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makkenhoff

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Everything posted by makkenhoff

  1. No, no mods installed. Should have mentioned that in my op. Took for granted the fact that I already posted on a separate issue.
  2. I had a welding mask that was equipped, somehow ended up on the ground, still equipped after dismantling a handful of wrecks out of Muld. It'd be great if someone else could confirm and/or find conditions. Rebooting seemed to fix the issue, but I couldn't figure out how it happened, other than the fix was to unequip and drop the mask and restart.
  3. makkenhoff

    MP Status Update

    Desura, Baldspot and Kate. Long ride, I can't complain. The evolution of Mondoids continues, hasn't been anything less than awesome communication up to this point. I don't expect bi-weekly updates to be any different.
  4. I think some of these ideas aren't bad at all. They are currently refactoring some of the older features from the sound of it; so some of this is possible. Definitely possible with a mod though.
  5. So far, limited testing about 2 hours LAN play, the vehicles work well in gameplay and from my technical viewpoint. I'm able to drive without any significant lag, the few times we had lag it was network congestion on our LAN. It has admittedly had a major effect on gameplay for me. I'm more willing to take long distance travel as an option instead of a last resort. I was cruising around until I found a place I felt like I wanted to live in, in Rosewood (which I had never been to) and we ended up basing there. That trip would have taken in prior builds too long to even consider given my limited (and divided) playtime. So that will be interesting, I could imagine a mechanic using the vehicle as a mobile base, instead of the usual carpentry/garden/forage path I've grown to love. Water collection in such a situation is something I'd have to test, but I think it could be done. Fuel concerns would be next highest on that list. I do think trying to train mechanic from scratch might be too hard, yet. Perhaps intentionally for multiplayer component? Brief: Great job! Looking forward to the next time family can sit down and play together again.
  6. Something to think about - the type of wood matters. Maple bats will shatter easier than say white ash or hickory. 'Most' mass produced bats are made from composites now, in the pros they still use solid wood, by regulation.
  7. They don't give ETAs, not since they had one backfire, lesson learned. I've been around a bit, I've seen the question asked a lot. In fact, asked so much that in the general discussions section, on the FAQ that few seem to read, it even gives you the answer you seek. ETA! When will . . . TIS has a strict no-ETAs policy, while they may have their own internal timeframes. Only features in a playable (and fun state) will be released to the stable branch. For those looking to live dangerously, there's IWBUMS.Where're the NPCS?tl;dr Perpetually slaved over by our dedicated founders, NPCs are in the works and likely won't be out for quite a while yet. More information will likely be provided after the animation update.
  8. This has been suggested in the past, as well as requested in the mod section. The biggest challenge is, finding someone with the time/skills to make it happen. Is it possible? Probably from a technical standpoint, and it might even get easier to do after features have been completed and the game moved into beta status. (Technically speaking, Project Zomboid is still an alpha.) Suggestion: Mod Request:
  9. The original scripted npc batch that I initially funded was already at the time, enjoyable - limited but enjoyable. My own estimate for the return of Kate and Bob in some capacity, likely a separate branch will be sometime around April 2019. Now, that date isn't so much speculative of the amount of time it takes to flesh out the systems being worked on now; but I believe TIS will be extremely careful when it comes to NPCs and likely won't be inclined to let the general public see a 'half baked' product, unlike Animation and Vehicles. Now, one thing I should mention, this doesn't mean we won't see demos beforehand, I suspect we might start seeing 'something' in the middle of next year, but the label suggests you want to speculate when they arrive for the public, for consumption. I do however, think they have been working on them in unconventional ways though for awhile. (Getting systems ready for the 'drop-in' by pre-planning game functions that will 'tie-in' with NPC play; so I do suspect it will move faster in the early stages of development; the fine tuning will take awhile though.)
  10. I would love to see some of these things in game, I like the idea of additional lore tidbits. It would be great if we could intercept via radio hack the helicopter crew's comments to each other (the internal communications) as well - though I admit I lack knowledge of if that is even actually possible. (A cursory search provided me no 'easy' results to investigate further.)
  11. I'm reminded of how to slice a mango, courtesy of Alton Brown here. My brother works in produce at a grocery - so he has to do a lot of different cuts of fruits/vegetables. I can certainly attest to the dangerous methods the untrained will do, as I'm one of them. I'm learning as I go, self learning cooking by watching trained and presumably talented chefs - I've no real passion for the creative and repetitive aspects of cooking though - I find something I like, I might make it a few times, and I'll add it to the list of things I've cooked; it gets stored in my head for later if I decide I want to make it again, but I don't just dive into cooking every day.
