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Rekkie

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  1. Like
    Rekkie reacted to Neutz in Union City   
    Thanks for Rekkie in pointing me in the right direction to get world fillers working, These act as containers are will appear full and empty and will work well organizing loot in your base.
    They will be found in storerooms in commercial buildings
     
    Video Below
     
     
  2. Like
    Rekkie got a reaction from Legoland99 in Eerie Country Beta   
    Wow, impressive work Atoxwarrior. I'll have to re-watch that movie at some point, as it's been many years... "They're coming to get you, Barbara!".
     
    Also I see what you mean about needing a new gaming PC.
  3. Like
    Rekkie got a reaction from Legoland99 in Eerie Country Beta   
    I must admit, I was curious as to why you've been getting corrupt buildings. Do you have any backup copies? Sorry to hear about all the problems. Looking forward to seeing your first release when it's ready, including using vehicles
  4. Like
    Rekkie reacted to lemmy101 in RELEASED: IWBUMS Build 38.15   
    May have forgotten version number, who knows. Too late to change now. Will reupload later.
     
    Fixed new custom map loader not overriding vanilla cells. Map updated to include room defs on flat roof/canopy squares to eliminate ugy blacked out overhangs in new rendering system Removed deprecated tile culling code -- this was removing anything that tried to render between the player and the camera in a small radius around the player. This was a catch all for overhangs and canopies that should all now be hidden more cleanly. Improved the logic that hides the upper levels of buildings when player is not indoors (no room def in the square) and the building might obscure our view of them -- should hide the building when you're behind it but also when you're under a canopy the belongs to it Fixed blood splatters rendering on hidden upper floors of buildings Player-built walls should become transparent just like pre-built ones do when they are obscuring play Player-built floors should become hidden just like pre-built ones Improved visibility when peeking through windows. Walls should become transparent to fully reveal rooms. Improved "window peeking" to include doors with glass. Peeking through doors and windows should be blocked by blinds and curtains CTRL key no longer gets trapped by the inventory and fails to work in combat Items that can't be made frozen by freezers would often be spawned ‘frozen’ in freezers, and then would never melt. Unfreezable items no longer spawn frozen in freezers. Salmon no longer shows nutritional information without the nutritionist trait. Crafting recipes using logs now give XP for carpentry – just as with planks. A notched plank created using a log, for example, now gives XP – just as it would with a plank. Rice can now be transferred to bowls – previously cooked rice wouldn't let you transfer without adding another ingredient. Fixed reading books not ending when last page was read. Turning oven on or off from oven setting panel is now synced with inventory bar. Several missing movable items are now movable. Thanks Svarog. Many general Map bugs fixed. MP: Server Saving message now appears as a central Spiffo image notification.  
  5. Like
    Rekkie got a reaction from agreubill in You wanted more snow, you've got more! Enjoy :)   
    This video shows off the idea of making the environment more lively.  (I've sped up some of the effects in this video to give a clearer demonstration)
     
     
     
  6. Like
    Rekkie got a reaction from Margera in You wanted more snow, you've got more! Enjoy :)   
    This is something people have been suggesting for a while, so I figured I'd make some special magic happen.
     
     
  7. Like
    Rekkie got a reaction from Leoquent in You wanted more snow, you've got more! Enjoy :)   
    @OffitMan Well, that depends on what you'd like to do, and your experience with languages. All mods start as something small and grow, so start small and go from there. This is how all my modifications for PZ have started thus far. An idea grew into dabbling around with experiments and learning how things worked, and when you feel more confident in what you're working on, you can take the next step and grow it. Always remember that it's not how complex or big the modification is that makes it great, it's your enthusiasm, willpower to overcome challenges and an good idea to build on. If you put your mind to it, you'll go far
     
