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Man_In_The_Purple_Hat

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  1. Spiffo
    Man_In_The_Purple_Hat reacted to rez in Food Expiration Date   
    I know that's a necroposting of sorts, but I have tweaked the mod a bit to my liking, and now it has a switch (in the lua file though) that allows to bypass the check for enabled trait so you can make use of it without starting a new game. Just set the variable this way in ExpirationFood\media\lua\client\tooltip.lua:
    -- settings block (changable) -- local need_trait = false; local display_seconds = true; I have also changed format of the output and made it more visually nice (at least I think so) with regard to margins and automatic sizes. Another change is that the bar now actually displays fractions instead of set levels, and coloring and detection with a trait now takes 'getDaysFresh' in consideration too. Without a trait you get just the general idea like it was previously. Oh, and I have removed additional information about food being 'rotten': you see that in red in the tip header already.
     
    I have nowhere to upload this and I don't even know how to do it, but if anyone is interested in trying it, I attach it to the post. I think it's pretty much stable, though some deeper rework than mine might be needed. It already feels like I have rewritten it more or less...
    I hope abreu20011 won't be mad at me, I have kept the original author in the source just in case.
    If changing others' mods violates TOS or anything else, I will remove my version.
    ExpirationFood-1.3.1-r0.1.zip
  2. Pie
    Man_In_The_Purple_Hat reacted to lemmy101 in RELEASED: IWBUMS Build 38.29   
    Released IWBUMS 38.25
     
    No dedicated server yet - apologies for delay
     
    * Fixed broken weapons sometimes not being marked broken after combat. (Issue 1206) This could happen with 2 hits in the same swing.
    * Fixed allowing stacked crates to exceed wall height with 2x. (Issue 1208)
    * Fixed IsoStove constructor adding to IsoCell.ProcessIsoObjects.
    * GrabItemAction calls InventoryItem:setWorldItem(nil)
    * Fixed some AlarmClock and rain-collecting-item issues.
    * Fixed stopping an AlarmClock not being synced in mp.
    * Fixed AlarmClock settings not changing on the server, only the clients.
    * Fixed fridge/freezer works when moved outside a room before hydro shuts off. (Issue 1204)
    * Dismantling a radio/walkie-talkie returns the battery and headphones. (Issue 1202)
    * Fixed stash system modifying buildings after they had been visited.
    * Fixed stash system not being reset after exiting a game and starting another.
    * Fixed stash system exception exiting mp game after playing a sp game.
    * Fixed non-working light in MP for other players after moving indoor or outdoor lamp.
    * Fixed LightingJNI exception during startup before ChunkMap was created.
    * Fixed IsoMetaChunk.removeZone() not removing reference to the removed zone.
    * Fixed errors with Pasta created from a spice.
    * Don't display savefile name in spawn-point ui in splitscreen.

     
  3. Like
    Man_In_The_Purple_Hat reacted to ditoseadio in RELEASED: IWBUMS Build 38.29   
    Thanks! 
  4. Like
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    It's a problem in the base game, but large bags that Hydrocraft adds makes the problem much more obvious. This is why there's a max weight, as everything has a performance penalty, but mods typically subvert this.
  5. Like
    Man_In_The_Purple_Hat reacted to Rogers in RELEASED: Vehicle Test 41   
    They could make it possible to use a generator to jumpstart the battery, like Walter and Jesse did in Breaking Bad when the RV battery died.
  6. Like
    Man_In_The_Purple_Hat reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Oh, speaking of which, there are a few vehicles (the ones with trunk space connected to the seats - hatchbacks, station wagons, vans) that should have the trunk freely accessed from the inside/backseats.
     
    A lever to open the trunks from the driver's seat of all vehicles would also be pretty accurate, but I'd be happy with the above as well.
  7. Pie
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Nope, pump to inflate will come but it's not in yet.
     
    It's a bug! Yaaay! Gonna fix it today, probably gonna release just a hotfix for this
     
    Edit: Released 24.4 hotfix to fix this inflate/deflate bug
  8. Pie
    Man_In_The_Purple_Hat reacted to iwawa in RELEASED: Vehicle Test 41   
    As an update on the reported lag, I went to test a bit more to see if any specific settings would improve the issue seeing as not everyone seems to get it?
     
    - Build 24: Lag spikes every 1-3 seconds.
    - Build 21: Lag spikes every 1-3 seconds.
    - Build 38: Feels much smoother, no noticable lag.
    - Lag is still there even when both zombies and vehicles are turned off, but not as intense.
    - Lag is increased when entering towns, residential areas or parking lots. Not noticeable in the wilderness.
    - It doesn't seem directly FPS related, as FPS pretty much remains at 60 during spikes.
    - Turning OFF Multi-core in the display settings seems to stop the main stuttering, but the game still does this weird thing where it "slows down" everything each second or so. You kinda feel like you're going in slow motion over and over.
    - When turning the frame limit down to 30 FPS on top of the multi-core thing, that seems to not be an issue anymore. Some screen tearing but this might be fixed with V-sync.
     
