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Okamikurainya

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  1. Like
    Okamikurainya reacted to MrTrololo in Dextrous and All Thumbs traits should also affect reloading speed   
    increased reloading speed for character with dextrous trait and decreased for character with all thumbs.
    what more is need to be said?
  2. Like
    Okamikurainya reacted to nasKo in Weight changes player model?   
    It's something we'd like to explore in the future but right now it isn't on our agenda and nothing we'd guarantee.
  3. Like
    Okamikurainya got a reaction from LeetgamerBoi in Reduce the Rural Zombie Population   
    Population data for the region and time period exists, I actually started a mod for having realistic regional demographics a while back... Think I should continue that, though maybe drop the sex and race aspects out of it for now and focus on bulk population number... Would anyone be interested in that?
  4. Like
    Okamikurainya got a reaction from grammarsalad in Disease Overhaul   
    Right now, the way disease is handled contrasts starkly with the overall complexity of the game...

    My suggestion is to remove the ambiguity and turn certain Moodles into Symptoms, rather than have them as the disease themselves.
     
    Symptoms:
    Congestion:
    Congestion replaces the Cold Moodle, becoming a symptom. It functions near identically, giving the player a chance to sneeze loudly, attracting zombies. Can be aided with an equipped tissue and treated with Antihistamines.
    "Runny Nose"
    "The sniffles"
    "Congested"
    "Severe Congestion" Fever:
    Fever replaces the current Sick Moodle, becoming a symptom. Each stage will increase your character's temperature by a certain amount and will cause damage on its' highest level while also lowering healing, strength and increasing the rate at which a player gets sleepy. Can be treated with Antipyretics unless it is a symptom of Zombification. Equipping a Cold Pack that has been cooled in a freezer or a bag of Frozen Peas can also help.
    "Bit of a Temperature"
    "Temperature"
    "Severe Temperature"
    "Terminal Fever" Nausea:
    Nausea is the other half of the current Sick Moodle becoming a symptom in its' own right. It lowers healing, strength and speed. It can be treated with Antiemetics.
    "Bit Sick"
    "Sick"
    "Really Sick"
    "Severe Nausea" Sore Throat:
    A Sore Throat is similar to Congestion, but may cause pain when eating with an increasing chance to loudly cough which may attract nearby zombies. Can be treated with Cough Syrup.
    "Scratchy Throat"
    "Painful Throat"
    "Rough Cough"
    "Severe Coughing" Shivers:
    Shivering which will lower the accuracy of the player. Can be relieved with Painkillers.
    "A bit Shaky"
    "Shaky"
    "Shivering"
    "Severe Shivering"  
    While those are direct symptoms, other Moodles such as Pain would also be symptoms, directly or indirectly.

    Medications:
    Painkillers:
    Relieves Pain and Shivers. Can cause Nausea if abused. Beta Blockers:
    Relieves Panic. Antidepressants:
    Relieves Sadness. Can cause Anger if abused. Sleeping Tablets:
    Helps you sleep. Can cause Nausea or loss of Health if abused or taken while Drunk. Vitamins:
    These should boost healing and help you recover some Immunity. Antibiotics:
    Speeds up healing of Colds, Pneumonia, Infection and Stomach Flu. Can cause Nausea if abused. Caffeine Pills:
    Relieves Sleepiness. Can cause Shivers if abused. Antihistamines:
    Relieves Congestion. Can cause Sleepiness if abused. Antipyretics:
    Relieves a traditional Fever. Can cause Nausea if abused. Antiemetics:
    Relieves Nausea. Cough Syrup:
    Relieves a Sore Throat, may also make you Drunk if taken in large quantities. Flu Vaccine Vial:
    A vial containing a Vaccine for the Flu Virus. Can be added to a syringe so that you can administer a Flu Shot. Each Vial can fill a Syringe 4 times. Taking a Flu Shot will cause the Severity of Flu to begin to decline and will provide you with a month of immunity to the Flu Virus. Common Infection Vaccine Vial:
    A vial containing a Vaccine for the Infection. Can be added to a syringe so that you can administer a Common Infection Shot. Each Vial can fill a Syringe 4 times. Taking a Common Infection Shot will cause the Severity of a Common Infection to decline and will provide you with a month of immunity to the Common Infection. Rabies Vaccine:
    A vial containing a Vaccine for the Rabies Virus. Can be added to a syringe so that you can administer a Rabies Shot. Each Vial Can fill a Syringe 4 times. Taking a Common Infection Shot will cure Rabies, provided you take it prior to the manifestation of symptoms, and will provide you with a month of immunity to the Rabies Virus.  
    There are a few others I'd like such as Morphine and so on that would have a chance to cause addiction, but the ones I've added are more to expand on what is present, rather than add too much new.
     
