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Okamikurainya

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  1. Like
    Okamikurainya got a reaction from trombonaught in Small but Important Suggestions Thread   
    1057: Being able to tell the time when inside a room, that has power and contains a clock.

    1058: Ticking sound from clock tile if powered.
  2. Pie
    Okamikurainya reacted to Kenny780 in How to get ALL TileZed Tilesets in BuildingED?   
    I will tell you if I find
  3. Like
    Okamikurainya got a reaction from Kenny780 in How to get ALL TileZed Tilesets in BuildingED?   
    Unfortunately not that I know of.
  4. Like
    Okamikurainya got a reaction from Kenny780 in How to get ALL TileZed Tilesets in BuildingED?   
    You don't need each position, but it certainly makes things nicer and function better. No faster way though.
  5. Spiffo
    Okamikurainya reacted to Kenny780 in How to get ALL TileZed Tilesets in BuildingED?   
    Thanks, bro!
  6. Like
    Okamikurainya got a reaction from Kenny780 in How to get ALL TileZed Tilesets in BuildingED?   
    Double click one of the tilesets listed:

     
    Then it will open up this window where you can add other tiles and tilesets:

  7. Like
    Okamikurainya reacted to TheMitu97 in Small but Important Suggestions Thread   
    1054: Prevent standing zombies from scratching/biting anywhere below lower torso. With current and future animations playing it looks a bit odd. I mean, leg injuries are cool, but only crawlers should scratch/bite a leg.
     
    1055: More crawlers. I haven't ever seen a naturally generated crawler zombie. They should spawn naturally.
  8. Like
    Okamikurainya got a reaction from Kenny780 in BuildingED How to make rooms wider?   
    You'll find the option to change the size of the building right here:

     
    As for rooms...

    Draw the room.


    Then do the same again with the same room type and connected to the room you want to increase in size.


    And voila!
  9. Spiffo
    Okamikurainya got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1052: Save mod setup button for the mod select screen. The mod setup is already saved as a textfile, so it wouldn't be too hard to implement.

    1053: On that same note, option to load up a save game's mod setup when loading. Especially good if you can't remember what mods you had loaded for the game.
  10. Like
    Okamikurainya got a reaction from trombonaught in StreamZed II   
    In love with the overlay stuff.
     
    The isometric cursor is good too! You've probably thought of it already, but what about moving the highlighting of the Zeds to rather highlighting the cursor for the aiming of a weapon? Perhaps even have the circle grow to encompass multiple targets that are closest to you? The idea is clear in my head but I'm not sure how it would be in practice though.
     
    Looking forward to the next stream! Good work!
  11. Like
    Okamikurainya reacted to nasKo in StreamZed II   
    Hi everyone, blog-writer has been drenched in the vomit of children tonight so it’ll be short with occasional sweetness. (Even if the actual smell of the blog-writer is quite sour.)
    Item 1: We’re going to have weekly streams of the internal test build up until the public IWBUMS beta release. Last week’s with Mark.exe went really well, and was also super valuable in terms of all the team being present together to watch out for bugs and frailties.
    (Because of the usefulness of seeing the game played for an extended period for us, they’ll only be English language streams we’re afraid).
    This week, then, it’s the turn of Cromulent Archer.
    The Cromulent Archer will be streaming tomorrow (Friday) at 6pm Eastern US time – which equates to 10pm GMT, and 11pm BST. More international timings here. The vid will then also be hosted at his home on the YouTubes.
    So what will have changed from last Thursday’s Mark.exe stream? Read on, MacDuff…
    POST-MATCH REPORT
    Overall the stream went very well, with almost every comment we’ve seen being positive about the longer look at the animation build: unedited and unfiltered. Something we were anxious about!
    Viewers got to see Mark limp around in a panic after a thigh injury, get eaten multiple times while reading his chat, dress up like your dad, sport a Spiffo backpack, and nearly but not quite wear a dress.
    The stream was, however, hit by a few gremlins: some graphical resolution bugs, errant zombie behaviour giving him a much easier time than he ought to have had, and a crash due to a vehicle bug that we’re still in the process of ironing out.
    Mark, in fact, had to turn vehicles off for the remainder of his playthrough – and it’s likely Crom will have to do similar tomorrow. However, the flow and steadiness of the gameplay encouraged us that beyond technical gremlins like these it’s getting closer and closer to being ready for the wider IWBUMS audience.
    As well as looking into said gremlins, then, we’ve also spent the week improving zombie grouping and attraction rates (rural surviving was just too easy for Mark, despite the tougher multi-zed combat) – while EP is also doing some exciting work with general pathfinding, although this will be a big change and as such might not be something that’s part of the IWBUMS beta on first release.
    Zac, meanwhile, has been spending more time on his optimization efforts, his AnimZed performance tracker and horde-handling – which is all part of our ongoing effort to bolster the new build’s playability on lower-end systems.
    CURSOR-Y MENTION
    Not a biggie, but still one that’ll have an impact – but we’ve added an optional isometric cursor when aiming, that will allow new players (or those who struggle with estimating the direction of facing from the mouse cursor when aiming) to see in isometric space where their mouse cursor is situated in relation to the ground plane of the character
    Since characters do not automatically turn as much now to engage zombies, having an accurate idea of the character’s facing is more important than ever, and we’ve tried to make something as unobtrusive as possible.