    If you want some pointers on where to start, try these: Learn the basics of LUA (official eBook), explore the Tutorials & Resources side of this forum (ask questions), open up an existing mod, look at its source code, try to understand how it works and make your own modifications to it, use it as a learning tool. If you get frustrated at any point, sometimes it helps to walk away for a while and come back later. I've solved many problems in my head while not being at the computer, or simply from a good nights rest and coming back the next day with a new approach and fresh ideas. Positive thinking goes a long way!
  8. Like
    Rekkie got a reaction from Leoquent in You wanted more snow, you've got more! Enjoy :)   
    @M'aiq The Liar (awesome name). Water is something I was thinking about, and I'd like to do something with it, but I don't want to make any promises. No doubts I will be looking at the water code at some point and see what I can do with it. It's fair to say that if it's environmental, then I'm interested to see what can be done. I know that the topic of 'tree scratches' is something people might like, and while I'm still working on trees, it could be something to add.
     
    What started off as an idea of 'oh hey let's add in snow fall' has taken me down a path of 'oh, I can also do this and that' while on the journey. I feel very privileged to be working on this, and some of my progress might be a little slow because some of the tasks I want to do involve some learning aspects, for example OpenGL, of which my skills in that area are a little dated (think back to Quake2 OpenGL days) so I'm actively learning and updating my skills on the go. I work on this every day where I can, and if I can bring a few smiles to people by bringing you something you like, then I'm happy
     
    I do appreciate any and all feedback, so a big thanks from me to everyone
     
     
  9. Like
    Rekkie got a reaction from Leoquent in You wanted more snow, you've got more! Enjoy :)   
    This video shows off the idea of making the environment more lively.  (I've sped up some of the effects in this video to give a clearer demonstration)
     
     
     
  10. Like
    Rekkie got a reaction from Leoquent in You wanted more snow, you've got more! Enjoy :)   
    I only feel bad because I have respect for the developers and their product. I know they've given a lot of freedom to the community to modify their game and I love them for this. They understand the concept that a product will be enhanced by external creativity. I just don't want to cross any barriers I shouldn't.
     
    Fog is something I definitely would love to see in the game; Especially surrounding cold snow, forestry and swamps. Regarding thick fog and limited vision, I'd simply make any fog within say a 5x5 square, fade away. Fog would be dynamic in the sense that it could linger around designated areas and fade. It's definitely all possible, the real question is about the impact on performance.
  11. Like
    Rekkie got a reaction from Majita in You wanted more snow, you've got more! Enjoy :)   
    This is something people have been suggesting for a while, so I figured I'd make some special magic happen.
     
     
  12. Like
    Rekkie got a reaction from Man_In_The_Purple_Hat in You wanted more snow, you've got more! Enjoy :)   
    A new video is up. I decided to talk in this video, because I wanted to explain what was being shown. Thanks for watching, and constructive feedback is always welcome
     
     
     
  13. Like
    Rekkie got a reaction from EUDOXIO in You wanted more snow, you've got more! Enjoy :)   
    Feel free to message, I'll try to help where I can. With that said, LUA based questions might be better answered in the help section on the forum, and the answers provided are often useful to other people who is also interested in learning or need a bit of help.
  14. Like
    Rekkie reacted to OffitMan in You wanted more snow, you've got more! Enjoy :)   
    @Rekkie I have zero experience in language but am passionate about learning. I've tried a couple of free tutorials online like Code Combat (up until the point where I had to start paying for it). I'll continue to keep learning as I'd love to be able to mod the game and have been really impressed with your work so far. It's so cool!
     
    Is OK to DM you at a later date if I have any questions?
  15. Like
    Rekkie got a reaction from Legoland99 in You wanted more snow, you've got more! Enjoy :)   
    @OffitMan Well, that depends on what you'd like to do, and your experience with languages. All mods start as something small and grow, so start small and go from there. This is how all my modifications for PZ have started thus far. An idea grew into dabbling around with experiments and learning how things worked, and when you feel more confident in what you're working on, you can take the next step and grow it. Always remember that it's not how complex or big the modification is that makes it great, it's your enthusiasm, willpower to overcome challenges and an good idea to build on. If you put your mind to it, you'll go far
     
