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Way2sp00ky

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  1. Like
    Way2sp00ky got a reaction from xXxFANCYCAPYBARA36xXx in RELEASED: Public Build 34.28   
  2. Like
    Way2sp00ky reacted to lemmy101 in Fire is ridiculous   
    Fire is, a few tweaks and rebalances aside, still more or less the same system we implemented way back in the early days of Zomboid and I agree I don't find the behaviour of the fire natural and realistic enough. We're at the point now where I don't want to promise anything new until we get stuff out there, but I do really want a graphic and functional overhaul of it since it's still very spritey and going through all the other issues with it will surely happen at the same time.
  3. Like
    Way2sp00ky reacted to nasKo in Stolen art from project zomboid in new steam game   
    Trying to clear up confusion: Thread says game X uses some art from PZ.
    It was said few sprites were the same as in PZ; sprites that were in the game for years.
    It was never mentioned that the game is a copy of PZ.
    It was never mentioned that they stole all the art.
    It was about very few sprites - created specifically for Project Zomboid - being used in the linked game.
    Developers of Game X were approached and apparently they've gotten the sprites from some art package for RPG Maker.
    Developers of Game X will replace sprites in question for the next update.
    This concludes this topic, I guess.
  4. Like
    Way2sp00ky reacted to RobertJohnson in RELEASED: IWBUMS 33.20   
    IWBUMS 33.20!
     
    You can now dig (plow lands for farming) with bare hands, but you can get hurt from it, and you can't do it with injured hands. Fixed exception adding and removing items to bags on the ground in multiplayer. Translation update: Turkish, Italian, French, Czech, Spanish, Polish, Simplified Chinese, German, Japanese, Russian Added Thai translation (thanks Artdekdok aka lamart!) A big thanks to all the translator! Updated Chinese fonts Fixed typos and general polish for in-game UI and tooltips
  5. Like
    Way2sp00ky reacted to EasyPickins in RELEASED: IWBUMS 33.20   
    33.17
    Fixed client hanging when Workshop item versions don't match the server's. Added translations for various connect-to-server failures. Fixed the building cursor disappearing when the mouse pointer is over the UI when using a controller. When the mouse is over a UI element, player 0's building/farming/etc cursor is hidden so that clicks in the UI do not cause construction to occur.  This ends up confusing people using a controller.  The game now tracks the last time the mouse was active and the last time any controller was active.  If player 0's controller was active more recently than the mouse, the building cursor is not hidden, or it becomes visible again if it was hidden. Fixed zombies climbing through some blocked windows. Fixed bugged inventory/loot windows when starting the game at low resolution for the first time.  The initial width of those windows is now 1/3 of the screen instead of 1/4.  You can test this by deleting your Zomboid/Lua/layout.ini file. Bleeding reduces health of every body part, not just the bleeding one.  This fixes a bug where a body part's health might get reduced to zero, after which bleeding didn't reduce overall health any more (couldn't bleed to death). Fixed campfire sound not playing. A curtain can be added to either side of a see-through door. Shift-E and Shift-click toggle the curtain as long as the player is standing on the sheet's apparent square (which changes depending on the side of the door the curtain is on and whether the door is open or closed).  This was very complicated to do so please test. Fixed controllers not seeing windows to the south or east. Fixed a tile in Zippee Mart blocking movement when it should be non-blocking.
  6. Like
    Way2sp00ky reacted to lemmy101 in Survival is pretty hardcore and unfair right now   
    This is exactly what I have always done in the past. In games there are always things worth describing with diplomatic language because huge quantities of games cheat in clever ways you would never expect, and there's never enough memory to accurately model huge worlds and everything in those accurately. At some point saying respawning explicitly became a thing. I blame RJ
  7. Like
    Way2sp00ky reacted to EnigmaGrey in RELEASED: Build 33   
    Mash's secret project, actually.
    People will like it.
  8. Like
    Way2sp00ky reacted to lemmy101 in What can we expect to have in Build 34?   
    Animation will likely be build 35 - HOWEVER this is not because animation is coming any later than it would normally, just due to Creative's bumping from 33 it means there's going to be an extra release inbetween now and the animation release. If, somehow, animation was ready to go before Creative, however, it would be the other way around and animation would be 34 and creative would be 35. The version numbers are all completely meaningless and nebulous thing really and only there to give some kind of sequential ordering to releases of the game. The concept of builds could be totally erased from development and it wouldn't remotely change when these features appeared to the public.
     