    Sadly due to what seems to be an LWJGL 2 bug we’re unable to turn the mouse cursor off when the cursor is visible, but it still looks pretty neat. As you may notice, we’ve also got the custom cursor system working so we’re finally free of the ‘default windows cursor’ lack of polish we’ve had on display for a long time. The shown cursor is not final however, and we are working on a more zomboid appropriate one as we speak.
    MEANWHILE IN ART LAND
    There has been a changing of the guard in terms of map creation. The remainder of the work on our version of Louisville will be undertaken by Binky and RingoD (who initially landscaped the overall ‘ground map’ of the area) – in order to free up Mash to improve the look, feel and general feeling of variety of the game in general.
    For example, her first mission is to add overlays thanks to EP’s addition of an overlay system to TileZed. So, for example, at the momen tshe’s adding numerous overlays to help make walls and floors look more natural and less tile-y.
    Cracks and worn away mortar around bricks, peeling off wallpaper, and other details will  appear throughout the entire map, and with Mash’s 100% focus on art instead of having to divide her time between that, buildings and assembling and dressing the map, she’s hoping to improve the visual detail of the Zomboid game world dramatically.
    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!
  12. Like
    Okamikurainya reacted to Axezombie in Suggested Zombie Behavior Changes   
    What would be nice too is making the zombies dumber, right now their pathfinding is way too good, it's easy to see that when you're behind a fence, the zombie should try to bite you through the fence, right? but no instead it goes all the way around the fence even if it's 30 meters long.
     
    Something else I noticed is that when zombies are thumping on windows/doors etc they ignore totally sounds, you can scream right next to them they'll keep thumping.
     
    Talking about meta events only gunshots and helicopters attract zombies, people screaming, dogs barking... do nothing but I guess it's a bug
  13. Like
    Okamikurainya got a reaction from trombonaught in Stop the DEPRESSION!!!   
    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.
  14. Like
    Okamikurainya got a reaction from trombonaught in Stop the DEPRESSION!!!   
    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.
    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.
  15. 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.
  16. Like
    Okamikurainya got a reaction from Exercist in Door Overhaul   
    My suggestion is for doors to have some new variables added to them.

    Lock Type:
    The lock type is exactly what it sounds like, the type of lock the door has.
    These could be:
    Dead Bolt -
    The most common type of lock, requires a key to lock and unlock from both sides. Knob Lock -
    For some interior doors, a simple switch on the door handle. Can be unlocked without a key provided you are on the right side of the door. (this is how all, aside from the black magnet lock doors, doors currently function in game) Magnet Lock -
    A rare type of lock that will lose functionality when the power goes out. Can be unlocked with a Security Key Card found in the building or on a local zombie. This type of lock cannot be broken, but comes with the caveat of needing power.
    Lock Complexity:
    A determining factor in the player's ability to pick a lock.
     