    Items:
    Pill Dispenser:
    A container with random pills inside. Water bottle with Dissolved Painkiller:
    As the name suggests. The Player can dissolve up to 4 units of Painkillers into a Water Bottle, allowing for Painkiller use to be stretched out, if a bit weakened. Surgical Mask:
    Surgical Masks (along with gasmasks) provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, as long as they are at least 50% clean with no damage. Hazmat Gear:
    A full set of Hazmat Gear will provide immunity to airborne diseases, such as the Flu and corpse proximity induced Infection, so long as they are undamaged. Syringe:
    A medical syringe used for injecting yourself with a Vaccine. Maybe also for Addictive Drugs. Empty Vial:
    Garbage item left over when adding a Vaccine to a Syringe. Can hold water.  
    Traits:
    Strong Immune System:
    Chance of catching a disease is halved. Can go well with Iron Gut and Outdoorsman for a Robust Genetics build. Weak Immune System:
    Replaces Prone To Illness. Chance of catching a disease is doubled, more likely for a wound to be infected and faster Zombification. Iron Gut:
    Chance of catching Stomach Flu from food or water is halved. Weak Stomach:
    Chance of catching Stomach Flu doubled. Outdoorsman:
    Being wet does not weaken your Immune System. Immune to Hayfever. Allergy Prone:
    Very prone to Hayfever. Hayfever gained this way bypasses Immune System Variable with there always being a 10% chance of contracting Hayfever when moving through thick Vegetation in off seasons and a 25% chance in Spring. Resilient:
    Less likely for wounds to become infected and slows Zombification. Asthmatic:
    40% increase in running endurance loss, 30% increase in swing endurance lost and a chance to loudly cough when Exerted. Hypochondriac:
    May develop infection symptoms without being infected. Easily Amused:
    Slower rate of boredom and unhappiness. Depression:
    Becomes bored faster and gradually becomes sadder with time.  
    The Immune System:
    The Immune System, or simply just the Immunity variable, determines the chance of becoming ill.
    At 0%, you are fully healthy and won't get sick.
    But any activity while Sick, Dirty, Bloody, Wet, Sleepy, Exerted, Sad, Injured or Hungry will cause it to gradually rise. At 1%, you have a 1% chance of catching a disease and so on.
    Sleeping will help you recover your Immunity most of the time, however putting yourself to sleep with Sleeping Pills or Alcohol will prevent this recovery. Being well fed will also help you recover.
    This variable is invisible to the player, as it is to a real person.
     
    Severity:
    When catching a disease, it will gradually rise in severity, before reaching a peak and lowering again in severity until the disease is gone. During this time, all you can do is treat symptoms and rest until you are better. There are 4 levels of Severity, based on when the disease's variable is at 1%-25%, 26%-50%, 51%-75% and 76%-100%.
    Certain diseases, when treated with certain medications and the disease's variable reaches 0% will then be cured.
     