    TL;DR: Turning off multi-core and setting max FPS to 30 helps a lot, not sure if it fixes it in situations where you are around tons of zombies or vehicles, but for "running around" it seems to fix the issue to some extent.
     
    edit: Upon creating a multiplayer server, the slow-motion effect is still an issue, even with the 30 FPS max setting. You notice it especially when driving, the car slows down once every second. Also noticeable when going near parking lots.
  9. Like
    Man_In_The_Purple_Hat reacted to DramaSetter in RELEASED: Vehicle Test 41   
    Can't inflate tires.. 
  10. Like
    Man_In_The_Purple_Hat reacted to myhappines in RELEASED: Vehicle Test 41   
    Car keys continue to spawn in your inventory, when sitting on drivers seat. Pls fix it, i got 26 same keys in my inventory
  11. Like
    Man_In_The_Purple_Hat reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    The ORMtnBoy has been born, goodbye free time! It was nice knowing you, but I have new more important things.
  12. Pie
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Hotfix 24.3
     
    Fixed some car having no trunk (hence the stuff dropping out of it).
    Fixed car gliding when trying to stop it.
    Fixed car spawning everywhere.
    Fixed engine being "Under Hood".
    Engine category is now "Under Hood".
  13. Like
    Man_In_The_Purple_Hat reacted to Brex in Pitch Battle   
    While I'm impressed and grateful for the progress being made on vehicles, I have been wondering if any of the following features are going to be added:
     
    Crash injuries Car fires Improvised car bombs Box trucks and eighteen-wheelers Tanks and military vehicles Motorcycles Bicycles The ability to smash a car window to unlock it The ability to hotwire a car Vehicle deformation Actual vehicle barricades This: https://www.youtube.com/watch?v=-UuJDDFuLQw Ability to open garage doors to store vehicles Car alarms Construction vehicles Armored cars Vehicle-mounted guns  
    Any of that possible in the future?
  14. Pie
    Man_In_The_Purple_Hat reacted to B33ware in Pitch Battle   
    My thoughts about suspension and overall car condition:
    Maybe it's a good idea to add some moddles about car, for example-bad condition suspension can cause nausea
    Or if car is in a crappy state than can appear uncomfortable moddles and so on 
  15. Pie
    Man_In_The_Purple_Hat reacted to EnigmaGrey in Pitch Battle   
    Today we’re dropping a Build 38 patch (38.24) into testing that’s full to the brim of fixes that follows on from Monday’s 38.23. Our current course is to pack as much in there as possible and make sure it’s all working correctly so we can minimise disruption to MP servers upon public release.
     
    Vehicle Build 24 is planned for release tomorrow. As well as fixing up some load errors this adds in differing engine volume stats for each vehicle (actual sounds to follow), adds in missing parking zones for the vehicle-free parts of the map (Rosewood, March Ridge, Dixie etc) and introduces the canonical in-game brands for vehicle type.
     
    Build 24 will also be reintegrating the car wrecks we had in earlier vehicle builds with a better zonal spawning system. The plan is that we’ll have certain ‘lore’ traffic build ups on the edges of the map where survivors suffering from the first wave of the infection tried to get out of the Exclusion Zone prior to their zombification – which in terms of gameplay will also help us flag where the edge of the map will be when you’re out motoring. Elsewhere, meanwhile, there’ll be smaller pile-ups and abandoned cars that’ll spawn differently for each new game you play.
     
    There’ll also be improved vehicle placement spawn (rich homesteads will have nicer cars), better terms for the different car parts you can tinker with if you play as a Mechanic and hopefully a fix for the several players who were experiencing an irl game crash after in-game one.
     
    Build 24 will also introduce suspension and a tangible differences in vehicle control when you go off-road – dependent on the sort of car you drive, and the suspension condition hidden within it. You can see this in the following video, though as ever please be aware that this is its first iteration and we’re aware that the low condition suspension in the second half of the clip looks like it’s out of an old rap video and needs toning down:
     
     
     
    In terms of the next vehicles build Yuri is currently integrating Mash’s damage textures into the game – which will add variety, and also visual clues into a vehicle’s general condition. Here’s a few vids showing how they’re currently looking on the mean streets of Muldraugh. Please note, however, that Project Zomboid cars will not be chameleons – and the colour changing is just an example of the governing code we’ve got going.
     
     
     
     
    Finally here’s a quick vid showing aspects of all of the above, couple with some improved ‘line of sight’ mechanics that fit in better with the way PZ works – although we’ll be wanting feedback as to how much testers get on with it. Again, the vehicle spawn-rate here is from a debug mode.
     