    Lock Strength:
    The structural strength of the lock.
     
    Door Strength:
    The structural strength of the door itself.
     
    These would all be viewable through a "Door Structure" screen, ala the "Vehicle Mechanics" for vehicles.
     
    With that out of the way, we can work off of that to suggest some new mechanics...

    Lockpicking:
    The ability to pick locks. You could use a variety of items to pick locks, including...
    Paperclip -
    Breaks easily but fairly common. Bobby Pin -
    Not as common, but abundant in hair salons. A little more durable than paperclips. Crafted Lockpick -
    Crafted using tweezers and a nail. A little more durable than a bobby pin. Lockpick -
    A very rare item, can be found in police stations most commonly. The most durable of all. Bump Key - (Octopus)
    Maybe crafted with a hammer and a key, these are pretty noisy though. Snap Gun - (Octopus)
    High chance of picking a lock, but requires a sort of "ammo", and may damage the lock. Wire Hook - (Octopus)
    A lockpick specifically for car doors. You'd find Coat Hangers in bedroom closets which you'd then "Craft" into the Wire Hook. Alternatively you could craft them from rolls of wire. Easy to make, easy to break. Slim Jim - (Octopus)
    A lockpick specifically for car doors. Very rare but very durable, you might find one in a repair shop or hardware store.
    Door Latching:
    Crafting an add-on for a door that enhances Lock Strength. If a player tries to open from the opposite side from the latch, they'll say "The Door is Barricaded".
    This would come in a few flavours...
    Simple Wooden Latch -
    Not very strong, but gets the job done early on. Chain Hook -
    A bit stronger than a Wooden Latch. Metal Latch -
    The strongest of the latches.  
    Door Barring:
    Crafting an add-on for a door that enhances the Structural Strength of a door and prevents the lock from taking damage from kicks. As with Door Latching, a player will not be able to open the door from the opposite side of a barred door. You'd first craft a Door Bar Frame which you could then put a variety of objects into that will increase the amount of Structural Strength by varying degrees. A metal bar would work better than a plank, etc. When you unbar the door, the item that was being used to bar it will be added to your inventory.
     
    Lock Breaking:
    Door Kicking -
    Door kicking will have a chance to break the lock of the door without affecting the door's structural strength. Doing this would work relative to your strength and the Lock Strength of the door. This becomes harder if the door is latched or barred. While you may be able to get into houses more easily, this makes a lot of noise and a door may take a few kicks to break the lock. It will also render the door lockless, something you may not want if you're thinking of making that building a base. Door Breaching - (Tails)
    Similar to kicking down the door, but with a higher success rate. Requires a crowbar to do so.  
    Zombie Opening:
    An unlocked, unlatched or unbarred door will be at risk of being accidentally opened if a zombie starts pounding at it.
     
    Door Materials:
    Seems all doors are made out of wood at the moment... But in reality, they have a wide variety of materials.
    Plywood -
    The weakest kind of door. Wooden -
    Okay strength, easy to make and disassemble. PVC -
    Okay strength, difficult to make and disassemble. Metal -
    Good strength, makes a lot of noise when hit at.  
    Door Windows:
    Some doors have windows in them, you'll be able to see through them and smash them to attempt unlocking the door in that way as well.
    Ninja Rocks - (Octopus)
    Crafted from spark plugs, can be used to quietly break car windows.  
    If I missed anything or y'all have any other suggestions, let me know.
  17. Spiffo
    Okamikurainya got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1044: Transfer bumps when a wheel enters a different type of tile, not including other road tiles, similar to how the car bumps and rocks when going over a corpse. Blend tiles should be ignored, focusing on the tile it is overlaying rather. This would come in four intensities...
    Weak:
    Moving from one type of tile onto almost any other tile. A slight bump and noise, but nothing dangerous.
    Medium:
    Moving from any tile into a pothole tile. This could knock you slightly off course but easily manageable.
    Heavy:
    Going over curbs or the parking barrier things.
    Very heavy:
    Going over a corpse, same as it is now.