    Nutrients:
    There are many nutrients which a player will gain with a balanced diet. Lacking certain nutrients in your diet for too long will result in a Nutritional Disease. Nutritional Diseases bypass the immune system.
    Calories:
    Calories are the main weight determining nutrient. This value must be balanced with hunger consistently, or else obesity or anorexia may sneak up on the player.
    Maximum: 3700
    Minimum: -2200 Carbohydrates:
    Carbohydrates are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Carbohydrates, resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Lipids:
    Lipids, previously called fats, are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Lipids, resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Proteins:
    Proteins are a determining factor in the increase and decrease of the Player's strength stat. Without the necessary proteins, the player will not be able to level up their strength. If a player consumes more than 400 Protein units, they will increase their strength in the same way as in the same manner as B40/B41. If the player consumes more than 700 Protein units, they will gain a 1.5 multiplier for strength increase. If a player's protein units falls below -250, they will start to lose strength, and reaching the minimum Protein units of -500 will result in the loss of strength with a multiplier of 2.
    Maximum: 1000
    Minimum: -500 Salts:
    Salts can alter the rate at which a player becomes thirsty. This value is ignored unless the player has consumed more than 400 or 700 Salts resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Sugars:
    Sugars are used in determining potential weight gain. This value is ignored unless the player has consumed more than 400 or 700 Sugars, resulting in a multiplier of 2 or 3, respectively.
    Maximum: 1000
    Minimum: -500 Vitamins:
    Vitamins are essential for keeping your Immune System strong. So long as the player consumes more than 400 Vitamins, their Immunity will recover as per normal while resting or sleeping. If the Sugar unit falls below 0, their Immunity will no longer recover.
    Maximum: 500
    Minimum: -500  
    Diseases:
    Diseases are visible in the Health tab when you have a certain level of First-Aid, but otherwise you'll have to guess by symptoms and circumstances.
    Flu:
    Sometimes, Zombies, Pigs (when added) or Chickens (when added) will spawn as infected with the Flu Virus. Being within 5 tiles from an infected zombie, the infected Zombie's corpse, an infected Player, an infected Player's corpse, an infected Pig or Chicken and an infected Pig or Chicken's corpse will make you vulnerable to catching the flu. Pigs and Chickens will also be at risk of catching it.
    Symptoms are Congestion, Fever, Pain and a Sore Throat.
    After catching Flu, there is a cooldown time before you can catch it again of around a month.
    Severity 1:
    The Flu is Asymptomatic at this severity, increasing the likelihood that you will spread it to other players unwittingly.
    Severity 2:
    Level 2 symptoms.
    Severity 3:
    Level 3 Symptoms.
    Severity 4:
    Level 4 Symptoms, risk of death without treatment.
      Cold:
    A cold is an ambient bacterial infection that can be caught when being wet, hot, cold or tired. Similar to Flu but far less severe but also far quicker to show symptoms.
    Symptoms are Congestion, Fever and a Sore Throat.
    Can be directly treated with Antibiotics.
    Severity 1:
    Level 1 Congestion and Sore Throat, no Fever.
    Severity 2:
    Level 2 Congestion and Sore Throat, no Fever.
    Severity 3:
    Level 3 Congestion and Sore Throat, Level 1 Fever.
    Severity 4:
    Level 4 Congestion and Sore Throat, Level 2 Fever.
      Pneumonia:
    An ambient infection of the lungs that can be caught while Hypothermic. Similar to a Cold but far more severe.
    Symptoms are Fever, Sore Throat and Shivers.
    Can be directly treated with Antibiotics.
    Severity 1:
    Level 1 Sore Throat and Shivers, no Fever.
    Severity  2:
    Level 2 Sore Throat, Shivers and Fever.
    Severity 3:
    Level 3 Sore Throat, Shivers and Fever.
    Severity 4
    Level 4 Sore Throat, Shivers and Fever. Risk of death without treatment.
      Hayfever:
    Can be caught by moving through dense vegetation during Spring.
    Symptoms are Congestion and a Sore Throat.
    Can be treated directly with Antihistamines.
    Severity 1:
    Level 1 Congestion, no sore throat.
    Severity 2:
    Level 2 Congestion, no Sore Throat.
    Severity 3:
    Level 3 Congestion, Level 1 Sore Throat.
    Severity 4:
    Level 4 Congestion, Level 2 Sore Throat.
      Stomach Flu:
    An infection of the stomach lining, can be caught by eating uncooked or rotten food as well as drinking tainted water.
    Symptoms are Nausea, Fever and Shivers.
    Can be treated directly with Antibiotics.
    Severity 1:
    Level 1 Nausea, no Fever or Shivers.
    Severity 2:
    Level 2 Nausea, no Fever or Shivers.
    Severity 3:
    Level 3 Nausea, Fever and Shivers.
    Severity 4:
    Level 4 Nausea, Fever and Shivers. Risk of Death if untreated.
      Bleach Poisoning:
    Bleach poisoning is a fast onset and fatal illness caused by directly drinking Bleach. It is always Severity 4.
    Symptoms are Sore Throat, Pain, Anxiety, Shivers and gradual loss of Health.
    Severity 4:
    Level 4 Symptoms. Death is certain.
      Food Poisoning:
    Food Poisoning is similar to Botulism but is caught by eating Poison Berries, Poison Mushrooms or food poisoned with Bleach.
    Symptoms are Nausea, Sore Throat, Pain, Shivers and gradual loss of Health.
    Severity 1:
    Level 1 Nausea and Sore Throat, no others.
    Severity 2:
    Level 2 Nausea and Sore Throat, Level 1 Pain and Shivers. No loss of Health.
    Severity 3:
    Level 3 Nausea and Sore Throat, Level 2 Pain and Shivers. No loss of Health.
    Severity 4:
    Level 4 Nausea, Sore Throat, Pain, Shivers and a gradual Loss of Health. Can be fatal even with treatment if health already low.
      Rabies:
    Caught by being Bitten by an infected animal. It is always Fatal if not treated with a Rabies Vaccine prior to Severity 2.
    Symptoms are Anger, Stress, Weakness, Sore Throat, Agoraphobia, Pain when Drinking or Eating and Gradual Loss of Health.
    Severity 1:
    No symptoms.
    Severity 2:
    Level 2 Symptoms, but no loss of Health.
    Severity 3:
    Level 3 Symptoms, but no loss of Health.
    Severity 4:
    Level 4 symptoms and gradual loss of Health. Death is certain.
      Infection:
    Caught by not properly treating a wound or spending a lot of time around corpses while your immune system is compromised.
    Symptoms are Nausea, Pain, Shivers and Fever. If playing as a Hypochondriac, the symptoms are identical to Zombification if contracted from a Zombie Scratch instead but not always fatal.
    Can be directly treated with Antibiotics or applying a sterilizing agent to the infected wound.
    Severity 1:
    Level 1 Nausea, no other symptoms.
    Severity 2:
    Level 2 Symptoms.
    Severity 3:
    Level 3 Symptoms.
    Severity 4:
    Level 4 Symptoms. Can be fatal if left untreated.
      Scurvy:
    Scurvy is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Vitamin intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Scurvy. Taking in the proper amount of Vitamins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
    Symptoms are Shivers, Pain and gradual loss of Health.
    Can be directly treated with food rich in Vitamins or Vitamins medication.
    Severity 1:
    Level 1 Shivers and Pain, no loss of Health.
    Severity 2:
    Level 2 Shivers and Pain, no loss of Health.
    Severity 3:
    Level 3 Shivers and Pain, no loss of Health.
    Severity 4:
    Level 4 Shivers and Pain and the gradual loss of Health. Can be fatal if left untreated.
      Anemia:
    Anemia is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Protein intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Anemia. Taking in the proper amount of Proteins will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
    Symptoms are Sleepiness, Weakness, Decreased Spatial Awareness, lowered item transfer rate and the gradual loss of Health.
    Can be directly treated with food rich in Proteins.
    Severity 1:
    Level 1 symptoms, no loss of Health.
    Severity 2:
    Level 2 symptoms, no loss of Health.
    Severity 3:
    Level 3 symptoms, no loss of Health.
    Severity 4:
    Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
      Thyroditis:
    Thyroditis is a Nutritional Disease that bypasses the Immune System. Each day a player goes without the necessary Salt intake from food or supplements will cause a variable to increase, once the variable is above 50%, the player will have caught Thyroditis. Taking in the proper amount of Saltss will lower the variable and if the variable falls below 50%, the Severity will begin to dissipate.
    Symptoms are Sore Throat, Shivers and the gradual loss of Health.
    Can be directly treated with food rich in Salts.
    Severity 1:
    Level 1 symptoms, no loss of Health.
    Severity 2:
    Level 2 symptoms, no loss of Health.
    Severity 3:
    Level 3 symptoms, no loss of Health.
    Severity 4:
    Level 4 symptoms and the gradual loss of Health. Can be fatal if left untreated.
      Zombification:
    Caught by being Bitten or Scratched by a Zombie. It bypasses Immune system, with Bites always resulting in being infected and a 25% chance of being infected by a Scratch.
    Symptoms are Stress, Sadness, Nausea, Untreatable Fever and the eventual death and rising as a Zombie.
    Severity 1:
    Level 1 Stress, no other Symptoms.
    Severity 2:
    Level 2 Stress, Level 1 Sadness, no other Symptoms.
    Severity 3:
    Level 3 Stress, Nausea, Sadness and Fever.
    Severity 4:
    Level 4 Stress, Nausea, Sadness and Fever. Death is certain.  
    Abilities:
    Players with high First-Aid or medical related Occupations/Traits will be able to deduce illnesses and administer medication directly to another Player, so Doctors and Nurses will have even more use in Multiplayer.
     