  12. Which build/version are you using? Sounds like a bug, not a feature.
  13. In the late 90's, you could buy relatively inexpensive kits that were 'break the wire' type sensors. I put them on bedroom/entry doors, and you could easily adapt them to windows. They aren't exactly invisible, but they aren't huge. Maybe an inch tall with a narrow width. I'd be happy to take a picture of it. Now, I'm not going to say they were common here, but you certainly could find a house with them installed. But, realism aside for the moment - what other option do you think fits better? https://www.amazon.com/As-Seen-TV-Instantly-Windows/dp/B0006B7M3Q/ref=sr_1_1?ie=UTF8&qid=1492062657&sr=8-1&keywords=first+alert+door+alarm First available 2001 - and that is mass marketed "as seen on tv"
  14. Something like the spiffo quickstart tutorial, but specific to each discipline?
  15. This should probably be posted in the support section of the forum. A moderator may move this topic if you PM them, if they don't catch it. https://theindiestone.com/forums/index.php?/forum/18-pz-support/ As to the crash - you should probably upload your server log for more help - all the console tells us is what we already know, that your server has crashed, the log would have more information.
  16. I had type=food, but I was missing the hungerchange=value - but after that addition it still isn't showing as eat, but it is showing nutrition. I'm probably missing something simple, so I just posted the code for it that I currently had. *edit* Eventually, I figured out I was missing either foodtype=fruits or it required calories.
  17. Just a note, finally had some time to plug at it again, and your windows.txt works perfectly. I'm having a bit of trouble locating specific functions, as Rathlord commented on; It'd also be nice if I could copy and paste sections from other items, thus far I'm not seeing a way to do that, though the tick box seems like a good way to do that. Another nice feature would be when creating a specific module, that it would create (or allow you to create) the mod.info file and folder structure for the mod upon save, so it can be drag and dropped right into the mod folder, for quick testing. I'll probably add more later, but I ran out of time troubleshooting why my explosive alcoholic food item wouldn't let me eat it.
  18. One minor thing, on start up, it doesn't take into consideration where your start menu is located. (IE: If it is situated at the top, it will place the title bar "under" the start menu. Makes working within the window impossible.
  19. For any person who, like me, is having all kinds of problems getting windows update (windows 7, x64) itself to actually update; I used WSUS Offline to install the updates, which finally allowed windows update to run properly. Trying to install the KB 2999226 itself would not install for me, even though the OS reported SP1 was installed. (Though it also reported VCRedist 2015 was installed too.) I spent more time trying to figure this puzzle out, than I would like to admit - but I finally can run it. I hope this tip helps anyone else struggling with this update. *Note* It is part of the "recommended" updates, not just the important ones.
  20. Sorry for the late reply; it works fine when I play non-IWBMS, but when I tried to run it under IWBMS, it still as of this afternoon refuses to run. Same error as before. I'm not sure how important this might be, but the file size difference between IWBMS fmodintegration32+fmodintegration64 and non IWBMS is not insignificant. Your looking at 90 kb non-IWBMS vs on IWBMS over 160 kb, nearly doubling in size. So it may be missing a dependency that it didn't have before, which may explain why it is hit or miss, only affecting some of us.
