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Okamikurainya

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  1. Like
    Okamikurainya reacted to Poolday in Small but Important Suggestions Thread   
    1060: The Filter All button in the crafting UI should bring up all craftable recipes at the top of the list (those that you already have the materials for), even if you don't type anything in the text box.
  2. Like
    Okamikurainya reacted to Livio Persemprio in Small but Important Suggestions Thread   
    which reminds me of 
    1056: bring back the zombies that pretended to be dead, just standing there waiting for a human to approach, back in the day crawlers used to do that and we've seen from anims that some zeds will be sitting when nothing happens around them
  3. Spiffo
    Okamikurainya got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1051: Disable All button at the mod select screen.
  4. Like
    Okamikurainya reacted to ZombiesLoveBrainiacs in Let us finally use the crowbar to open doors   
    I was sure that would be a thing in 41 - but it's still not possible. Please? :[
  5. Like
    Okamikurainya reacted to Maris in Failure to work twice   
    local function addItems(id) local player = getSpecificPlayer(id); -- Java: get player which is just created local inv = player:getInventory(); -- Java: access player inv -- Java: add the actual items to the inventory inv:AddItem("Base.Axe"); inv:AddItem("Base.RippedSheets"); inv:AddItem("camping.TentPeg"); end Events.OnCreatePlayer.Add(addItems); OR
    local function addItems(id, player) if not player then return end -- just for sure local inv = player:getInventory(); -- Java: access player inv -- Java: add the actual items to the inventory inv:AddItem("Base.Axe"); inv:AddItem("Base.RippedSheets"); inv:AddItem("camping.TentPeg"); end Events.OnCreatePlayer.Add(addItems);  
  6. Like
    Okamikurainya got a reaction from sleepyheaddreams in Dishing Up and Cutlery   
    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?
  7. 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
  8. Like
    Okamikurainya reacted to EnigmaGrey in Character Design Presets   
    It probably will happen, eventually.
  9. Like
    Okamikurainya reacted to Exercist in Character Design Presets   
    It seems rather apparent that you can create and save a preset for your profession, traits, and skills when creating a character, but you cannot create and save a preset for your appearance. Is this intentional so as to encourage players to design different looking characters each time? Would like to be able to quickly load up a preset starter outfit at the very least so as to save time. Looking forward to hearing what others have to say.
  10. Like
    Okamikurainya got a reaction from Arsenal26 in Zombie Zone Definitions   
    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 }  
  11. Like
    Okamikurainya got a reaction from Exercist in Effects of Winter on Player/Zombies   
    I've always hoped for something like this.
     
    An excerpt from the book:

     
     
  12. Like
    Okamikurainya got a reaction from Exercist in Tripwires as Traps/Defenses   
    Or to be able to use empty tins to craft an alarm wire. Zombie trips it, the tins rattle and can wake you up if you're near enough. Maybe even be able to hook it up with a trigger if your Electronics is high enough, setting off a noise maker.
  13. Like
    Okamikurainya got a reaction from throttlekitty in Zombie Zone Definitions   
    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 }  
  14. Like
    Okamikurainya got a reaction from OLd gRiFF in Small but Important Suggestions Thread   
    1020. Ticks. The wilderness can be dangerous in so many ways, walking through bushes and such should present a chance of acquiring an "injury" called "Tick" which can be removed with tweezers. Mostly these will just cause an increase in stress and if you just leave them they'll eventually vanish by themselves, but they have a good chance of getting infected and causing a fever, forcing wilderness players to leave their safe zones and find access to antibiotics.
    Edit: Can be removed with hands, but changes into a Scratch injury.
     
    1021. Splinters. When certain weapons break while equipped, you fail a Carpentry exercise or maybe randomly sometimes while removing bushes and foraging, the player will get an "injury" to your hands called "Splinter". Like the Tick, it can be removed with tweezers but will eventually vanish by itself. While the splinter is in your hands it will cause minor pain.
     
    1022. Bruises. Simple injury addition. Can be gotten from "Zombie Punches", but no risk of Infection. Can be gotten from pretty much any blunt force trauma.
     
    1023. Wild fruit. Chance to find Plums, Cherries, Pawpaws, Persimmons and Sassafras while foraging. These are all native to Kentucky and you'd be bound to stumble on some, especially at high foraging levels.
  15. Like
    Okamikurainya reacted to throttlekitty in Custom Tile Templates   
    Mind if I add to the thread? Here's the template I use in Photoshop, it's helpful for lining sprites up. I have two extra block grids for 45 degree/flat, for when I'm painting flat pieces. Heres a preview:
     

     
    Here's the file:  _masks_basic_starter.psd
  16. Like
    Okamikurainya reacted to nasKo in Build 41 IWBUMS out   
    The public ‘I Will Back Up My Save’ beta for the long-awaited Build 41 is now open for testing by the Project Zomboid community.
    HOW?
    The IWBUMS beta is accessible to anyone who plays Project Zomboid. Right click Project Zomboid in your Steam library and hit “Properties”. Then, navigate to the betas tab and select the “iwillbackupmysave” branch from the dropdown menu.

