisora reacted to Neutz in Union City   
    I hope it sees the light of day as well.
     
    The most recent progress photo is a lie, I have done alot more and its almost 3x the amount of buildings placed I just havent got around to updating the photo. Ill post a new one tonight
  18. Like
    Nisora reacted to The_Crismaster in RACCOON CITY MAP / RESIDENT EVIL / BIOHAZARD   
    RACCOON CITY MAP /PROJECT/
     
    Welcome Leon!



    Update: Thanks for all the support and I'm sorry for staying silent all this long. I loved the idea of recreating this amazing city but at the time; school, work, some PZ updates, and my old laptop's old hardware made me lost motivation to keep working on this project. I just put everything away just to collect dust. But not anymore, after trying Project Zomboid's new animations for a couple of months, it brought me back that motivation I had when I worked in RC. I always loved the idea to experiment surviving in a city in PZ. And I knew RC would be one of the best cities where people can both recognize iconic buildings and have the feeling of being in a urban city. Thanks a lot and I will bring more updates in a couple of days, but at the time. I exported the map and tested multiple buildings as a Police Officer, I wonder who's Leon and if he at least had a nice first day?


    Old Post:
     
    How you doing survivors, I´ll hope you are doing great. This new post was made to separate the old with the new.
    I have been working in the project pretty slowly but without stopping.

    I´m planning to make a big map, with all Raccoon City´s forests and two little towns called "Stoneville" and "Arklay City". I have many ideas for building the main city and too many tasks to do but I wont stop until the project is done. At the moment, I have the basis of the map as png files and are about 15 chunks for the city.
     
    I'm using this map as reference:

             
    I'm currently working in one chunk with iconic buildings from RE2 and a couple from RE3. I will show pictures of these places but at the same time try to avoid "spoiling" too much about the project. I'd rather have you guys experience it than being spoiled. I'll limit it for places that people already know for the moment.

     
     
    Spanish/Español:
     
    Que tal supervivientes, Espero que esten de lo mejor. Hice este post para separar lo antiguo de lo nuevo.
     
    He estado trabajando en el proyecto algo lento pero sin detenerme.
    Estoy planeando hacer un mapa muy grande, con todos los bosques de Racoon city y 2 pueblos pequeños llamados "Stoneville" y "Arklay City". Tengo muchos planes y mucho trabajo que hacer, pero no voy a parar hasta que termine. Por el momento el mapa base esta terminado (archivos png y tmx). Son 15 chunks en total para la ciudad.
    (Estoy basandome en el mapa que esta arriba)
     
    Por el momento Estoy trabajando en solo 1 chunk con los lugares mas famosos de RE2, y algunos de RE3. Voy a mostrat algunas imagenes acerca de estos lugares, pero No voy a mostrar muchos Spilers acerca de la ciudad. En realidad no me gusta Spoilear gente, Por lo tanto solo voy a mostrar imagenes acerca de lugares que fanes de RE conocen.
             Estoy pensando en pedir ayuda, Tendria que medir una cuadra antes de preguntar por un edificio. Por el momento voy a hacerlo por mi cuenta. Gracias por leer el post y espero que disfruten las imagenes.
    (Si te gusta el proyecto, puedes dejar un Like y seguir el post para que te lleguen notificaciones cuando hago una actualizacion)
     
    Personalized tiles/Tiles personalizados
     
    BUILDING/CONSTRUCCIONS O EDIFICIOS
     
     
    Have a nice day Survivors (y)
     
     
     
     
     
  19. Like
    Nisora reacted to Atoxwarrior in Eerie Country Beta   
    Welcome to Eerie Country.
    Explore the lands of the zombie apocalypse with another totally chaotic aspect, live the adventure in the lands of the shadows, diverse environments from the most urban areas through the swamps and dodging zombies in the ruins.
    Thanks to all the support of the community for their contributions to this project and thanks to all the Patreon who keep the project alive and running.
    This is a map in development so I appreciate your reports to fix the bugs you find you can write me directly by Discord. "Atox#7216"
     
    This map is already available in the workshop and can be accessed through the following link:
    Eerie Country Steam.
     
    If you do not have steam you can download it directly and install it in the following location on your computer: C:\Users\user\Zomboid\mods
    DOWNLOAD Eerie Country 
     
    You can appreciate in this list of Youtubers a view of the map:
     
     
    Currently the map is divided into 4 zones (A,B,C,D) only 3 are available, it is divided so that players can select the zone they like the most.
     
     Current progress map of Eerie C.

     
    The central zone corresponds to the big capital city, it is currently under internal development and only available for the sponsors of the project, you can learn more about its development by visiting my public blogs on Patreon.
     
     
    You can support my work in Patreon besides the map I want to dedicate time to new projects, your contributions will be of
    great importance to improve the quality.
    Click on the image to access the page.

     
     
     
     
     
  20. Like
    Nisora reacted to Ʀocky in Mods for realism "Wild West"   
    Hi, I create a server and a new unique world with the time of the old wild west.

    More screenshots you can see here discord Server description you can see here discord
      The server will feature a variety of unique mods designed to provide greater realism and interest in the game. All the mods that are planned to be added will be shown here.
     
    Finished mods:  
    Planned mods:  
  21. Like
    Nisora reacted to Sparrow in Instant exhaustion foraging 'feature'   
    I agree, especially since the areas you forage are deplete-able. It doesn't make sense that it makes you so tired, I could see it increasing your fatigue level, but foraging makes me so tired that I always wait to do it until the end of the day.
     
    This would be nice applied to digging with the trowel too.
  22. Like
    Nisora got a reaction from Jason132 in Instant exhaustion foraging 'feature'   
    Amen to this. It doesn't make sense that you can marathon run down the highway, but finding a pinecone leaves you barely able to walk.
  23. Like
    Nisora got a reaction from FinestHops in Instant exhaustion foraging 'feature'   
    Amen to this. It doesn't make sense that you can marathon run down the highway, but finding a pinecone leaves you barely able to walk.
  24. Like
    Nisora got a reaction from Sparrow in Instant exhaustion foraging 'feature'   
    Amen to this. It doesn't make sense that you can marathon run down the highway, but finding a pinecone leaves you barely able to walk.
  25. Like
    Nisora reacted to FinestHops in Instant exhaustion foraging 'feature'   
    Please stop this madness. Instantly becoming exhausted after foraging once is just insane. At most, foraging after a couple times being exhausted would be fine. There is no reason why this should be a thing. I thought this whole time it was simply a bug until I heard otherwise. For the love of all that is gaming, remove the "instant exhaustion" in favor of something that makes sense and as more purely based on skill level. 
     
    Simple really....
     
    example numbers. 
     
    baseEnergy 100
    baseForagingCost 60 (makes it once without instant exhaustion at base level)
     
    energyLeft = currentEnergy - (foragingLevelMultiplier * baseForagingCost) 
     
    Then assign an energy used reduction per level. Maybe at level 2 a reduction thats enough to get 2 shots without exhaustion but not enough energy for more. 
    Then each level after would be a smaller energy reduction equaled out to achieve a goal of X amount of times total at a certain higher level. 
    So say you want the max to ever be able to do is 10 times... take the energy needed for 8 times and apply reductions for skill levels 3-10 so that by skill level 10, they can accomplish the 8 times. 
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