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Okamikurainya

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Posts posted by Okamikurainya

  1. To play 0.2.0q, just extract the contents of this zip to the main folder of your 0.2.0q directory and overwrite the zombie folder and all files within.
    Start up the game and minimize the login screen and just play.
    Just leave the login screen alone, clicking "login" or closing it will make the game think you're failing or quitting so just minimize it and leave it.

     

     

     


    Mods, feel free to delete this post if this goes against the terms or anything.

  2. 4 years since I've posted in this topic... Wow.

    Well, I just wanted to share a little experiment I was working on:

    image.thumb.png.e1749303701aa4e3642785068b41f111.png

    A 75x150 map.

    Wanted to see if smaller maps were possible and they are.

     

    screenshot_26-08-2019_22-09-04.thumb.png.cece56848f83bc5a2b897be8f1fee9e6.png

    Including an update of some cave textures.

     

    screenshot_26-08-2019_22-20-37.thumb.png.2a0df2af4e59d75edafc6fe3f6df28ff.png

     

    screenshot_26-08-2019_22-21-33.thumb.png.3de499bb10a2acad59c43891f498f8c3.png

     

    screenshot_26-08-2019_22-21-51.thumb.png.2bb6e1b325deb061d2a45875cb66b04b.png

     

    The smaller size works fine ingame and I feel like it could lead to some cool deathmatch style maps.
    I'm no good with LUA, but if there's anyone who is and can possibly do some coding for a deathmatch mod, it could be quite epic.

  3. Full coconuts are niche at best, people want them processed because they're a pain to open. Bananas are easy to just peel and eat and have been a common grocery item for so long that I doubt most Americans wouldn't be able to find them in a grocery shop.
    You're far more likely to find tins of coconut milk or packs of dried coconut shavings than a full coconut, even here, where I live, in more tropical climates.

  4. Rather than liking depression, it's more about a consistent tone.
    This isn't "How you became the hero of the apocalypse", this is "How You Died".

    The situation isn't a happy one, in fact... The happy parts, stuff like "OMG, look at this grand base I made!" are a clever ploy, lulling you into a false sense of calm just before that small scratch you got from a zombie while looking for supplies turns out to be the fatal one, or you leave your base only to be surprised with a bite to the back of your neck.
    The game, the theme and the situation is inherently depressing.
    Tonal clashing is a much worse situation than the music being too appropriate.

     

    That said, I adore the music in this video:

    It's far from depressing and still fits the theme of the game. I can't wait to hear it in the actual game. ^_^

  5. For the use of map additions and such, so you know where to place things.
    Up to date with current version, you'll need to resave it as a .BMP to use it in WorldEd.

    BASE PREVIEW:
    image.thumb.png.ea11ca13b50a5a7c08b979ab35709652.png

     

    BASE DOWNLOAD:
    https://drive.google.com/file/d/1yNOj2HtOG1MNaBMENLXDru6ecacm8Qjv/view

     

    VEGETATION PREVIEW:
    image.thumb.png.2c5f60dc97eb31a6eb21028add24a73c.png

     

    VEGETATION DOWNLOAD:
    https://drive.google.com/file/d/12gGjdu89LATwgqZELu4EFfh47XlxwWyz/view

  6. Your neighbor is missing part of her face, your highschool buddy just ate the Spiffo's fry cook, you're having to farm since the food at the local store has gone rotten, your crush tried to bite your throat out and you aren't quite sure she was even a zombie at the time...

    I say make it MORE depressing. :P

    Get some more sad violin, slow and deep plucking of the guitar, nostalgic and long notes...

     

    That said... A return of situational music would be nice and I'd adore a new piece specifically for being played during a heavy thunder storm.

  7. It would be hard to apply naming of containers without it being immersion breaking or redundant, in my opinion.

    If it's just floating text above the container, it would look sort of weird, or if it's a sign on or next to it then you'd probably be able to just check the container anyhow.

     

    I think a nice alternative would be the ability to use the ingame painting tools to paint crates a certain colour, allowing you to colour code your storage.

  8. 8 hours ago, Atoxwarrior said:

    hermoso trabajo, si en algo puedo ayudar contactarme.

    Muchas gracias!
    Lo haré.

    Changed up the suburb's supermarket:
    -Original-

    Spoiler

    image.thumb.png.fd2b59bca053576df6a0f950b3f6457b.png

     

    -New-

    Spoiler

    image.png.da2e0222d0b02fcb922d2bf6e309d1a9.png


    Progress on the suburbs is coming along slowly but surely:
    image.png.fca3a1060ccd72bab94e4cb7b4df0fe6.png

    I don't know why the bricks under the windows seem a bit lighter, they're the same texture as the rest of the exterior trim... Might just be a lighting issue in the editor. :wacko:

     

    Tend to build the base of the building first and then go back and work on it, changing and adding things that make sense to me. I prefer working on landscapes to buildings, so this part is going a bit slower. :P

  9. 1042: The return of context sensitive music.