    And that's that! Did I miss anything? What did y'all think?
  5. Like
    Okamikurainya got a reaction from grammarsalad in Buff the Farmer Profession for the Love of God   
    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.
  6. Like
    Okamikurainya got a reaction from muscamole in Occupational Items on Spawn   
    Released a new version for B41.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1908499360
  7. Like
    Okamikurainya reacted to muscamole in Dormir en cualquier parte   
    For non-Spanish speakers basically the suggestion is to be able to sleep anywhere, not just chairs or beds, which of course would have its disadvantages. I agree, you should be able to just sleep on the ground with penalties to things like comfort and happiness.
  8. Like
    Okamikurainya reacted to muscamole in Autoswitch to weapon when smashing windows if one is on belt   
    Basically exactly as the title suggests. If you have a weapon on your belt capable of smashing a window without causing injury you should switch to it automatically if you're smashing a window. This would prevent a lot of dumb immersion breaking hand injuries. Lots of actions, such as filling up a gas can, unequip your primary weapon, it can be easy to forget that you didn't reequip it. And then you don't realize it until you've punched the window and start bleeding. You would never do this in real life except maybe under extreme panic because you would always be aware of what you have in your hands. If you had a hammer hanging right there on your hip you wouldn't just punch a window.
  9. Like
    Okamikurainya reacted to Ziggylata in Sprinters dont sprint until bothered?   
    Non-aggrod sprinters should still shamble around, only sprinting for meta events or tracking sounds or spotting a player. Its a bit awkward for them to be standing still then sprint 4 feet to the left then stop sprinting again, due to their AI sort of idle walking around. I feel this would make sprinters a lot less strange to deal with, cause when a zombie just starts bolting its hard to know if they see you or if theyre sort of just moving on their own.
     