    Having numbered builds is a pain in the ass really in Early Access, since it doesn't mirror how the features are developed at all. Builds are 'there's enough finished to call a release', they aren't themed and contain an esoteric mix of 'what the various devs have finished in the interim' (that's 'finished', not actual work done), we don't release purely bug fix builds all the time as major numbered builds and want enough in each release to play with, and we don't put stuff into the main branch that's unfinished. This is the only science of what makes a 'build'. A build coming out without Creative implies that creative is coming later than it would have, and if creative is released before animations (which is certain) it'll imply that animations have been cast aside from build 34, when in reality it's just as simple as 'X is done, Y is done, Z isn't done yet'. We all have our own (sometimes multiple) branches of the game that contain a ton of work that's never appeared in a public release, and its a concious choice to merge those features into the 'master' build that's used for releases, and the only factor that determines when that happens is 'when its ready', so while it's understandable people use version numbers as a metric for stuff being done it has nothing at all to do with it.
     
    In short, builds will be INVENTED to house features like creative and animations, since they are significant enough features to make builds revolve around them. As soon as they are ready, they will be IWBUMs tested with 'whatever the last release was + 1' version number. Simple as that. 
     
    Likewise, we have co op features being coded at this time by an external company, and as soon as that's ready to go we'll do an IWBUMs for it, and likely release it as a build 33.5. Again, it's all meaningless diplomacy on our part, I'd like to just call it build 34, but if we did people will say 'I thought build 34 would have creative?!? You've already delayed it from build 33 and now it's not in 34 either?! Does this mean animations won't come until build 36?!?!', when in reality it's just a case of the co op stuff being finished and us wanting you all to have it, and nothing at all to do with creative, animations or anything else's development. We've in essence released extra stuff and then some react really negatively to it because it pushes the version number of a feature they are waiting for upward. This is why we ended up getting in such a knot with version numbers in the past, if anyone remembers the 0.2.0 RC2.9 days... people put so much stock in version numbers as being intrinsically tied to features, and we kept getting pressured into more and more minor version numbers to place in between stuff so we could honour our original estimates (another factor in our no ETA policy). We're doing the same with the co op stuff as we did the steam integration stuff in build 31/32 (i forget which).
     
    Fact is if we DID revolve our releases around versions like people assume we do, we'd be holding co op, moving furniture, TV and radio, FMOD, herbalism and everything back from people purely just so we could stick to our initial plans of releasing Creative in a specific build number and avoid a few neg reviews or grouchy comments. Obviously this would be a shitty thing to do, but then doing the right thing and releasing everything we feel is ready to be out there gets us stick from people waiting for specific features.  that's not to mention obviously the thing any game developer wants more than anything is their work to be finished and out there being enjoyed, it's not like releasing this stuff would be contrary to our own wishes. But stirring buggy unfinished stuff into the pot of a currently in-testing version would set the dial back on it weeks, potentially months, for the non IWBUMers and that's not fair to them, we need to draw a line in the sand during IWBUMs and call it a day on a build or we'd never release anything to the main branch as IWBUMs would always be getting set back in stability from new features and bugs being mixed into it.
     
