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Okamikurainya

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Posts posted by Okamikurainya

  1. The NoiseWorks stuff is coming along so well! :D

    A suggestion related to that particular video, though not the NoiseWorks stuff:
    When impacting a zombie, they clip through the car... This is something I've run into when making games myself. The key is to, on impact, add a modifier to the zombie's animation speed during damage calculation.

    So if carspeed = x and zombie animation speed = y, zombie animation speed = x+y when run over by a car moving above a certain speed.

  2. As of right now, there aren't any tools to do it easily. Perhaps when B41 goes stable and the devs release AnimZed, but for now we only really have round about ways of doing things.
    Modifying the models would require you to import the local model files into a program like Blender, I'm not very good with the 3D side of things, but here's a link to some scripts that may help you out:
    https://theindiestone.com/forums/index.php?/topic/12864-blender-3d-scripts/

     

  3. 4 hours ago, Crazy ManMan said:

    I do not think so, the map is still completely up to date I am pretty sure. I think there just has not been changes to the map in a bit.


    The map is not up to date, it's missing a good few areas, small areas mind you, but yeah. It's 2 versions out of date.

    Also, a pet peeve of mine is how it refers to the Knox County Challenge Map as Knox County 0.1.5. The challenge map is a remake with a butt load of changes, labelling it as the original version is just flat out wrong.

  4. The fire is looking really good! Though yeah, you'll probably have to work on it not looking like you're burning a block of magnesium in regards to just how bright and white the light given off of it is. 😅
    I look forward to seeing how it develops! Keep up the good work!

  5. New version!
    It now uses individual input files for each of the three current types.
     

    On 10/4/2019 at 12:08 AM, throttlekitty said:

    Any chance of adding support for a furniture tile?

    That's a bit beyond the scope of this I'm afraid. For that you're probably better off with a 3D model or spriting it out by hand. 😕

  6. 1 hour ago, EnigmaGrey said:

     

    Can you upload the DebugLogs from %UserProfile%\Zomboid\logs\ ? 

    There'll be a bunch. They're all stored in folders with a timestamp matching when you booted the game for that session, so it might be tricky to find the right one if you don't still have the broken save. Could be helpful. 

    Sadly I don't have them anymore...
    But I realized that I was being kind of dumb and still had Superb Survivors in. I believe that is what is causing the issue, since 10 days in pure vanilla Kingsmouth testing didn't cause the issue.

  7. Happens to me as well on Windows 7 in Build 40.20. Sleeping in Kingsmouth will cause the game to just freeze.
    Ending the process and loading back in will load and you'll sleep until the point you wake up, where the game will freeze again, ending the process again and loading back in once more will wake you up and you can then play normally until you sleep and have to repeat the process.

  8. 3 minutes ago, MadDan2013 said:

    Well, clearly it didn't make it into the "next IWBUMS build" but they had a blog about expanding the way power works here https://projectzomboid.com/blog/2018/08/powerdoid/ :D

    I presume it might still be on the cards after this build gets stable? Who knows. Either way, I would love it. More ways to allow more dynamic horror, the better.

     

    Imagine going through a school during a storm and then the lights start flickering or something. Especially with the new zombies sounds, it'd be great.

    Oh wow! So it was actually planned for B40! So we may actually see it down the IWBUMS for B41 or B42.
    And yeah, that sounds absolutely terrifying! XD

     

    4 minutes ago, Mr_Sunshine said:

    (doubt this happens in RL but yknow, zombies) 

    Okay, I live in South Africa, America, or anywhere really (just google some of the crap ESKOM does over here), almost definitely has better power infrastructure than where I live.
    But, just prior to a power outage we'll often have the power cut out a few times for a short amount of time before it goes dead completely. So at least from my perspective, it's realistic, and I've often seen it used in American media (including Season 1 of Fear the Walking Dead).

  9. Something I've been having to deal with IRL lately is power outages and fluctuations.

    I was thinking it may be a interesting mechanic to have in the early game, when running on the main power.
    Have it possible that the power may flicker on and off during a major storm, maybe even for an hour at a time during tropical storms, and have it start to falter a day or two prior to the power going out completely as the back up generators at the power plants struggle to handle the load without human intervention.
    Could be a cool thing to get you really looking for a generator and a small bit of a warning for what is to come.

    The same could be applied to generators with under 10% fuel, having the power flicker on and off if there isn't another generator to pick up the slack, a clear warning sign that you need to refuel.

     

    What y'all think?

  10. 24 minutes ago, Josko said:

    Agreed, driving should be a skill like Fitness and Strenght that starts at 5 for everyone, then the " Can't drive " trait would give -5 drive skill :)

    Then there could be positive driving trait like maybe " Experienced driver +2 driving skill "

    Personally I disagree that it should be a skill. I see a lot of people complain about driving on Discord, how they're frustrated by the fact you actually have to watch your speed and not just hold in the accelerator the whole time... Throw RNG into that and I imagine that there will be blood curdling screams from many. 😂

    That said, a "Can't Drive/No Driver's License" Trait which may have the player driving have some annoyance to it like the player's movement when drunk (I've never gotten drunk and driven in game, is there an effect?) could be quite cool, as the choice to take the trait is fully under the player's control. If it were to be implemented, I'd suggest a hidden variable that would slowly but surely lessen and eventually fully negate the trait if the player drives around enough.

  11. Just tried it out! Working great!

    3 things:
    1. Yay! The game has been optimized to the point that even my 32-bit PC can run it on full graphics now. :3
    2. Not sure if it's worth a bug/suggestion or what not, but socks and shoes fished out of the river are in pristine condition.
    3. Tilled land right on the coast looks odd with fancy water. I've been using the spot as a source of worms prior to upping the water graphics from their sprite counterpart.
    image.png.b251f8639a476ef34b7880c6c3a9baad.png

  12. 12 minutes ago, Axezombie said:

    Well to do that you just have to start a sandbox game and set sprinters instead of fast shamblers since the Apocalypse mode is the default preset in sandbox

    I'd love an "Infected" mode, with Sprinters that can climb fences and handle damage like living characters to a certain extent, so they'll bleed out if they have a serious wound.
    And yeah, a Climbers option in the Zombie lore for Zeds climbing fences. :3

    Great work so far TIS! 🤩

  13. image.png.d56e97a3a80bc682e9255c0837f91474.png

     

    Everytime I hit Continue, characters who do not have the Nutritionist Trait are able to see the nutritional values of food.
    At first I thought it was maybe certain foods with packaging (an awesome idea by the way) but it happens with all food.
    As you can see, Terry does not have Nutritionist and as far as I am aware, there is no vanilla way in which to gain the trait that may be confusing me.
    This is vanilla without debug.

  14. I think a buff should come in the form of an update to farming in general, with seasonal crops being a major part of it.
    Farmers, unlike other occupations, would be able to tell exactly when to plant their crops, as it would be displayed in the seed's info, anyone else would have to figure it out through trial and error as their crops either grow and flourish or wither away fast.
    They'd also have a greater effect on the crops everytime they water them and treat them for illnesses and such.

  15. image.png.f2fde0b6f10bb480e717f5736ba55bb5.png

     

    With wall hugging and zombies propped up against walls, this is far more noticeable than ever.
    I'm honestly not sure how it could be logically fixed, granting X-axis dominance for characters against Eastern walls and Y-axis dominance for characters against Southern walls has it's own issues, but it's currently a bit of an eyesore and I'd classify it as a glitch.

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