    I know sprinters arent a defined normal thing but I for one am going to be playing with sprinters a lot and this would be a great QoL change for this.
  10. Like
    Okamikurainya got a reaction from SonnyJim in IWBUMS 41.19 released!   
    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.

  11. Like
    Okamikurainya got a reaction from ulix in Occupational Items on Spawn   
    It does what it says on the box, gives you a starting set of items based on what your profession is, as well as a few determined by your traits.
    Based on the now unavailable mod called "The Professionals" by @Vinyl.
    I was surprised that there wasn't a modern incarnation of the mod, so I made one. Was good practice for learning to walk through the LUA environment.

    Profession Items:
     
    Trait Items:
     
    Let me know what y'all think, if you have any suggestions and what not.
     
    Direct Download:
    OccupationalItemsOnSpawn.rar
     
    B40 Workshop Download:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1861868892
     
    B41 Workshop Download:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1908499360
  12. Like
    Okamikurainya reacted to Josko in IWBUMS 41.19 released!   
    I agree, action bars are ugly. How about a green colored moodle that would show up when you are fully rested when resting? It would say something like " Fully rested! " and then go away after 10 seconds.
  13. Like
    Okamikurainya reacted to lemmy101 in IWBUMS 41.19 released!   
    NEW

    Re-added sprinter zombies to sandbox.
    Certain headwear now have a chance to fall when attacking (on zombies and players). Hats now rendered as 3D models in the world.
    Slot labels now displayed above the hotbar when the mouse hovers that slot.  This was to fix labels that are longer than the slot. When no item is in a slot, the faded icon of the item that provides the slot (such as a belt) is displayed instead.
    New SFX for lower impact car collisions
    Added  new sandbox presets to the sandbox options screen. Updated all the sandbox preset files so they include values for all options.
    Added star quality to show durability of items in hotbar.
    Left belt is now first, then right slot, this'll work only if you unequip/reequip the belt.
    Updated community translations
    Added ProjectZomboidOpenGLDebug64.bat which uses lwjgl-debug.jar instead of lwjgl.jar to enable extended error checking. Among other things, this calls glGetError() after every OpenGL call.
    Sneaking now drains more endurance when walking/jogging than normal walking/jogging.
    Equipped item/clothing now at the end of the inventory and not at the top.
    Added some debug info about quit and around saving the game on quit
    Pressing R can now do multiple thing:
    - If mag is in equipped gun, unequip it, check for a new mag to insert.
    - If no other mag found, check if we can load bullets in one mag, when done auto reload/rack.
     
    BALANCE
     
    Changed all open doors to be see-through to help with combat when zombies are on the other side of an open door.
    If a vehicle is inside a garage, the area of the vehicle now decreases slightly - to help with parking.
    Balanced firearm stats.
    Increased chance of finding magazine in guns.
    Improved M16 and Automatic fire weapons. 
    Adjusted some loot spawns
    Add carpentry exp when making spears.
    Zombies have now defense according to clothing
    Eating frozen food now gives unhappiness/boredom malus.
    Re-added guns to spawn
    Lowered gigamart spawn rate.
    Increased safehouse loot.
    Changed Builder's food rarity settings from "extremely rare" to "rare"
    Disabled automatically vaulting over fences when there's no floor on the other side.
    Added a grace period during which a 'Surprise Bathroom zombie' attack does no damage to avoid unfair instadeath. 

    ANIMS/MODELS
     
    -tweaks to Hunting vest x files and masks so they work better together
    -adjusted wedding jacket to work a bit better with jumpers.
    -adjusted Huntingvest masks so that it works better with clothing
     
