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Man_In_The_Purple_Hat

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  1. Spiffo
    Man_In_The_Purple_Hat reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v10.1 has been released!
     
    Which includes ...
     
    - Updated Advanced Potted Plants
    - Updated Armor Mod
    - Hunting cannot be done indoors.
    - Fixed fixers
    - Fixed male cream cat
    - Fixed Jagermsibter
    - Fixed eye dropper with potassium permanganate
    - Fixed coffee
    - Fixed beehive in winter
    - Can keep pizza stone
    - Fixed Flint Tipped Bow Drill
    - Fish Bowls and Fish Tanks can collect Rainwater
    - Can recycle and craft Pruning Shears
    - Can craft fire suit from more types of clothing
    - Fixed making blast furnace with mortar
    - Fixed Cordless Drill Art
    - Fixed Herbal Medicine for anchored tables
    - Fixed Pullout paper recipie
    - Fixed empty beaker with water
    - Fixed baby food jars
    - Can turn unusable wood into charcoal
    - Added Jar of Glue and Jar of Wood Glue
    - Added Wooden Pulley
    - Crossbow and Longbow animation fixed!
    - Thanks to everyone who helped!
     
    Enjoy!
  2. Like
    Man_In_The_Purple_Hat got a reaction from Elorh in Small but Important Suggestions Thread   
    Oh wow this thread is fantastic! Just got through reading them! Suppose ill add some of my ideas on here aswell :P.
     
    245.  Rain should make the ground slick and could cause you character to slip and fall while sprinting in mud (more for the animations update)
     
    246. Rain causing puddles to accumulate and can harvest dirty water from them to then be boiled.
     
    247. A build able water filter made using a metal barrel perhaps filled with layers of sand and charcoal. at the bottom would be a nozzle to pour out the filtered clean water. 
     
    248. Cigarettes should act more as a "container" that has 20 cigarettes in them (or a random amount if found in a desk/body, but should have an "unopened" version). Also menthol cigarettes please! ;P
     
    249. Back on weather how about adding in severe thunder storms, with very heavy rain that drown out zed noises and soak your character in seconds. I wish flooding would be possible but i think that would be very            hard to code haha, along with tornadoes :P. But it would be very amazing to see that in game (In before Zednado  )
     
    250. Along with the idea of heavy storms how about some hail! could break windows causing zeds to go to the source of the sound and also hurt your character if outside during a hail storm. (hail could vary in size to!)
     
    251.Continuous erosion!!! Ive been wanting this since I first started but i noticed that the erosion stops after a certain amount of time (till it hits 100%) but irl it would keep going on. I think it would be amazing to see the roads crack with grass taking them over and ponds forming in low lying areas after years and eventually the city looks my a whole forest with barley any roads showing. Just grass and tress with destroyed looking buildings with wind broken windows, vines going all the way up 5 story buildings, walls collapsed on one or two sides of a building showing its interior. (Heres some examples Pic 01 Pic 02) Of course this would be after years and years, still though I think this would be amazing to see the map grow and change as your survivor continues on his adventure. I just keep imagining Louisville once its done, Imagine it looking like in Pic 01 above after surviving say 20 years in game (if you can that is ;P)
     
    252.  More grow-able crops, This is another big one for me id love to be able to grow more foods like peas, wheat, beans Ect. Wheat would be awesome especially since you can use it for tons of things! Also could add in plant food to make crops produce more food per plant. and maybe find-able pesticides that can be poured into the sprayer.
     
    253. Being able to take seeds out of your food! This would be a nice way to get more seeds from food in your fridge or at the store when you first start
     
    254. Rotting zombies, I know they do "rot" in a way by turning more and more green and get weaker and slower, but i mean visually. like arms dangling on, exposed bones, face half ripped off after hitting a very old zed with a bat or something, that would be pretty wicked.
     
    255. building erosion! I know this kinda adds onto what I was talking about above, but i mean building specific erosion. I know that we have cracks forming, grim on walls and floors, trash accumulating, which is a great start! but i want to see more, I used to do alot of urban exploration and photography of old abandoned buildings so I know after only 10 years of a building sitting there, they can get quite hmm whats the word? peely? lol What I mean is like paint peeling, wall paper peeling, walls collapsing, windows breaking over time, stairs falling through (imagine that happening to your character exploring 20 year old abandoned buildings and falling through the stairs dues to weakness nd water damage, hope you have a splint ;P ) very creaky floorboards and even black mold on walls causing health issues over time. I could go on and on about building erosion but im sure you catch my drift. I dont think it would be too hard to implement wither, most of this could be overlays like the grime on the walls and floor/the trash accumulation.
     
    256. lightning starting fires/lightning striking your character! could also make it possible to live through this but have severe burns!
     
