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Okamikurainya

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Everything posted by Okamikurainya

  1. But they do this already? I've often had zombies pour out of upper levels, especially with gunfire near a boarded up house or the apartments in March Ridge, and they sometimes do end up as crawlers when they hit the ground. They even play the hurt sound after landing from high enough... Unless something changed since B40?
  2. Just a small little addition that I think could work well for group survival, as well as just some quality of life goodness... The ability to dish up up certain foods, such as stirfry, onto plates in a similar manner as adding soup and such to bowls. Then once added in, there would be a slot opened up similar to adding spices which will allow certain utensils to be added which will increase the happiness gained from the meal. Soup will allow for spoons, whilst stirfry and such on a plate or bowl could have a knife and fork added to it. On consumption, the utensils will be returned to the player, perhaps dirty. This will increase the usefulness of the utensils and give you a reason to keep them around, rather than just being disposable last resort weapons. Eating without utensils while you're covered with zombie blood and dirt could increase the risk of food poisoning by a bit. What y'all think?
  3. Current Zone Definitions: Army Athletic Bank Bar Baseball Beach CarRepair ConstructionSite CountryClub Default Dinner Doctor Factory FancyHotel Farm FarmingStore FireDept Fossoil Gas2Go Gigamart Golf McCoys Offices Pharmacist PileOCrepe PizzaWhirled Police PoliceState Pony Prison Restaurant School SeaHorse SecretBase Spa Spiffo StreetSports ThunderGas TrailerPark VariousFoodMarket Wedding These are implemented into the objects.lua like any other zone, such as foraging and vehicle zones. Example: { name = "Beach", type = "ZombiesType", x = 30664, y = 30946, z = 0, width = 33, height = 34 }
  4. Okamikurainya

    Zedward

    For what has been done, you can check here: https://projectzomboid.com/blog/2017/02/buildstatus/ For what is coming, you can look at this:
  5. The basis for this is that you have a mouth... You're dying of dehydration and it starts to rain... Water, the very thing you need, is literally falling from the sky... What would you do? I don't see most people throwing up their hands and being like "Welp... All this water ain't in a bottle. Time to die!" No. They'd open their mouths and drink. But yeah, it is a thing that happens and something that I've used on hikes to save water. If you're wondering about the "taint", well unless you're living in a very polluted area, rainwater shouldn't have any (all water used where I live is rainwater stored in large plastic containers connected to the roof). Outside of gameplay balance, the reason water in barrels and such are tainted is because they're left open and standing, allowing bacteria, debris, animals and such to all leave their essence in it. That said, if they do ever add puddles... Would be cool if you could get tainted water from them.
  6. 1059: Something very small but incredibly important is ambient thirst recovery, akin to that of having a water bottle in your inventory, when outside in the rain.
  7. They're talking about multiplayer where zombie vehicle collision is handled somewhat differently to singleplayer.
  8. Ah alright. This is pretty subjective and vague though... If it was intentionally skipped, what were the actual reasons for it? Is it a fear about balancing? Or the desire to keep the character empty handed at spawn?
  9. I think you're missing the point of what I meant... I'm saying that it lowers character customization to merge the two into a single pool of points. It would require a total re-balancing of values to prevent there being too little customization or too many positive trait bonuses because the apparel and gear part was skipped altogether.
  10. That's the thing, it isn't for the zombie apocalypse, it's for before. You don't bring any money into the game, it's just an RP type reason for the ability to have a limitation on how much and what you could get. You could literally name it "Item Points" or such, rather than "Money". The premise is that you had a job in the "old world" and these are items and clothing you'd purchased. The amount you have varies depending on what your profession was and/or how much you granted yourself in Sandbox Mode. I don't think this is a good idea, the two systems should be separate. The pool of points you get for traits is far too small and if you were to increase it to allow greater customization then balance would fly out the window. This should be something unique to the main character creation page where you choose the outfit and appearance of your character.
  11. With the upcoming release of the animations update and all of it's new clothing options and items, I feel it would be nice to increase character creation freedom in some way... My idea was having an "income" applied for the selected profession, a set amount of points or money which you can spend on starting gear including clothing and tools to further specialize and individualize your character. You could kit yourself out with tools to jump right into the game, or you could spend what you have been granted on character outfit customization, to truly be your own as you start to play. Custom Sandbox could even include an "Inheritance" option which will grant you a configurable extra lump sum to truly go mad and create the character you want. What y'all think?
  12. Thank you! It's been bugging me right up to now, you're a saint.
  13. Happens in singleplayer. I imagine it would be in multiplayer too though.
  14. Okamikurainya

    StreamZed III

    From what I've been seeing, it looks like the new build still uses tile based collision, as in the whole tile is considered as a solid object outside of specific things like walls. Is there any possibility, with 3D and anims being in, of moving onto things like collision masks and some seperate masks in general for things like water containment and such? The pools in Kingsmouth look really glitchy at the moment because of how the new water effects work.
  15. No, it's a bug. It isn't that there's a moment of confusion or some reason, the zombie just becomes intangible. The same can happen in trees as well, I think it has to do with target selecting?
  16. Name these based on the sort of room it is. You can find all the appropriate names here: https://theindiestone.com/forums/index.php?/topic/5461-full-list-of-current-room-definitions/&page=1
  17. You don't need each position, but it certainly makes things nicer and function better. No faster way though.
  18. So I started porting the tiles from Survival Crisis Z over to Project Zomboid: But I got a bit burned out, what with other projects more important to me also being worked on... I got through a decent portion of the tiles though, all of them contained here: SCZTiles.rar Free for anyone to use as they so please. These were all made with my IsoZoid tool, so give that a check out as well: https://theindiestone.com/forums/index.php?/topic/25760-isozoid-tool
  19. Double click one of the tilesets listed: Then it will open up this window where you can add other tiles and tilesets:
  20. 1057: Being able to tell the time when inside a room, that has power and contains a clock. 1058: Ticking sound from clock tile if powered.
  21. I must admit, I feel a lot of the artificial grouping could be avoided if the zombies reacted to more noises in game.
  22. You'll find the option to change the size of the building right here: As for rooms... Draw the room. Then do the same again with the same room type and connected to the room you want to increase in size. And voila!
  23. 1052: Save mod setup button for the mod select screen. The mod setup is already saved as a textfile, so it wouldn't be too hard to implement. 1053: On that same note, option to load up a save game's mod setup when loading. Especially good if you can't remember what mods you had loaded for the game.
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