     
     
    Once 38 is fully patched (and we’ve also finished current tasks to make the dedicated server build work with our fancy new internal automated build processes) then we’ll be promoting the Vehicles build up the beta branches and into our accustomed IWBUMS beta slot as Build 39.
     
    It’s been said before, but just so everyone’s on the same page – in the background to all this Bitbaboon Mark has the new animation code working with the vehicle branch on a toggle, so it can soon be present in a deactivated state throughout the rest of vehicle development.
    This will ensure that we can start ‘turning on’ the various anims features so it all gets integrated as soon and as well as possible for the builds that follow vehicles. This will also make development of different concurrent builds backstage a lot easier in the mean-time, as well as maintaining test branches when they become needed.
     
    This week’s zombie hooligans from Ziron360. 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.
  16. Pie
    Man_In_The_Purple_Hat reacted to DramaSetter in RELEASED: Vehicle Test 41   
    *Typical gangsta - rap clip intensifies*
  17. Pie
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    They'll spawn in new save, go check the big crossroad between Muldraugh & Rosewood
    Edit: how wait,t hey may not spawn 'cause of the new meta_zones.. mmph, guess we'll have to test
    i'm refering to this btw: https://map.projectzomboid.com/#0.4704744323935416,0.3340746729216971,69.50922315674495
     
     
     
    All will be done for next version
  18. Like
    Man_In_The_Purple_Hat got a reaction from DramaSetter in RELEASED: Vehicle Test 41   
    Lovely! I'm looking forward to playing it later today then :). You're the man RJ! Keep up the amazing work!
  19. Pie
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Yup tomorrow, i'm finishing traffic jam atm
    The cars respawning is fixed
  20. Pie
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    As our glorious leader said.
     
    Next version will have way more zone (riverwood/march ridge, dixie..) still missing a few one (in smallish area), I may be able to do them tomorrow before the version
  21. Pie
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Sure, it's been a bad couple weeks in terms of build stability, but planned features or time-frames isn't the cause of that. TIS simply outgrew it's current pipeline after hiring on new staff. It's being replaced now, as discussed elsewhere on the forum. 
     
    Keep in mind when criticizing build 38, that this is the first time a save-breaking bug made it into the release build in over two years. (The last one, if I recall correctly, was simply canned food disappearing.). The sky isn't falling, despite how embarrassing it is to have similar issues in the the non-stable vehicle build. At least it's not the public stable build, again.
     