    If you want some pointers on where to start, try these: Learn the basics of LUA (official eBook), explore the Tutorials & Resources side of this forum (ask questions), open up an existing mod, look at its source code, try to understand how it works and make your own modifications to it, use it as a learning tool. If you get frustrated at any point, sometimes it helps to walk away for a while and come back later. I've solved many problems in my head while not being at the computer, or simply from a good nights rest and coming back the next day with a new approach and fresh ideas. Positive thinking goes a long way!
  16. Like
    Rekkie got a reaction from Svarog in You wanted more snow, you've got more! Enjoy :)   
    A new video is up. I decided to talk in this video, because I wanted to explain what was being shown. Thanks for watching, and constructive feedback is always welcome
     
     
     
  17. Like
    Rekkie got a reaction from Keshash in You wanted more snow, you've got more! Enjoy :)   
    This video shows off the idea of making the environment more lively.  (I've sped up some of the effects in this video to give a clearer demonstration)
     
     
     
  18. Like
    Rekkie got a reaction from Keshash in You wanted more snow, you've got more! Enjoy :)   
    This is something people have been suggesting for a while, so I figured I'd make some special magic happen.
     
     
  19. Like
    Rekkie got a reaction from grammarsalad in You wanted more snow, you've got more! Enjoy :)   
    A new video is up. I decided to talk in this video, because I wanted to explain what was being shown. Thanks for watching, and constructive feedback is always welcome
     
     
     
  20. Like
    Rekkie got a reaction from grammarsalad in You wanted more snow, you've got more! Enjoy :)   
    @M'aiq The Liar (awesome name). Water is something I was thinking about, and I'd like to do something with it, but I don't want to make any promises. No doubts I will be looking at the water code at some point and see what I can do with it. It's fair to say that if it's environmental, then I'm interested to see what can be done. I know that the topic of 'tree scratches' is something people might like, and while I'm still working on trees, it could be something to add.
     
    What started off as an idea of 'oh hey let's add in snow fall' has taken me down a path of 'oh, I can also do this and that' while on the journey. I feel very privileged to be working on this, and some of my progress might be a little slow because some of the tasks I want to do involve some learning aspects, for example OpenGL, of which my skills in that area are a little dated (think back to Quake2 OpenGL days) so I'm actively learning and updating my skills on the go. I work on this every day where I can, and if I can bring a few smiles to people by bringing you something you like, then I'm happy
     
    I do appreciate any and all feedback, so a big thanks from me to everyone
     
     
  21. Like
    Rekkie reacted to OffitMan in You wanted more snow, you've got more! Enjoy :)   
    These videos are amazing! I'd love to start modding but wouldn't know where to begin.
  22. Like
    Rekkie reacted to Atoxwarrior in Hazmatters   
    cheeki breeki!!!!
  23. Like
    Rekkie reacted to trombonaught in Hazmatters   
    Love it all! The device tinkering and new sounds both sound great. Keep it up crew!
     
    (And best wishes to ChrisW as he tags the map structures!)
  24. Like
    Rekkie reacted to nasKo in Hazmatters   
    Ello, here’s the latest on matters both zomb and oid.
     
    VEHICLES
    We just pushed a new version of the public vehicles beta (access details here) in which the headline improvement is probably the improved zombie collision. Formerly piling headlong into zombies without acceleration seemed to have more impact on zeds, so hopefully things will feel a little more realistic now. Likewise collisions with car wrecks would previously slide along like ice hockey pucks, and they now should hopefully feel as if they have more weight and presence in the world.
    Yuri has also cleared a bunch of bugs from our plate that our awesome testers have been reporting – including fire errors, persistent engine noise, radial menu problems and the somewhat dangerous ability to read a book while driving.
     
    Our general plan with vehicles will likely be to merge them into the next round of IWBUMS testing as an optional ‘experimental’ sandbox feature (unless the existing one stays in testing for more than a couple of weeks). The thought is that this will allow us to get the vehicle branch’s many engine optimizations into the main game, widen player feedback and also remove the irritation of constant swapping between test builds for our merry band of community bug reporters.
     