    It'll all come.
  9. Like
    Way2sp00ky reacted to Batsphinx in RELEASED: Build 33   
    It's almost like the TV isn't telling the truth!
  10. Like
    Way2sp00ky reacted to RobertJohnson in RELEASED: Build 33   
    Released!
    [NEW STUFF]
    FMOD: New sound engine!Tons of new sounds and ambient! (fridge buzz, water drip, birds...) New random music algorythm: some weird music will start at night to give a creepy ambient! Proper 3D sound! The helicopter will now circle around a player, you'll need to hide (forest or house) for it to stop! Added an ambient volume slider in the option. New randomized buildings:Some buildings will now be burnt, looted or already barricaded. Some will have specific professions loots Made world more alive, some windows/inside door will be open. New main menu!Allowing to custom your difficulty settings easier. You can choose a difficulty for the world/zombie and then for your starter/character. (need more balancing) Choose from "The First Day" to "6 Months After the Apocalypse" (hard early game), and don't forget our hardcore Survival (hard late game!) Then select if your character will start with some bonuses, such as items or xp multiplier! New trait: herbalistWith this trait you can find medicinal herbs by foraging. They'll help you fixing your broken bones, your stomach disease, etc. Some will require to be transformed in poultice with a mortar and a pilon! Now each new game a random berry/mushroom (yay mushroom!) will be poisonous, same for multiplayer and only the herbalist will know which one you shouldn't eat. Not a herbalist? Take care when eating berries Radios TVs Moveable furnitures! (icon is on the left) Balanced zombies grouping a bit, start game should be way more easier (no zombies thumping at your door when you spawn, less zombies around you, etc...) Added sandbox options to make zombies thump only if they're chasing/heard a sound (still enabled in 6 months/survival) Added /alarm server admin command to force an alarm to play in the current room. Added farming mag to learn the mild flies cure Added electronics mag to learn how to make and add remote trigger Added way to learn remote controller v2 and v3 in electronics mag PZServerSettings edits INI as well as SandboxVars.lua. Save players every minute instead of every 2 seconds. Active translation mods will be loaded when joining a server. Added a context-menu item to show the remaining water in a Rain Collector Barrel. The info is shown by a tooltip. The menu item is displayed only when the player is close to the barrel. Zombies that fall from a height fall over and take some damage. Added buttons to enable/disable mods. Double-clicking still works. Added warning about Workshop items not being displayed when Steam is disabled. The URL button in the Mods screen opens the Steam Overlay to a mod's Workshop page if it has one. PZServerSettings reads/writes servertest_zombies.ini (i.e., the advanced zombie population options) The Maps= line in a server's INI file may contain multiple maps separated by semicolons. Previously, the only way to combine maps was by creating a new map with a map.info file that referred to the other map directories. Added MaxAccountsPerUser to limit the number of accounts tied to each SteamID. If this number is zero (the default) then there is no limit. Admins may create any number of accounts for themselves. [FIXES/BALANCE]Canned food now appears as food and not "normal" item (can't be eat tho, need to be opened first) Crafting UI displays spices and poison already added to a recipe. Crafting UI displays poison icon next to known poisonous ingredients. Fixed watermelon sliced/smashed weight Possibly fixed multiple copies of other players appearing in multiplayer. Fixed speed of falling not considering framerate. Reduced movement rate when going up or down stairs. Fixed OpeningHours sprite bug. Fixed flickering when in the Lua debugger. Fixed health-panel errors when spamming right-click actions. Fixed some outdoor chairs showing "Remove Bush" in context menu. Fixed generators only powering levels 0,1,2 no matter which level the generator was on. ProjectZomboid exe prints any exception after running the main() method. Fixed an exception with footstep sounds when the player was falling. Fixed lighting flashes not working when shaders were turned off. Fixed clicked-on worn clothing not being used by a recipe. Fixed a number of issues with using the bundled Java Runtime Environment on Linux.
  11. Like
    Way2sp00ky reacted to RobertJohnson in RELEASED: Build 33   
    33.13 Turbo fixes including:
    Fixed some non-looping broadcasts Fixed radio cutting-out bug Fixed Moving any Water-Provider makes it stop working Fixed Cannot Craft Makeshift HAM Radio and Walkie Talkie Fixed ValueTech Television Only weighs 1.0 PZ Weight Fixed Outdoor Lights stop working if you remove the lightbulb and change it Fixed HeadPhones dont allow any sound to come though Fixed Red Lamp disappearing after placement FIXED radio display issues with splitscreen FIXED bunch of movable light mp issues CHANGED moved water sources (sinks etc) now work in houses before the water shutdown CHANGED movable lightsources now work on outside walls if the interior room has power (you can now also toggle these outside lamps on/off)
  12. Like
    Way2sp00ky reacted to Kajin in Survival is pretty hardcore and unfair right now   
    If you think Survival difficulty is unfair there are a whole bunch of other modes to play with varying degrees of difficulty. That's why they were included, in fact.
     
    When it doubt, Sandbox.
     