    257. brewing alcohol. Maybe after finding a certain magazine you could build a makeshift still to make your own alcohol! this would be pretty awesome, would also add onto the whole new crops idea to add things like corn, wheat, and grapes, but could also use food already in the game like potatoes for vodka and sugar to make rum. But like I said this would totally need to be a found recipe since it can be a bit of a complicated process actually this would be a good one to add as a VHS tape since you guys were going to add those in for boredom reduction and to learn new crafting recipes!
     
    Thats all I got for now hope you like my ideas, i know these are things for beyond build 35 but I kinda thought of some o them as I was going hah, and once I get started on my ideas I literally cant stop. But Thanks TIS for making the best zombie game out there!
     
  3. Like
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    I'm all for pop up the trunk from inside the car, but thing is we won't have the model texture update to show it's open, so i'm afraid people will leave it open lot of the time...
    I'll try to maybe put it in plain black when it's open, while i see how we could implement the opened trunk.
     
    Campfire should be fixed for next version, next time just post a tracker, keep this thread clean for vehicles-related stuff if possible.
  4. Like
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Suppose we could lean on those over-head icons a bit more, until that's possible, or add something to the dash?
  5. Pie
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Eh . . . I mean, I've had family do it before.  . . . Thank god for spare keys.
     
    It'd be better for the game to just give an option to "pop the trunk" if you have access to the interior of the car. While I don't think every care had a release mechanism in the cabin back then, it's one of those details that'd be better ignored.
  6. Like
    Man_In_The_Purple_Hat reacted to Brex in RELEASED: Vehicle Test 41   
    Why do you keep calling them bonfires? That's more annoying than the bug itself, because bonfires would actually be a cool feature to add in, and you got my hopes up thinking they had added them when really you're just talking about campfires. 
  7. Like
    Man_In_The_Purple_Hat reacted to Neutz in RELEASED: Vehicle Test 41   
    Average around 30fps on the vanilla map, with small 1-2 second freezes where my frames drop to 5 or so.
     
    On custom map with alot of buildings its still quite bad, frames are around 15-30 and it crashes when i go near lots of apartment blocks clustered together.
  8. Like
    Man_In_The_Purple_Hat got a reaction from RealHumanBeing in Looking for Artists for Hydrocraft Mod!   
    Had an idea for a late game electronic. You'll need around level 7/8 electronics and about level 5 metalworking to make it.
    But its a solar powered chest freezer! Ive made two new items you'll need to craft it. the crafting recipe is as follows:
     
    Items with *'s are new items
    15 - Nuts
    15 - Bolts
    4 - Large Steel Sheets
    2 - Regular Steel Sheets
    3 - Door Hinges
    1 - Leather Strip (handle for freezer)
    6 - Plastic Sheets
    4 - Fiber Glass Sheets*
    1 - Rubber Tube
    1 - Copper Cooling Rack*
    2- Solar Panels
    1 - Large Battery
    4 - Electrical Wire
    1 - Tank Of Refrigerant*
    1 - Electronic display
    5 - Electronic Componates
    1 - Roll of solder
    --------------------------------
    Tools:
    Screwdriver/Multitool driver
    Soldering Gun
    Welding Mask
    Welding Torch W/ Tank
    Working Gloves
    -------------------------------------------------------------------------------------------
    Thats it! I wanted to make it a bit harder to make since its quite the item, hence why it'll require steel sheets
     and the new copper cooling rack. Id like the freezer to hold as much as a regular chest (50 regular 65 with the organized trait just like chests)
    Reason I'm choosing steel is since the freezer has to sit outside it wont rust.  Next ill post the New items requires.
     
    Fiber Glass Sheet :
    Im thinking that this item could be found in scrapping broken fridges from the junkyard, since refrigerators have quite large sheets on all 4 sides
     
    Tank Of Refrigerant :
    Can be found in hardware stores! rare though
     
    Copper Cooling Rack :
    This item is what the refrigerant flows through to cool the freezer. It will need to be crafted from the following:
    6 - Copper pipes
    Pipe Bender
    welding mask
    welding torch W/tank
    Work Gloves
     
    And lastly the freezer its self!

     
    Hope you like the idea! I think it'll be a great addition for very late game survivors to store large amounts of food in a smaller space instead of rigging up tons of fridges using a lot of gas from the generator
    or a ton of fridges taking up space from a solar generator. feel free to change up any of the recipes
     
     
     
     
     
  9. Pie
    Man_In_The_Purple_Hat reacted to Fenris_Wolf in ORGM Rechambered   
    2.00-beta-rc4 is up
     
    Guns now have a chance of jamming based on weapon condition. Racking the gun clears the jam. Revolvers and break barrels are not susceptible to jamming. Easy and Normal difficulty will auto rack to clear.
    At any rate, the jammed round will fall to the floor. This is affected by the lucky/unlucky traits.
     