    FIXES
     
    - Fixed the player walking in the wrong direction while aiming with a controller.
    - Fixed hotbar position in splitscreen and after resizing the game window.
    - Fixed missing window icons.
    - Fixed tired moodle not in calcul hit chance for firearm.
    - Fixed exhausted moodle not being in calcul for stomping.
    - Fixed zombies pushing around zombies sat against a wall.
    - Fixed hand axe being on wrong rotation when attached in belt right.
    - Fixed various body location (gask mask could be wear with glasses, some full helmet etc..)
    - Fixed clothing protection could display over 100%.
    - Fixed wrong color scheme for bite/scratch defense color.
    - Fixed not regen endurance if heavy load was > 0.
    - Fixed heavy load moodle level 4 not doing anything to endurance regen.
    - Fixed fitness level 10 make you run faster (now only affect endurance).
    - Fixed missing rip clothing SFX.
    - Fixed stone not being lost when creating a spear from it.
    - Fixed double create spear with screwdriver.
    - Fixed missing adding kitchen knife to spear recipe.
    - Fixed occasional duplicated cars.
    - Fixed zombies teleporting through walls when choosing a place to sit after loading part of the map.
    - Fixed zombies never sitting against south or east walls.  IsoGridSquare.getWallType() looked for WallS and WallE properties
     which don't exist.
    - Fixed lua error looting hotbar items from corpses.
    - Fixed dissassembling not forcing you to stand.
    - Fixed removing a magazine from a firearm also removing 1 bullet from the clip.
    - Fixed some lua errors being printed to console without displaying the red error box.
    - Fixed car battery charger not rendering sometimes.
    - Fixed some blending during vault over.
    - Fixed sudden pause at the end of vaultOverRun
    - Fixed vault over sprint making a snap.
    - Fixed eating and drinking animations stopping in the middle of the action
    - Fixed some zombies walking being really fast or way too slow
    - Fixed Builder preset being initially selected in the sandbox "Saved Presets" combobox when the actual settings were for Survivor.lua aka Apocalypse.
    - Fixed the player's view cone changing direction more quickly than the model is turning.
    - Fixed character-info avatar not updating after washing off blood.
    - Fixed zombies sometimes standing idle when they should be chasing the player.
    - Fixed iso cursor being rendered at twice the size when Double-sized Textures = No.
    - Fixed players not always facing the direction they should when performing actions.
    - Fixed player walking when turning off an alarm that is in their inventory.
    - Fixed house alarms not working.
  14. Like
    Okamikurainya reacted to Ambrosios in Custom Tilesets and fences for PZ Map Editor   
    Hi everyone,
     
    I thought that it may be useful that I share my experience with custom tilesets with PZ Map Editor. I did a little tutorial to explain the process to adding your own tilesets to PZ and how to create your own tiles. In bonus, you will find a little chapter about adding more fences to the fences tool.
     
    If you have any questions, don't hesitate to ask me.
     
    Tutorial link (Public access) (v1.1 03-05-2014) :
    https://drive.google.com/file/d/0B4IIbPlTwOdmNU5lRmVsTkdhY2c/edit?usp=sharing
     
    You will find inside a .PDF tutorial and example files.
     
    Next version :
    How to : One object on multiple tiles  
    WARNING : Custom tiles only work with the Map tool at the moment. If you try to load a custom maps which contains custom tiles in PZ, those tiles will not load.
     
    I'm trying to find a way to load those new tileset in PZ but it seems to be hard without some modding support from the dev. If I'm not wrong, Tiles are stocked into Tiles.pack. You can unpack it with a tool that you can find on this forum, but I didn't know what to do with all unpacked files.
     
    Even if I success in repacking the files with the custom tiles, it means that it will be very hard for multiples modders to use multiples sources of custom tiles. They will need to unpack and repack every time they add a new tilesets and it will work only for their maps.
     