    1045: Chance to loudly cough at high exertion levels depending on your player's fitness. "Smoker" trait and high thirst boosts the likelihood by a significant factor.

    1046: "Depressed" negative trait which causes slow but steadily rising sadness levels throughout the day. Sadness should have an overall negative effect on everything you do, from item transfer speeds to how fast you run to how fast you read to how much XP you get... Everything is affected. From a gameplay point of view, this makes the most sense. AFAIK it just does nothing now? Severely Depressed moodle should come with the chance of eating a bullet if you have a gun equipped or deep cuts to the wrists if you have a blade equipped. Blunt weapons would actually be safest in this scenario...
    In my head I see this as the character will just begin the process without the player having told them to do anything, though it can be interrupted by the player in the same way you'd interrupt any action, you could sprint, move or whatever and the character will give up on the specific attempt. Just don't leave your severely depressed character unattended else THAT will be how you die. The player choosing to off their character is a logical choice, the character choosing to do so is an emotional one, if that makes sense?
    On the opposite end of the spectrum you could have the "Easily Amused" positive trait which makes it far harder for you to become bored or unhappy.
     
    1047: Boredom moodle should increase player appetite.
     
    1048: Being able to choose an age between 18 and 50 at character creation. No effect, just if you're gonna show the character age at all, you may as well give the player control over it.
     
    1049: Chance of a zombie opening an unlocked door in Survival. It's not that they can think, but if they're bashing and scratching at a door, there's a good chance they'd open it accidentally by hooking their hand in the handle. Maybe this wouldn't happen with certain doors? Some doors have attributes as it is now, like the black security doors being always locked at first, so a door opening on damage chance attribute shouldn't be too far out of the way.
     
    1050: Zeds should migrate in the direction of thunder and in general should be more active during rain and heavy wind.
  18. Like
    Okamikurainya got a reaction from Geras in Small but Important Suggestions Thread   
    1039: Transparency masking for blood splatter.
  19. Like
    Okamikurainya reacted to nasKo in StreamZed   
    Hello, so slightly different Thursdoid this week.
    The big question in the community is currently ‘when IWBUMS beta?’ which, while we are close, we don’t like to give a concrete response to as gremlins always have a tendency to leap from the woodwork. No worse release estimate, than a missed release estimate. (That said: weeks, not months for the IWBUMS beta.)
    So, instead, we thought the best thing to do would be to let the community see the current internal test build ‘live’ – so you can all see the current version with all its blemishes, and hopefully most of its coolnesses.
    As such from an intended start-time of 9pm BST tonight Mark.exe will be streaming the current internal version of PZ Build 41.
    Mark.exe’s channel can be found here.
    A handy international timezone guide to when 9pm lands in your country can be found here.
    We hope that the build is relatively clear in terms of show-stopping bugs BUT there have been a few crashes reported from testers during the day.
    PLEASE be patient with us, and with Mark, if there are any technical issues that rear their heads – this is a work-in-progress version and not even officially a beta just yet.
    Movement animations, if they look weird at all, are very likely on our ‘to polish’ list. That said, fingers crossed y’all will enjoy it.
    MEANWHILE
    Far and away the biggest change this week came as a result of some serious discussions about the responsiveness of the main player controls.
    For the entirety of anims development the mission had been to balance the increased realism of movement and increased presence with the slight lag of control you have from the character moving realistically: with character footsteps actually accounting for movement, instead of an internal switch that’s flicked the moment you press a key.
    Many AAA games have a slight delay in movement, even extremely amazing and popular ones such as Red Dead Redemption 2, so overall we thought this was a noble aim. The end results of which however, amidst a lot of positives, led to grumbling from internal testers. This week then, we experimented – tightening it further. Trying to push it to its very limit of control responsiveness, without the animations looking robotic.
    We tightened blend times between standing idle and walking, tightened blends when turning etc, and now we think we’ve found a much tighter balance. Most of the internal testers, re-accustomed to the weightier movement through extended play, were already pretty much satisfied with what we had – but all now agree that the tightening of these screws has made things better.
    As such we’re now feeling a lot more confident that, after some adjustment period once both beta and final version are live, most established PZ players will have far less issues over how animations have changed the feeling of mobility within the game. Which has come as a relief.
    FINALLY
    After we showed off ‘combat while moving’ last week there were community concerns raised that it would be very easy to ‘kite’ the zeds – continually batting them off and keeping yourself safe from the horde.
    This… is less of a problem now.
    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!
    When IWBUMS does go live please note that the hat shown in the linked video is a posh lady’s wedding hat and NOT a sombrero. This is of paramount importance. Thank you.
  20. Like
    Okamikurainya reacted to lemmy101 in Far from the Zedding Crowd   
    Yup thanks! We're really proud, only a year to rewrite huge portions of the game is way better than we anticipated, and yes we feel very close now.
  21. Like
    Okamikurainya reacted to tommysticks in Modifying Zombie Attributes   
    It is possible to access this info, and I’m pretty sure you’re correct with OnCreateLivingCharacter, however I’m on my phone and I’ve stopped modding PZ.
     