    Guns found on zombies and in houses once again are in random condition.
     
    Increased durability of all firearms, especially revolvers
     
    Fixed bug causing all bullets to be set to penetrating. Fixing this also fixed a bug with buckshot not properly hitting multiple targets.
     
    Buckshot minimal damage has been lowered to reduce the some of the unbalance in using shotguns on hordes.
     
    Added fix in the Survivors mod patch to handle the jams
  10. Pie
    Man_In_The_Purple_Hat reacted to Fenris_Wolf in ORGM Rechambered   
    On the HC/ORGM compatibility topic, I've been playing today and I just realized the perfect use for ORGM's new alternate ammo system... Hydrocraft's slingshots!
  11. Pie
    Man_In_The_Purple_Hat reacted to Sparrow in Looking for Artists for Hydrocraft Mod!   
    Of course! Here's what I've done so far. I hope you don't mind, the male and female dogs are all different except for the beagle. I thought there was no harm in throwing in a little diversity. If you don't like a color you don't have to use it. ;P
     
     










    @ Man in Purple Hat - Thank you! =D Heck yes cats are next! Cats are awesome!
  12. Like
    Man_In_The_Purple_Hat got a reaction from Cyrrent Eiledoll in Looking for Artists for Hydrocraft Mod!   
    @Hydromancerx Damn that's true! I totally forgot that the refrigeration code is weird. hmm cant we just copy the code for a refrigerator and have it not require power? I know with the coolers they needed the ice pack or what ever which i could see that being weird, but I thought maybe just making it a freezer with no power needed, sigh easier said than done haha. btw if were on steam at the same time i need to message you about something I'm working on. its a big project but there's time, I think you may like the idea (I hope, fingers crossed lol)
     
    @Sparrow OMG!!!!! I love it!!!! that art looks great!!!! make them all! ALL I SAY! please! lol and cats too. if its no trouble.
     
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    So I have a bit of free time this week (because of the holiday) and you know what that means?...neither do I actually... lol no, im going through HC's 32x32 items and figured id clean up some old ones, you know i like the art to be all pretty and as close to the "PZ Style" as possible hah, so ill edit this post as I finish them along. got one done now, ill have to check if ive done any others and not posted them but anyway here it is
     
    Caffeine Pills Re-done :
     
    Caffeine Pill Box:(wanted to use the same box as the sleep aid pills, but use the box colors from the IRL caff pills vivarin and instead of a moon, a sun)
    ----------------------------------------
    Clay Molds Redone (I made two types for the small molds, the big one is for like anvils and the magnet so i thought the pour hole would be on the edge instead of the top)
     
    Small #1: Side pour hole
     
    Small#2:top pour holes
     
    Large: for anvils and magnet
    --------------------------------------
     
    In Store Cooking Oil: 
    NOTE: This is NOT my art, no edits done, its form the unpacked PZ files, thought it would be good to use as a replacement for HC cooking oil until the art is even used.
    -------------------------------------
     
    Sewing pin: (art is from the vanilla sewing needle, just rotated and added the blue plastic ball at the end)
     
    Sewing Pin Box:
    ---------------------------------
    After all this time.... its a re done...
     
    Straw Basket!:
     
     
     
     
     
     
     
  13. Spiffo
    Man_In_The_Purple_Hat reacted to Fenris_Wolf in ORGM Rechambered   
    Heres actually a pretty basic explanation of the process involved in case manufacture https://www.petersoncartridge.com/our-process/drawing-brass
    Some rounds are defiantly harder then others, a plain lead softpoint bullet is much simpler to make then a FMJ (you want the jacket a uniform thickness around the core) or jacketed hollowpoints.  Some cases (most pistol rounds) don't require the necking process, and rimfire rounds like the .22 don't use a typical primer that can be punched out but have the priming material packed inside..these are actually harder to reuse, as the firing pin will strike and crush part of the rim, and require special reloading tools.
  14. Like
    Man_In_The_Purple_Hat reacted to Fenris_Wolf in ORGM Rechambered   
    A hydrocraft patch has defiantly been on my mind, its alot of work though the way the hunting system currently works.  Several functions need to be overritten (easy enough) the tedious part though is all the hunting recipes (every game type * every gun * every possible bullet the gun uses = alot of recipes).  I was planning on saving it until after I can officially call v2.00 stable, and probably write a script to fill out automatically all the recipes (useful for maintaining the patch once more guns and ammo start to get added).  The old ammo crafting patch won't work.
     