    Could the best solution be to use the same process with modding items and profession ? For example, we put the new tileset in a mod/MyMod/media/textures/Tileset_MyTileset.png and it load/overwrite the tileset ? I think it would be more easy to use multiple tileset from multiple sources.
  15. Like
    Okamikurainya got a reaction from ZombiesLoveBrainiacs in Buff the Farmer Profession for the Love of God   
    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.
  16. Like
    Okamikurainya reacted to mccree in Weight changes player model?   
    It would be great if character model changes when you get fat or skinny. I wanna rp as big smoke.
  17. Like
    Okamikurainya reacted to DresdenBBQ in Buff the Farmer Profession for the Love of God   
    You're so right Geras. Is it just me or do all the professions seem just a little weak to y'all? How is it that someone who's never even seen a circuit in his life over the span of three months get better at jurryingrigging electrical devices but someone who studied it in college and adopted it as a profession? Who needs college when you can read a few books right? I honestly think that all the professions need a buff and I also agree they need more to make them stand out. Like, you could make the angler profession be able to catch bigger fish more regularly. The farmer profession knows how to get the best yields from a harvest and as y'all said knows when to plant the crops by, Park Ranger is able to get more rarer plants since they know the land and are familiar with where plants would typically be at (Different plants require different conditions even in their ecosystems), hell you could make the burger flipper more endurance cause any fast food job *requires* endurance. I get why they're a little weak, you shouldn't be able to get all the skills right off the bat but I do think they just need a slight buff regardless if not only to make them more unique as well as valuable. There really should be a whole update in general just completely reworking the values on skills and how fast it takes to get certain ones to make the progression more linear and even.
  18. Like
    Okamikurainya reacted to Geras in Buff the Farmer Profession for the Love of God   
    Most of the professions need a rework imo. Also, every profession should have some kind of special trait to distinguish them more.
  19. Like
    Okamikurainya got a reaction from DresdenBBQ in Buff the Farmer Profession for the Love of God   
    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.
  20. Like
    Okamikurainya got a reaction from Magic Mark in Buff the Farmer Profession for the Love of God   
    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.
  21. Like
    Okamikurainya got a reaction from muscamole in Buff the Farmer Profession for the Love of God   
    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.
  22. Like
    Okamikurainya got a reaction from Livio Persemprio in Buff the Farmer Profession for the Love of God   
    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.
  23. Like
    Okamikurainya reacted to Livio Persemprio in Buff the Farmer Profession for the Love of God   
    that is the best idea i ever heard about farming
    i'd just add a little input:
    the crops being seasonal is great and the farmer displaying informations is even better, but if there is no element of randomness (like the random poison berry for foraging) then people will just compile a spreadsheet with timetables for seasonal plants. 
    i mean, this should be possible to an extent but i think the farmer should have a more precise information so that he gets an extra buff to his planting 
  24. Like
    Okamikurainya reacted to DresdenBBQ in Buff the Farmer Profession for the Love of God   
    Could we please get a buff for the farmer profession? Farming is honestly one of the easiest skills to upgrade, plus honestly it doesn't really make much sense to them only to have skills in *just* farming. You could give them a +1 to maintenance, since maintainin' and repairing farm equipment, be it a tractor, your power tools or simpler tools is something most rural American farmers do. My godfather's dad who lived on a farm all his life maintained most of his tools instead of buying new ones which is why he's had them for some twenty odd years. Even the chef profession gets maintenance skill but the farmer doesn't??? The most maintenance chef's typically do is sharpening knives! You could even give them a +1 to long blunt skill, since they're used to using shovels, rakes, pickaxes, etc. Which does require some time to aim right since you always wanna hit the dirt at its weakest point and it requires some know how to effectively use those tools. Hell you could give 'em +1 shootin'! I've never known a farmer who didn't own a shotgun down here in rural southern America. Farmers are used to needing one to scare away hogs, deer and on occasion birds who try to eat the crops! As it stands the farming profession is highkey one of the more useless ones which is sad and farmer's know how extends out farther than just knowing about crops, they also have a basic knowledge of the land as well as survival. This is just my two cents and I'd like to see if anyone here agrees with me here. Cause as it stands professions like Carpenter, Engineer, Veteran or even Electrician are objectively better professions to take. 
  25. Like
    Okamikurainya reacted to throttlekitty in throttlekitty's tiles   
    https://drive.google.com/open?id=1i2VYWHNvrGXfDS1dv_9VYgCnI4PpTqxc
     
    I'll be kicking out new sprites for my map and updating them on Drive as I go. I've got a list that I'll be working from, but I'm open to most requests; just know that my progress will be quite slow for a while.
     
    First up is the porch kit, it adds these little end caps and some adjusted railings. The downside is to get them to show on higher floors, I had to uncheck their FloorOverlay property, which means players and item can show behind the caps.

     
     
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