    Been playing the older version of the game a lot lately and the music implementation just feels so good. The foreboding sound of being outside, the calm when you retreat into a safe house...
    I don't know if there is supposed to still be some context sensitivity as regards to facing a large group of zombies or not, the music seems to be on shuffle for me, with the frantic hoard music sometimes playing in calm situations.

  10. My idea for this was:

    On 4/13/2016 at 9:59 AM, Okamikurainya said:

    With welding and stronger walls on the horizon I was thinking that the current manner in which zombies deal damage to walls is kind of unrealistic.

     

    A poorly constructed plank wall is one thing, the zombie would end up hooking itself on the gaps and pulling the thing apart. But with a welded metal wall I was thinking that a single zombie shouldn't be able to do anything against it.

     

    I'm not sure how hard this would be to script but wouldn't it be more realistic that each wall section be able to detect the amount of zombies bashing against it and after a certain amount it would only then start to take damage?

     

    Right now it kind of feels like zombies are using their heads, their weakpoints I might add, as super powerful siege weapons. Sure, that might just be an animation thing but even with using their hands it shouldn't be as easy as it is for them.

     

    Another thing that could be added for this is being able to use a shovel to dig a hole to plant your logwalls in. These holes could be filled with dirt or concrete to increase the log wall's pressure resistance (both of which are already added as ingame items in anycase).

     

    In my opinion it just makes so much more sense. What do y'all think?

     

    I still don't think that a single zombie should be able to do much of any damage to any structure, but the sound of it trying to get in would lure others which would lead to an actual risk.

    Also, on this note, zombies still, even after all these years, prefer constructions to juicy player meat. I can lead a zombie to a wall and it will totally ignore me until I physically assault it. Living things, whether they be PC, NPC or animal, should always be a higher priority to a zombie than a structure. This desperately needs to change.

  11. 13 hours ago, Ciber Ninja said:

    I believe in you.

    Thanks! Still failing with them though. :cry:

    On the other hand, I'm considering expanding into RingoD's map pack at a later date... That's a big MAYBE though...
    But until then, have some Moo Town:
    image.png.894e5d165a6cb9631364196ef042f929.png

  12. image.png.b3c1f3dea1499b20c2da4992305fa683.png

     

    Anyone able to help me with a x2 version of these tiles?

    It's a foot rest that goes along with the green sofa set that, for one reason or another, never made it to the latest version.

    I tried and failed one too many times to do it on my own. :wacko:

    Many thanks for any help!

  13. Something that's interested me is maybe small PvP maps, maybe even remaking maps like Overgrown from Call of Duty 4 for players to battle it out in. With new guns on their way, this could expand the playability of such a map, maybe even a kill count mod that tallies up your player and zombie kills for a final score.

  14. I tend to have the exact opposite issue, despite my character taking in more calories than I do in real life even, my weight just keeps going down and down. Still, everything you say is right and it needs to be retooled. Activity should have an effect, even if you don't take in many calories, if you don't burn them then they should continue to add up with only a fixed amount being subtracted each day for standard metabolic functions.

  15. 12 minutes ago, ZonaryQuasar said:

    4. Zombies exposed to the snow/cold for too long (one week?) have a chance of becoming frozen (maybe change their sprites to a frozen/icy one)

    Again, self explanatory. Since players can froze to death by hypotermia, how can they not? Of course they wouldn't die, but they should at least freeze. Would not affect indoors zombies.


    I've always hoped for something like this.

    On 8/26/2016 at 5:16 AM, Okamikurainya said:

    What could be interesting is going with WWZ's idea of zombies freezing in the winter. In this case, the zombies become static, just standing there but they'll start to wake up if a player is nearby. I'll bet that if you've played default survival that you'd have killed a lot of zombies by this point and a frozen static zombie amongst corpses would be hard to spot. So while you've gone into that house thinking you're safe, the zombies you passed outside are starting to wake up and they're going to come for you.

     

    An excerpt from the book:

     

    Quote

     

    It took a lot of time, but eventually the sun did come out, the weather began to warm, the
    snow finally began to melt. By mid-July, spring was finally here, and so were the living
    dead.


    One of the other team members calls us over. A zombie is half
    buried, frozen from the waist down in the ice. The head, arms, and upper torso are very much
    alive, thrashing and moaning, and trying to claw toward us.l
    Why do they come back after freezing? All human cells contain water, right? And when
    that water freezes, it expands and bursts the cell walls. That's why you can't just freeze
    people in suspended animation, so then why does it work for the living dead?
    The zombie makes one great lunge in our direction; its frozen lower torso begins to snap.
    Jesika raises her weapon, a long iron crowbar, and casually smashes the creature's skull.