    NOISES
    As a part of this we’re also now looking into integrating proper sounds for vehicles that reflect their type and condition, and while we’re back in the FMOD studio we’re also taking the opportunity to polish a few other areas of the PZ soundscape.
     
    We’re looking at stuff like different footstep noises on grass, concrete, snow, wood, from a higher floor etc and also more varied seasonal sounds. Right now we have a lot of birdsong in winter, for example, which could be easily removed and replaced to give a better feeling of seasonal change.
     
    CHRISW ENGINE WORK
    Feedback on the more visible upper storeys and window peeking that are currently part of the IWBUMS public beta seems pretty positive – but there are two primary issues that need to be ironed out before we can release.
    The first are visibility issues with porches, overhangs and buildings like garage forecourts with supported roofs – as is shown here by Captain Dringo. The best way to sort this is to have the data marked up so that canopies and porches and similar structures can be hidden cleanly – to which end Mash has been marking up impacted locations on the map. This week ChrisW will be adding the code fix and remedying cases where small overhangs are attached to buildings. This procedure will give us an effective way to hide anything that blocks the view.
     
    Currently the system never hides the player or the nearest zombie, but we also need to expand this to other survivors for MP. Likewise to finalise his fixes Chris will be making sure that player built structures and additions respond to the same rules as the game’s pre-existing buildings.
     
    TURBO DEVICES
    It’s been off the boil for a while, but Turbo is back on his upgrade to how in-game devices operate and is chasing down bugs and networking issues in a newly operational build. This is an under-the-bonnet feature, but it’ll allows us to make the use of radios, TVs, VHS, computers, military equipment etc a lot more engaging – and will also open the door to a lot of modding.
     
    Turbo’s modular system essentially standardises the code that runs the various different in-game gadgets, and will have repercussions (whether from us or from the community) on how easy it is to introduce/improve a wide variety of in-game and in-building systems. The sort of stuff that’ll now be far easier to create, either officially or from modders, would be: recording/playback of messages, device deconstruction and upgrading, player-created electric wiring and waterpipe systems in safehouses, security systems places like Rosewood Prison and banks, various items of discovered military equipment etc.
     
    OTHER STUFF
    First off: everyone keep an eye on what Rekkie’s up to in this thread – as we certainly will be. In terms of ‘us’ stuff though well we’ll have another IWBUMS public beta update later this week from RJ, while Mash’s map work on the next main game area continues. In the long wait for animations, meanwhile, Martin’s still churning out new clothing and models backstage so we’re sitting on something of a stockpile back here while Mark does his stuff. We’ve refrained from showing much during the lengthy delay, but this one that popped into our inboxes this morning made us do a ‘squee’ as it really nails the 90s ‘Outbreak’ movie vibe that we generally go for. And also we don’t give Martin enough love for what he’s doing so well for us behind the scenes.
     

     
    This week’s engaging water closet from Hootie. 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 Mondoids 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.
  25. Like
    Rekkie got a reaction from GoodOldLeon in You wanted more snow, you've got more! Enjoy :)   
    @Legoland99 Good observations. I'll tone down the zealous tree shaking Performance wise, it runs very well. However I'm still yet to add in optimisation code, and the new graphical enhancements should be all optional with the ability to turn them on/off in the settings menu. I've kept the code in place so trees can be either static or dynamic. Each tree is instanced with its own randomised values, such as speed, maximum sway, etc. More on performance, when I recorded that video, the game was running in 1920x1080, while in debug mode, running live in the debugger, hosting a local co-op game, running on a 6 year old machine (original i7 2.80GHz CPU), and all was being recorded and compressed on the go. Regarding vehicles, I'll probably introduce even more optimisation, based on velocity because you don't really see trees moving once you hit a certain velocity, so speed will negate almost all performance loss to a large degree.
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