    Edited for spelling.
  13. Like
    Way2sp00ky reacted to TheCautiousOne in California, Ky   
    LOCATION OF CALIFORNIA, KY
     

     
    STEAM LINK
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=747740095
     
    UPDATE 8/19/16
     
    The Map is now given to public in order for it's completion. In case of wanting to mod California in anyway. 
     
    Dropbox Link Below
     
    Entire Cali v2 Map, and Buildings from All of PZ World.
     
    Here is the LOTPACK AND WORLD PACK FILES TO OVERRIDE THE WORLD FILES FOR CALIFORNIA TO SHOW ON MAP
     
    California, KY (Manual File Installation) 
     
    https://www.dropbox.com/s/4b4sqkjucm1mmak/California%2C Ky.zip?dl=0
     
    Directions on how to get to California the fastest way. 
     
    Think of your points of the Compass as Such. 
     
    Muldraugh= South
    WestPoint = North
    Bedford= East
    California=  
     
    Head West From West Point down the River (Opposite from Going to the Mall) 
     
    Accomplished. 
     
    TCO
     
     
     
    So I have (Finished Louisiana, Ky for the most part, waiting on feedback to tweak what needs it) and I have an Idea for a 6 x 6 cell to fill the top of the map above West Point with the River.
     
    Image for Reference.
     

     
    Image above Edited on 8/15/16
     
    I have tidied up the Veg map to allow me to finish the river north.
     
    srandiny is working on a bridge. I am hoping to get a Good Golden Gate to cross the river. Not sure If I want two bridges that cross the river yet.
    Sieben has a great building that I would love to use. Kinda inspired me for the city of California. I would like to have tall buildings for the most part in here. And for the outlaying cities of California I will make them more rural.
    Sieben
     
    Has All of the Military Bases and Whatnot that I am going to use, Plus this massive Hotel!

     
    Tell me what yall think. I will need help with some buildings as usual to populate the map. I have plans for field areas and outdoor tourist attractions. We will see how this goes. I plan on this map taking upwards of a couple months.
     
    @
    Jela331 seems to think that I won't give Credit Where it's Due.
    So Please, If someone has built something that I might or might not use in my Map, Please Don't go Ham. I have no problem Giving Credit to anyone who Helps with this map, Has buildings that I would like to use,  and or even attempts to play it. I will do everything In my power to find out where I have gotten the file and Give credit to that person for allowing someone (Myself included) to use it.
     
    Thanks
     

     
    EDIT: Mad Props to  srandiny For Building the Goldengate bridge!!
    Also Way2sp00ky Has a Gorgeous Bank I might need to Use. Love its setting. Also has Supplied Coffehouse and Offices.
    mads232 Has a city house (His house actually that I think would look great for neighborhood houses in Cali!
    Neutralnz1 has a checkpoint that I am using as well + The Large Hotel of His. Need a golf course to go with that, Also the Med Center would Be Great for the Big City
    Pjuux    Has some wicked buildings that could be fantastic around the city as well
    cmseter has a fantastic bathhouse that I would love to incorporate.
    BeastlyBean for the Lost Church
    Maklane for the Bloody Restuarant
    Marcelmarceau for the french church!
    BeastlyBean for the Lost Church
    Traya Aclus  for the Confederate house and Industrial Plant
    Z3759xy for the Contribution of the Downtown buildings!
     
    TCO
  14. Like
    Way2sp00ky reacted to Blasted_Taco in NPCs?   
    Gonna save everyone the trobule by quoting Enigma from the thread in reddit:
     
  15. Like
    Way2sp00ky got a reaction from TheCautiousOne in Just started making buildings!   
    I'll fix them and put it back up, and I can work on some taller buildings ye
     
    Edit: Fixed the Vegetation, set it as furniture instead of vegetation so it wasn't clipped into the walls :I
  16. Like
    Way2sp00ky got a reaction from RobertJohnson in Just started making buildings!   
    I just started learning how to make (decent, hopefully) buildings in BuildingEd and decided to put my first building up for people to use The Drayton map was a source of inspiration towards it, with it's "lived in" feel so I present my quarantined apartment complex. I'll be working on more buildings and (once I learn how, or build 33 comes out. Whichever is first  ) maybe even make a map using them. Tips and ideas are always welcome. Here's an album of all the floors: http://imgur.com/a/zxjAu And a Dropbox link for you all: https://www.dropbox.com/s/bg6wzs5gpldsmoh/QuarantinedApartments.tbx?dl=0
  17. Like
    Way2sp00ky got a reaction from TheCautiousOne in Just started making buildings!   
    Office Building
    Link! https://www.dropbox.com/s/w3wqzpvgju3qimz/Offices.tbx?dl=0
  18. Like
    Way2sp00ky reacted to TheCautiousOne in Just started making buildings!   
    I am interested. Keep um coming!
     