     

     

  16. image.png.8c0fc3cb6f792b405c13cfed9614e21f.png

    Finished another of the Northern Highway tiles after stumbling across a house in the woods. It hasn't been listed on the wiki, so it was quite an interesting surprise.

    In the original it is identical to the small farmhouse of the first Northern Highway cell. For this version I changed up the interior to give it the feel of an old somewhat unkempt forest house belonging to a man who no longer really cares about much. Trash and grime lay on the floor, but hints show he used to be an avid hunter...

     

    The large dirt road on the North West of the minimap leads to the large farm.

  17. 1 hour ago, Bejasc said:

    1040: Books and Magazines with a different (random) number of pages. Read at the same speed as skill books (per page). The happiness and boredom buffs scale with the number of pages.

     

    A 100 page magazine might give +10 happiness, and take 10m in game to read
    A 200 page magazine might give  +15 happiness and take 20m in game to read.

     

    Because right now, the books and magazines are very generic and 'bulk' items - this could be a fast way to spice them up a little. 

    1041: Lore books would be nice too, like in the Elder Scrolls games. Just some nice Kentucky reading, Spiffo's Adventures Comics, letters in mailboxes and so on and so on. Don't have to be long, just around four pages worth even would be nice, just to aid in immersion.

  18. Heya all!

    I've been slowly but surely remaking and remastering the original Knox County map in its' entirety and I've reached a point that I feel showing some of the work would be okay.
    I've been adding a few things I feel are common sense here and there, such as bedrooms to houses that didn't have, extra details, etc...

     

    Screenshots:
     

    Spoiler

    image.png.0faf48bf6722ba05849dae501d6ac6b5.png

     

    Spoiler

    image.png.f77ab65c994649ede54f3ab48bd5e5b9.png

     

    Spoiler

    image.png.4b35d88619e97b813beeedd5ce4d23da.png
    As you can see, the house in the top left now has a top storey, this is where the bedrooms are located. The original was just a living room, bathroom, dining room and a kitchen.


    Also worked up a set of counters that never made it into the modern version:
    oka_kc_fixtures_counter_1.thumb.png.32dbd20c186d910bbe15a58520dfb83f.png

     

    Was hoping someone would be up for helping me upscale a few other objects that never made it to the modern version. It would be a massive help as I'm fine with editing, but my actual sprite creation skills are lacking. <_<

     

    Still a long way to go. The first segment of the Northern Highway is complete and I'm focusing on the Suburbs now, with the Villas being the next focus.

  19. What about a crafting tab? Not as indepth as the recipe menu, but part of the inventory itself. Click it and it will show you all the items you're currently capable of crafting. You can right click on the item you want to confirm or just double click the item and you'll instantly set about crafting it?
    This will free up right click menu space...
    And speaking of right click space... Perhaps you could move the Carpentry Menu to holding ctrl with a hammer equipped and right clicking? You'll be "readying your tools" and there might be less visual noise to find what you need? Same could be done for the Metalworking with the blowtorch and welding mask equipped?

  20. It's always bugged me that the zombies in Zomboid have bright red blood and that that never really seems to change...
    With the animation update on the way, and with it clothing and all sorts of overlays for bleeding and blood splatter, it would be the perfect time for a change in this.

     

    image.thumb.png.583e5e939c7077c681990be8bba7b15b.png

     

    Now, from what I know, Zombie age is already tracked. This would be an extension of that.

    Fresh Zeds could be as they are now, big bags of oxygenated hemoglobin. But then each week that they exist the blood will gradually shift colour. Going from a bright red, to a dark dried blood texture before changing to a fleshy, goopy brown liquid.

    Harkening back to an older post of mine:

    On 11/16/2015 at 8:57 AM, Okamikurainya said:

    it would be amazing if zeds decayed overtime. I mean they already get slower and such but there's no visual representation.

    Imagine if they became more infectious as they decayed, they're leaking out fluids from all over their bodies. It would add a fear factor to the late survivors, going out and killing zeds would be easier but so would the chance of becoming infected making the late game more risky and less farm in fort, rinse, repeat.

     

    The blood colour could tie into the infectiousness of the Zombies and make the blood splatter something to fear and make the "Blood" part of the "Blood+Saliva" actually a factor. A simple 16 colour scale could be used, with the first red having a +0% modifier, but each blood colour level adding a +0.4% risk of infection via blood getting in an open wound or scratches, leaving the oldest with an extra 6% chance of infecting you. A balance to their general weakness at that age.

     

    What y'all think?

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