    Those who test IWBUMS beta builds must be aware that what they’re playing is a work in progress.
    If you're having problems with IWBUMS, it is advised that you try verifying the steam cache, and if that doesn't work, completely uninstall and reinstall the game (while also deleting or renaming the installation folder as well as your userfolder in C:\Users\YourUsername\Zomboid). Steam is awkward at times
    The beta is put out for public consumption for player feedback and bug reports. Please direct gameplay feedback to our forum beta release thread, and bugs to this section of our forums.
    For further details on what IWBUMS testing entails, please check here.
    WHAT?
    Build 41 is the most fundamental and wide-ranging update that Project Zomboid has ever had. We intend it to be a stable foundation for us to build on for many years ahead. For this reason too,however, we anticipate a fairly long public beta while all the various issues presented to us by community testers are spotlit and remedied.
    Some key features, primarily MP, are initially disabled in the IWBUMS beta build – and will be turned on during the testing process.
    Build 41 currently contains:
    New gameplay styles: Builder, Brawler and Survivor More deadly ‘Survivor’ (Survival) gameplay balance – player can be dragged down by horde and feasted upon etc. New survivor abilities: sitting, sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. New combat, new weapons, new difficulty balance. New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. Blood system that progressively bloodies bodies and clothing of survivors and zombies New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. Improved gunplay: green/red aiming outline, new guns, improved racking and reloading, increased gun loot spawn. Zombie Death Scenes – zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc. Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. Clothing protection: different clothing provides different levels of protection from zombie attacks. Visibly ripped and damaged clothing. New Sims-style cutaway vision system. Vehicle handling improvements, resizing and appearance tweaks. Updated, remastered and improved Kentucky-themed soundtrack. Original music still in rotation, and also accessible through game options. New SFX: weaponry, zombie moans etc. New water visuals – including visible flow direction. New puddle system during heavy rain. Broken glass and related injuries. Garage doors may be opened / closed and shake when hit. New Challenge maps: Film Set and Kingsmouth Vacation Island 3D Store Mannequins – can be dressed however you like Working washing machines and driers Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. New game cursor New level-up sound, and tweaked levelling system. Faint isometric aiming cursor that shows where you’re aiming in iso space. New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. Two tiers of loot priority – allowing for more realistic ‘filler’ loot amidst the more valuable gameplay items. Many, many general fixes including remedies for: floating cars, farming issues, inaudible house alarms, erosion shrubs blocking vehicles, desensitized survivors being panicked by crawlers and much more. VISIBLE BACKPACKS! Build 41 and is the first (biggest) step in our overall plan to bring more life, variety and activity to the Knox Event. From this build onwards we will be adding in (and improving) our existing AI work layer-by-layer.
    Build 42, for example, will use the power of the Build 41 animations build to introduce animals and wildlife.
    We will also be releasing AnimZed, our animation tool, to the community during the IWBUMS beta process – meaning that modders will receive a huge boost in what they can create within PZ.
    WHAT NEXT?
    During the IWBUMS beta process for Build 41 the following features will be re-enabled and/or improved.
    Multiplayer – alongside significant MP Networking improvements Improved visual fidelity of survivor character and zombies Further optimization to improve performance on both low and high end systems. Sprinter Zeds Fire visuals Tutorial Zombie skin appearance/decay Ability to repair ripped clothing WHAT ELSE?
    Due to the extent of engine and gameplay changes in Build 41, existing savegames will NOT be compatible.
    At the time of the full build release, for those wishing to continue playing on old saves, a Steam beta branch of the current Build 40 will be available – and will continue to be available at all times.
    This will be known as ‘PZ Classic’, and will also allow people to continue to play with their favourite mods until such a time as they are updated.
    Click here for a sneak vision into the future beyond build 41!