    If you wanted to work on it of course that's fine, people should feel free to do whatever they like with the new code base: compatibility patches, or including parts of the code in their own mod (as long as credit is given). The current models and icons are all from ORMntMan's version so use of those is up to him (those wouldn't be needed for the hydrocraft patch though)
     
     
  15. Like
    Man_In_The_Purple_Hat reacted to Hydromancerx in Hydrocraft Mod   
    Yeah this will be fixed in the next update.
  16. Like
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Not a fan of mini-games. I prefer it to be extrapolated based on the character's skill, rather than the player. Though just visually representing the key and its position in the ignition would certainly be more direct than the current system.
    So long as other systems are brought up to a similar complexity, I'll be quite happy.  It's not like you're dealing with 90 parts all at once (or 842 items that exist in the game prior to vehicles). The UI for dealing with those parts is as simple and clear as anything else.
  17. Spiffo
    Man_In_The_Purple_Hat reacted to Octopus in RELEASED: Vehicle Test 41   
    Am I the only one who now wants a minigame where you actually have to pull wires out from under the dashboard and connect them in order actually hotwire the car?
     
    The lower your skill, the more unnecessary wires you'd pull from under the dash, and the greater your chance of doing something stupid like shorting out the car's electrical system and permanently disabling your ride (or at least giving yourself a nasty shock).
     
    Plus the idea of somebody desperately trying to fiddle with twenty-odd wires as a horde of zombies surrounds their car is just amusing.
     
    Alternately, somebody with higher skills would only pull out the wires they needed to start the car. They'd likely be faster at stripping and connecting them too.
  18. Like
    Man_In_The_Purple_Hat reacted to Sparrow in Looking for Artists for Hydrocraft Mod!   
    So... If I'd edited some of the sprites for the dogs to make them isometric and a little more detailed, would that be something you could use? It occurred to me that I don't know who did the original sprites so I should ask before posting edits of another artists work. =P Here's one I did for reference.

  19. Like
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Keys:
    Yeah, I'd just forgo the real-world "key in the ignition drains the battery" thing, unless the icon is going to be changed to indicate this better (and possibly include a buzzer sound when the door is opened). 
     
    Keys could also be placed in the glovebox .etc. So the ignition itself doesn't necessarily have to be in play. Maybe it'd be better to treat the icon as "key present [in the car]" instead of in the ignition itself? Grey == no key, Yellow == In the car , Green == In the ignition.
     
    Gets more confusing if you want to indicate the player has the key in their inventory somehow . . . 
     
    Engine braking:
    Personally, I really preferred the builds of the game where the car coasted for a very long time, at speed. You basically just set the throttle to the correct speed and could just focus on other things than mashing the W key down. Felt better, though I understand others didn't like it.
     
    Right now, I'd just reduce the slowdown by at least half. You stop faster than you brake by releasing the W key.
  20. Like
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Key in ignition: this is quite hard to represent, but I thought with the new dashboard it'll should be ok? You can let the key on the ignition so people can share car easily...
     
    I thought about lighting the dashboard if key are in (not sure it does that on 90' cars tho) but then it'll mean I'll need to drain bit of battery, and it'll kinda ruin the concept of being able to easily share cars...
     
    Re inflation: I need to check Bullet code to see exactly what it does, can't remember exactly...
     
    Now onto decelerating without breaking, I try to did it back then but the car feel weird, i need to implement a real "engine braking" gonna thought about it...
    Though, should I nerf brake a tad? On all cars or on some specific?
    Thing being, idk exactly how people drive in PZ... I usually go quite fast in town or highway (quite fun as i'm a sloooooow driver irl.. :p) so brakes are really important to me..
  21. Like
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    No, this thread isn't here to boss the devs around and to make them feel like shit.

    So keep it to feedback (it's totally fine to talk about the performance of the build) or just don't post / play these builds.
  22. Like
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Going to just ask you not to post in this thread anymore, if you're just going to keep doing this . . .
     
    This thread is for testing an unstable build of the game. It's not going to be perfect. In fact, it's regularly going to bounce between great and terrible.
  23. Spiffo
    Man_In_The_Purple_Hat reacted to Eggtooth in RELEASED: Vehicle Test 41   
    But Robert, will you add cars like on pictures shown above? Please, it really will look nice as well. The reason for that is that currently burnt cars look bland and samey. It just looks pretty bland compared to rest of the game. Adding vehicles that are broke but NOT burnt down in pileups would make it better imho.. or atleast make it an option to toggle in sandbox options like maybe amount of burned cars. How about it?
  24. Pie
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    I'm also gonna improve the car key spawning method, they should often spawn in nearby house, breaking into car is coming also, but i need to finish car alarm first
  25. Like
    Man_In_The_Purple_Hat reacted to Tails in RELEASED: Vehicle Test 41   
    I want to point out about the vehicles on the highways (traffic pileups) usually cars that are on the highways arnt usually burnt compared to the highway scenes shown in movies  such as Zombieland.
     
    something like mostly abandoned cars with doors and trunks open up,  luggage on the roofs and littered on the roads. another example is some emergency vehicles that responded to the accidents as seen in the image below.
     
     

     
     
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