  21. Survival mode is all I play - some of these characters are "challenge within a challenge" types, but they are playable, and played by me. Some have made it weeks, some months. Never much longer though, winter is almost always a killer. Name: John "Doughboy" Smith Profession: Carpenter Positive Traits: Handy, Thick Skin, Strong, Gardener Negative Traits: High Thirst, Obese, Hearty Appetite, Slow Reader, Sleepyhead Doughboy, as I call him is slow, zombie food, more often than not he gets bitten within the first 24 hours. However, I've had him survive the longest of all survival characters I've had. The typical plan for Doughboy, is to "run" for the large warehouse, find a sledgehammer along the way, if not, in the warehouse; setup a sheet rope, and knock out the stairs leading to the second story. He proceeds to carefully construct water catchments, and begin growing food almost immediately. With his strength, he can sometimes successfully deal with mid sized groups of zombies, typically with a shovel. That's one of the few material runs he requires in the initial rooftop garden setup. With build 35, sheet ropes are a little less reliable, so it has required a strategy shift to rebuilding floor, instead of stair removal, which is slightly more time consuming. (I consider this both power-gaming and a real approach that I'd use in a real situation. One wooden board across a 6'x6' foot section of missing floor would certainly work, and works on my largely uncovered lattice in my attic. It effectively is a zombie proof drawbridge.) But I can understand some might be critical of the practice. Name: Larry Jones Profession: Fisherman Positive Traits: Angler, Nutritionist, Herbalist, Former Scout, Outdoorsman Negative Traits: Very Underweight, Illiterate Larry's plan is always the same. He just wants to go fishing, score some worms, and live off the land. To do so, he's got to find a lot of miscellaneous tools, ones that you just can't make in the wilds of PZ. He needs as much twine and fishing line as he can find, trowel, saw, and a tarp with 4 matching tent pegs. If he's lucky, he might find a tent ready to use. The biggest problem with Larry is, he just rarely gets all his gear before he dies. I've always ran into a supply issue with fishing rods, and while a wooden spear will work some of the time, it is a hassle to get the branches to sharpen, as any continuous forager knows, it takes a lot out of you, time for bed, again in fact, and it isn't even noon yet. Name: Conner Weston Profession: Electrician Positive Traits: Fast Learner, Cat's Eyes Negative Traits: Pacifist, Short Sighted, Cowardly (also in my own mind, he is nervous or jittery; cowardly is used in its place, though not the ideal fit) The least played, but one I felt should be included, Conner's goal is to get a generator setup, and a lot of fuel stored up so it is ready to run at his main base. His main base changes quite a bit, I take over a gas station; In theory the pumps could be used after the power goes out; until the fuel runs out; over the longer term, he settles down to farming the rooftop with a heated greenhouse. In practice, he has a poorly made garden near the gas station, and effectively has no real defense against a serious zombie horde. This is the one character I have that actually uses firearms. I see him timidly and shakily raising his pistol or shotgun, and firing into the air, attracting zombies to his area, and fleeing, scared out of his mind. But, it helps clear out an area, for him to carefully sneak around after things calm down. This is probably the character type I struggle the most with, because I love the idea of him, but in practice its very hard for me to play him successfully. Name: Linda Roberts Profession: Fitness Instructor Positive Traits: Adrenaline Junkie, Athletic Negative Traits: Weak, Restless Sleeper, Agoraphobic, Disorganized Linda is a lot of fun to play, in short bursts. My primary objective with is to be VERY mobile. She doesn't really carry much, usually a bottle of water and a knife of some sort, if I carry a bag at all, it is usually a plastic bag and I fill it with light weight survival foods. (high calorie, like butter stuff that doesn't spoil for emergencies) Usually, I just run around and knife zombies with her. As a solo player, this is only fun for a short term existence, however, in a group setting I can see her being a great scout, and a terror to hostile survivors. I personally consider agoraphobic and claustrophobic together to be power gaming in an unrealistic way, so I don't use it. If I did, I'd probably add graceful. Effectively, these are the 4 main ways I play in survival. In other game modes, I use more specialized builds tailored to my goal of surviving for as long as possible; but the builds above are the most common I use.
  22. It makes perfect sense to be able to survive by eating and sleeping; granted you have to resort to some manner of food gathering in order to do so over the long term, which expends calories, and ultimately survival is a calories gain/loss fight while staving off malnutrition. When taken to the extreme, you can make anything seem ridiculous and then criticize it for its lack of realism, which I doubt was your intention; the nutrition system (as far as I remember from testing all those months back) tracks these things quite realistically, at least as far as games go, research was done as well as can be expected by anyone without a doctorate in a related medical field. It made me take a second look at my own diet when I was verifying the information independently while testing it, as I had literally just taken my mother to two different people, a RN and Dietitian for diabetes. I got a crash course in stuff I had never considered. I learned that I am tied to my house and the grocery store, which is tied to the distribution center that supplies it, during testing. Incidentally, it takes about 3 days for a typical grocery store to go empty, even of stuff no one would normally buy, without someone working hard to restock those shelves. Cut this time in half when a major disaster/storm/threat occurs. I've seen our local one bare before; where I live (north of where this game takes place) people got stuck in their homes for over a week back in the late 70's and everyone alive during that time remembers, so they stock up when bad weather threatens. That said, the one small improvement I'd like to see is a way to see the direction I am aiming my gun in. Currently it is pretty hard for me to use firearms even with a character with high skill.
  23. I can confirm I had this problem too - IWBMS 35.21 same error with fmod. This was a fresh windows 7, with a fresh install of everything, so as current as yesterday.
  24. Yeah, I've played this before, it is in the grain of line rider. In the few attempts I did, I was proficient at spearing my guy into that first jump, straight threw him, and he just dangled on it, amusing sure, but I wasn't finishing that race.
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