     
  17. Like
    Okamikurainya got a reaction from Jesse in Small but Important Suggestions Thread   
    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.
  18. Like
    Okamikurainya reacted to nasKo in Zedward   
    Hey everyone! First off, for various reasons we’ve decided we won’t be doing an organized stream this week. We know this may be disappointing to some, but comes for several good reasons – not least because a now days-long internet outage at one of our dev locations.
    (And, not ideally: the one hosting the build machine… which has made it more difficult to quickly get builds to internal testers this week. Though it hasn’t impeded development in any other way, thankfully).
    Since we feel we’re very much on the cusp of the 41 IWBUMS too though, we don’t want to overshare and for everyone to get too familiar with the build before it goes live, and streams themselves while extremely useful to us and exciting to those waiting can get in the way of development and add an extra stress to the team on top of all the existing scrub, fix and polish.
    INITIAL IWBUMS CONTENT
    There’s now a complete feature and balance lock on what will make it into IWBUMs, and what will drop in later on during the public beta process.
    As we’ve discussed before: this first build will be completely SP only, and MP support will be turned on during testing while we Community Megatest some more more robust multiplayer support with less rubber banding and stalling.
    Unfortunately the high res zoom stuff didn’t make the IWBUMS cut-off, there were few too many remaining issues still meaning it’d be safer to drop in at a later date once IWBUMs releases.
    Other things like split-screen, sprinter zeds, the tutorial, some challenges and various other elements outside the main game will also be disabled or diminished – all of which will need work to bring them up to date with the new animation system and systems surrounding it during the beta.
    Likewise Yuri’s new fire system (currently getting various new VFX effects created for them by a specialist in Canada) will also drop in during the pubic IWBUMs beta period.
    ZOOM
    Regarding the aforementioned high-res zoom system, shown off notably toward the end of the DrunkOnLife stream, we’ve seen some confusion as to how this will impact performance. Despite the fact it is ostensibly called ‘high-res’, and improves the clarity of characters at full zoom, we actually seen evidence that this will lighten the rendering load a great deal, especially when zoomed out significantly.
    The new zoom system gets rid of the highly inefficient FBO supersampling that was used for zooming out (often rendering at 4k resolutions on 1080p resolutions) and instead simply scales all the textures it draws on the 1080 viewport.
    This causes various artifacts and issues, however, seams between the tiles when zoomed and such – which is the thing we wanted to fix before IWBUMS but just didn’t have enough time.  Once these are sorted, the only visual ‘side effect’ will be the higher resolution models.
    We will also look into ‘faking’ low res rendering via shaders, for those who have an issue with characters being higher res than the environment, but we anticipate the majority will enjoy the extra character detail. Initial reactions to it have been very favourable.
    ZED ROTTING
    Meanwhile, while all this is kicking off, Mash has been looking into improving the detail across character models. At first we looked into doubling the resolution of the textures to provide more fine detail, but as it transpired even on high res max zoom, this extra detail would be lost –general improvements however have still been made.
    One key thing she’s been working on is improving the zombie decomposition, and providing extra visible stages for decomposition over time.Here is one of the zombie skins, and the first three (WIP) states of decomposition:
    Obviously these too will drop in during IWBUMs, but along with additional ‘dead rotting juices’ overlays for clothing alongside holes and desaturation, we hope to make zombies progression as they decompose a lot more interesting and gross – especially in later builds when players boot up games and scenarios that occur later in the PZ timeline.
    MOVEMENT
    There’s been a lot of balancing and discussion in response to the streams and tester feedback over the past week, trying to get the last kinks worked out of the system. Big things include finally nailing a thorny issue we’ve had with the character taking a small step toward a zombie when attempting to quickly run in the opposite direction.
    This was responsible for several streamer deaths over past weeks, and in the words of the anonymous tester whom has been very concerned about these issues for weeks now: “Reaction to control is excellent, and the character’s turns are delicious.” – which was music to our ears after weeks of concern about tightening up the character movement.
    Other areas we’ve been tightening up are knife attacks, making sure that stomps and floor swings never seem unfair in the hit box detection, and so many others that have led to rather impassioned discussions and various tests behind the scenes.
    MAC VERSION
    We were very relieved to see that the Mac build, something we expected to be on fire, seemed to work fine for the most part. However,there were a few issues related to the character shader system making the character look rather odd with some clothing combinations. Investigations are ongoing.
    NEW SPIFFOS
    New Rimworld-esque game-style options mean new Spiffos: huzzah! Here he is in all his glory.
    This week’s image from an excited Frenchman again. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  19. Like
    Okamikurainya got a reaction from RingoD123 in Lost in the Translation   
    Thank you!
    It's been bugging me right up to now, you're a saint.
  20. Like
    Okamikurainya reacted to RingoD123 in Lost in the Translation   
    Sorry for the late reply, but you need to add:
    fixed2x=true
    as the last line in your map.info file
  21. Spiffo
    Okamikurainya got a reaction from NewBornpt in Attack through doors   
    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?
  22. Like
    Okamikurainya got a reaction from Ciber Ninja in Project Zomboid BaseMap   
    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:

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

     
    VEGETATION DOWNLOAD:
    https://drive.google.com/file/d/12gGjdu89LATwgqZELu4EFfh47XlxwWyz/view
  23. Like
    Okamikurainya reacted to nasKo in StreamZed III   
    Okay so first off, here’s the ways this week that you can inspect our work on Build 41. TWO WAYS, in fact.
    Number one: streamer Drunkonlife has a stream scheduled for Friday (tomorrow) at 10AM CDT / 4 PM BST – international timings seen here. His Twitch channel, meanwhile, can be found linked here.
    Number two: Project Zomboid regular Mathas has also had access to the new build and his first video from it can be found below.
    As will be seen in Drunk’s stream, and as can be seen in Mathas’ vid – especially with some performance chugs towards the end – there are still some bugs to iron out.
    Overall, however, these early testers seem to be having some fun – although Mathas clearly didn’t know about the new ‘sneak’ button so we need to flag that up a little more!
    DIFFICULTY
    A quick note on difficulty – as it was a hot topic in the comments beneath Cromulent Archer’sYouTube vid. We have been very insistent recently that we want to make the game harder – which is why bites from behind are more fatal, why three or more zeds can pull you down to the ground etc etc. This was the original ethos of PZ, our ‘Dark Souls hard’ Survival mode, and we don’t want to compromise on this.
    However, there have been valid points from fans of combat in previous builds that not everyone wants to play with such lethal zombies that discourage combat most of the time. As such, we’ve been brainstorming the best way to cater for everyone – and have landed on a play-styles concept inspired by the amazing game Rimworld.
    Survival will remain top of the list on the game selection screen (but will be renamed ‘Survivor’), which will then be followed by ‘Fighter’ and ‘Builder’. These names aren’t final, but in essence Fighter will provide a more combat friendly balance: still challenging, but with risks of combat balanced closer to Build 40 for those who want to get their frustrations out on zed heads.
    ‘Builder’ meanwhile will cater for those who want a more chilled experience: building, farming and exploring without too much peril from the zombies themselves.
    We hope that this will calm the fears of those who like to play the game with different play-styles, and to whom our hardcore Survival/Survivor mode is something of a turn-off.

    (It also shouldn’t go unsaid that we plan to have the current public version, 40, available as a Steam beta and to be known as ‘PZ Classic’ – so if anyone ever fancies going back and having a play with the old game they always can.)
    HIGHER RES MODELS
    Since we introduced the new animations, we needed to make a change to allow characters to interact with each other better. Before, 3D characters were rendered onto off-screen buffers, shrunk down and drawn in place in the tile world just like the age old 2D character sprites.
    This meant that characters could never interact in a 3D space in the way that 3D characters should. For 41, we changed the system to render the characters directly into the world in isometric 3D space. This change can allow for example, a character’s arm to be around another character’s neck: something that would never be possible before.
    This, however, came with a downside: we used to be able to render characters larger, and shrink them down when rendering them in place, to obtain nice anti-aliasing. While the character animations and clothing look a lot better in the current streams and vids, they were a bit more ‘bitty’ and pixelly than before. Aspects of it still didn’t look great despite all the other improvements.
    As such, and as mentioned a few months ago, one thing we’ve been working on is to fix this. We demo-ed it earlier, but unfortunately it was so bug-ridden that we up until now we didn’t truly expect that it’d make it into the first rounds of IWBUMS testing. We’re hoping now, however, that this will not be the case.
    It’s all about zoom. Since zoom was first introduced, it’s worked in a rather inefficient way: using way too much texture memory and potentially causing additional strain on some people’s machines. Zooming used to work via creating an off-screen texture for the game world, and scale that texture in and out as you zoom. Therefore, at further out zoom levels you’d be often effectively be rendering 4k resolutions on one set to 1080.
    These vestigial remnants of really old code were holding back the game in various ways, particularly because the 3d character’s resolutions were limited by the resolution of this zooming texture,exacerbating the character pixelation described above.
    As such, in a side-branch to the current internal test build, we’ve pulled out all the zooming code, and restructured the way zoom works: now zooming all the tiles properly through opengl’s projection systems.
    Now, there are still some things to resolve: implementing mipmaps and a few other things to avoid any shimmering when zoomed out, filtering changes to avoid blurriness and so on. However now our rendered characters are not bound as before, and we can render higher resolution characters that are generally more pleasing to the eye and should hopefully reassure the few people who pointed out issues with the characters in build 41. [Ignore the brightness difference here by the way]
    Note this particular example still looks pretty good on the left, however on more complexly coloured and patterned clothing, this resolution often led to characters looking a lot less pleasing. This increased resolution, as well as looking much smoother, will allow us more scope for character customization and detail, such as tattoos and other things we previously deemed we didn’t have enough resolution to do properly.
    This week’s image from a Frenchman rather too pleased with his zombie zoning work, but it is pretty cool yes. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  24. Like
    Okamikurainya got a reaction from Kenny780 in How to get ALL TileZed Tilesets in BuildingED?   
    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
     
  25. Like
    Okamikurainya got a reaction from trombonaught in Attack through doors   
    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?
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