     We'll learn our lessons and move on.
  22. Spiffo
    Man_In_The_Purple_Hat got a reaction from B33ware in RELEASED: Vehicle Test 41   
    I don't see how them adding realistic features is really a big deal. I get it, you're impatient for NPC's just like all the others on the steam community crying over them. Personally it could take until 2020 for all I care for them to release NPC's, and I'd still be happily playing and checking in on the updates. You know why? Because I want them to actually take there time with the game, to make it actually ya know, GOOD. Option rich, plenty of skills and realistic effects. This game is supposed to be  realistic zombie survival game and to be completely honest I hope they add in all those ideas you mentioned. I'm not a car enthusiast at all, but I want the car build to be good and not rushed. Why on earth would someone just want them to crap out a build, especially one like vehicles and have them add nothing to it. That's like ordering a steak and have them bring you the bones and fat... And to say "oh you'll be waiting till 2019 for them to finish, obviously you dont know much about coding because its relatively easy to code those kind of additions. NPC's on the other hand, will be FAR from easy, there going to be realistic AI to be able to support themselves in the game world, hince why there being saved for very last, and it would be ignorant for them to not wait till the end to make them. Oh and another thing, car capacity is only 200 on the open bed trucks, other cars are around 70 and under, but no I don't think there OP at all because of the realistic repercussions of carrying a full load of crap to point a to b. What would be OP is if they shat out the vehicle build with only having to gas up and turn a key, that would be so stupid if they wasted a perfect opportunity like this to add more features like the  mechanic profession and all the customizations and perks with it. If you don't like it, fine don't use the options, but there won't be some poll because you don't want them to add what they (and most of us) want to add into THIER game. Sorry but most of us on here like the realisim of the game, we don't want a rushed hunk of crap that's boring to play, and luckily for us, the devs know this and agree.
  23. Like
    Man_In_The_Purple_Hat got a reaction from DramaSetter in RELEASED: Vehicle Test 41   
    I don't see how them adding realistic features is really a big deal. I get it, you're impatient for NPC's just like all the others on the steam community crying over them. Personally it could take until 2020 for all I care for them to release NPC's, and I'd still be happily playing and checking in on the updates. You know why? Because I want them to actually take there time with the game, to make it actually ya know, GOOD. Option rich, plenty of skills and realistic effects. This game is supposed to be  realistic zombie survival game and to be completely honest I hope they add in all those ideas you mentioned. I'm not a car enthusiast at all, but I want the car build to be good and not rushed. Why on earth would someone just want them to crap out a build, especially one like vehicles and have them add nothing to it. That's like ordering a steak and have them bring you the bones and fat... And to say "oh you'll be waiting till 2019 for them to finish, obviously you dont know much about coding because its relatively easy to code those kind of additions. NPC's on the other hand, will be FAR from easy, there going to be realistic AI to be able to support themselves in the game world, hince why there being saved for very last, and it would be ignorant for them to not wait till the end to make them. Oh and another thing, car capacity is only 200 on the open bed trucks, other cars are around 70 and under, but no I don't think there OP at all because of the realistic repercussions of carrying a full load of crap to point a to b. What would be OP is if they shat out the vehicle build with only having to gas up and turn a key, that would be so stupid if they wasted a perfect opportunity like this to add more features like the  mechanic profession and all the customizations and perks with it. If you don't like it, fine don't use the options, but there won't be some poll because you don't want them to add what they (and most of us) want to add into THIER game. Sorry but most of us on here like the realisim of the game, we don't want a rushed hunk of crap that's boring to play, and luckily for us, the devs know this and agree.
  24. Like
    Man_In_The_Purple_Hat got a reaction from DramaSetter in RELEASED: Vehicle Test 41   
    Uhm, just making cars carry tons of loot and go long distance without any draw backs is kinda OP. Tire condition and low air pressure causing low/high tire friction is a real world problem, and rusted out crappy brakes are quite a real world problem too. I don't see any issue in making the cars more interesting instead of them just adding in an op way to move a ton of loot to point A to B, sounds pretty boring/ a waste of potential cool additions. Hell I think it could use a bit more features in my opinion, integrating  metalworking, electrician and engineering skills in order to perform certain modification onto the vehicle. Sure the system needs a bit of a condensing by making tires switchable between all cars by the tires size instead of them only being for sedans, SUV, heavy duty ect. same with breaks and what not, go read Enigmas posts above for a better understanding  of what i mean. anyways I think its a good thing that they are fleshing this build out, pretty sure many people would be pretty disappointing if they just had crapped out a bunch of cars with nothing to do with them except drive and carry crap. More realistic is the perfect way to go, not over the top realistic, but what they've added so far is great, just needs a little tweeking with the car sub-types. And personally I want moar, like having to actually change oil, maybe have your engine lock up in winter and you'll need to grab a can of starter fluid or something, serpentine belt shreds up due to crappy alternator.
     
    Lastly,  on a note of NPC's it would be best and less work for them if they hold off NPC's till the very LAST thing they do. the NPC's are going to have to interact with everything in there game environment, it would be a pain in the ass to say make NPC's now, then the go and add in something new and will have to go back into the NPC code and rig it up so they can interact with whatever new thing it may be.
     
    Anyways looking forward to build 24 guys! hope to see it soon!
  25. Like
    Man_In_The_Purple_Hat got a reaction from Octopus in RELEASED: Vehicle Test 41   
    I don't see how them adding realistic features is really a big deal. I get it, you're impatient for NPC's just like all the others on the steam community crying over them. Personally it could take until 2020 for all I care for them to release NPC's, and I'd still be happily playing and checking in on the updates. You know why? Because I want them to actually take there time with the game, to make it actually ya know, GOOD. Option rich, plenty of skills and realistic effects. This game is supposed to be  realistic zombie survival game and to be completely honest I hope they add in all those ideas you mentioned. I'm not a car enthusiast at all, but I want the car build to be good and not rushed. Why on earth would someone just want them to crap out a build, especially one like vehicles and have them add nothing to it. That's like ordering a steak and have them bring you the bones and fat... And to say "oh you'll be waiting till 2019 for them to finish, obviously you dont know much about coding because its relatively easy to code those kind of additions. NPC's on the other hand, will be FAR from easy, there going to be realistic AI to be able to support themselves in the game world, hince why there being saved for very last, and it would be ignorant for them to not wait till the end to make them. Oh and another thing, car capacity is only 200 on the open bed trucks, other cars are around 70 and under, but no I don't think there OP at all because of the realistic repercussions of carrying a full load of crap to point a to b. What would be OP is if they shat out the vehicle build with only having to gas up and turn a key, that would be so stupid if they wasted a perfect opportunity like this to add more features like the  mechanic profession and all the customizations and perks with it. If you don't like it, fine don't use the options, but there won't be some poll because you don't want them to add what they (and most of us) want to add into THIER game. Sorry but most of us on here like the realisim of the game, we don't want a rushed hunk of crap that's boring to play, and luckily for us, the devs know this and agree.
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