    TCO
  19. Like
    Way2sp00ky got a reaction from TheCautiousOne in Just started making buildings!   
    New Building(s), a coffee shop and 2 bedroom apartment next door, fully furnished and ready to use! Not as much grime and garbage, the Muldraugh event only just started (unless you play 6 months later )
    And a dropbox link to download it if anyone is interested: https://www.dropbox.com/s/nobnjwamglae2kw/coffeeshop.tbx?dl=0
  20. Like
    Way2sp00ky got a reaction from TheCautiousOne in Just started making buildings!   
    Of course, it's free to for everyone to use
  21. Like
    Way2sp00ky got a reaction from TheCautiousOne in Just started making buildings!   
    Made a Bank! Tried to keep it simple, worked a bit more into details and extra fluff.Here's a small album with the interior and exterior:http://imgur.com/a/ZRF9D and a Dropbox link: https://www.dropbox.com/s/4glhhq84ygib6ek/Bank.tbx?dl=0
    **Edit- removed the "Keep Out" Graffiti from the front because it looked odd not having a window there
     

  22. Like
    Way2sp00ky reacted to EasyPickins in RELEASED: Build 33   
    IWBUMS 33.9 released (apologies to anyone who got cut living life on the bleeding edge):
    Fixed heavy-breathing sound effect, lowered volume, still annoying? Fixed Crafting UI bug with unknown item types. Fixed server crash with generator sounds. Fixed every building being alarmed.
  23. Like
    Way2sp00ky got a reaction from CaptKaspar in Please give us an Option to change zombie behavior in Sandbox   
    They aren't and have never done so
     
  24. Like
    Way2sp00ky reacted to lemmy101 in RELEASED: Build 33   
    "Something is  surely up with zed behaviour."
     
    This will be written on our tombstones and has been said about 10000 times over the length of PZ dev about about 100 builds, how the previous build was fine but the current one 'sends zombies to the player'. Despite the dev team and moderators repeatedly saying NO code exists to do this, has every existed like this, will ever exist like this, and it is completely counter to the point of the game, and whatever happened will have had an explanation routed in the game mechanics. Most likely a sound.
     
    Come build 34 it'll be someone else's turn to say how build 34 broke build 33's perfect zombies, just as build 33 has broken build 32's and build 32's broke build 31's.
     
    It's really really hard to know how else to phrase this.
  25. Like
    Way2sp00ky reacted to turbotutone in RELEASED: Build 33   
    [edit: woops posted prematurely, this is for 33.6 ]
    Addition to last changelog:

    RADIO:
    FIXED Certain text colors that were not very clear. FIXED Issue with tv's powering off and/or not able to toggle when should be able to. FIXED issues in splitscreen where only player would get chat but with weird offsets. FIXED chat to stay in player frame in splitscreen. FIXED Radio items can now be dimantled for various materials. ADDED Option to craft makeshift radio devices. MOVABLES:
    FIXED Lightsources moved via movables now work. ADDED Additional customization options for movables lightsources. FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning. ADDED Stonehammer to movable tools. FIXED Moveables infopanel now displays list of valid tools correctly. FIXED Picking up stuff with movables now respects weightlimit. FIXED Movable items with water amounts will now empty uppon moving. FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on. FIXED chairs that were passable before pickup are now passable after placement FIXED floor/wall/vegetation/tabletop objects no longer block square FIXED moving minifridge no longer requires tool/skill FIXED some spelling in item names OTHER:
    ADDED some restrictions on building (carpentry) objects near or on stairs. ITEMS:
    ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found. ADDED Makeshift radio, walkie talkie and HAM. ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes. ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire  
    NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective.
    NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
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