    I do have a mod on steam that makes zeds spawn with different clothes and I it would be the same event you’re looking for. Can’t tell you what it is off the top of my head, but I’m pretty sure it is OnCreateLivingCharacter.
     
    As far as inventory goes, Zeds currently don’t actually have anything in their inventory until they die and a player approaches the corpse, which triggers an event and adds items. Zombie corpses are their own container type. Using whatever that event is (can’t remember what it is) you can force it to add special items under special conditions. 
     
    Hope this helps a little. 
  22. Like
    Okamikurainya reacted to lemmy101 in Far from the Zedding Crowd   
    Internal tester's quote that I think should relax a few people in here:
     
    "I usually bolt to the hardware store in West Point first thing. Couldn't grab much this time before they knocked the door down and chased me out. Very narrowly avoided getting bitten: Survival margins when fighting 3 at once indoors are near zero now. Even 2 can be tough if they both come at you at once! "
     
    Also:
     
     
  23. Like
    Okamikurainya reacted to ZombieHunter in More Late-Game Power Sources & Home Batteries   
    Well you could go either way
    Either take restaurant oil and just filter it a couple of times to make Biodiesel - which there are many places on the map to pinch from. Or Filter Hooch enough to remove the water content. I just went with Hooch cause Kentucky is famous for it. More importantly hooch can be made by farming the materials which gives it an added advantage the down side would have course being growing it and fermenting it. 
     
    As for needing conversion kits - that is only for people who didn't know how to fabricate parts on their own. Anyone with a set of instructions can fabricate the parts in their workshop. Same way players make doors or explosives.
    With that said an instruction manual on fabrication is all the person would need to make the necessary changes to a generator. 
     
    The reason you would salvage the cars is you want newer model cars with that came out in the 90s which had higher grade rubber hoses \ gaskets to replace and repair the ones on the generator. 
     
    After all zomboid already has many instruction manuals, magazines, books to unlock recipes as well as T.V. 
    With a high enough skill level in Mechanical Engineering anyone would be able to do it following an instruction manual.
  24. Like
    Okamikurainya got a reaction from Octopus in Door Overhaul   
    Yip! That's what I said.
     
    Exactly!
     
    The entire point of it was balance... Door locking and picking isn't exactly the coolest thing in the world.
    Each of the points in the original main post were carefully weighed up, there's far more depth I could have waded into but the basics here are what constitutes, in my eyes, fun gameplay which I imagine the developers would add on their own if their focus was on it. Each lock is balanced in some way, everything is scaled.
    You could say I didn't do it right, but saying I didn't think about balancing is flat out wrong.
     
    But it really isn't complex and, again, the whole point of it is fairness to the player.
     
    But again, that's a fair strategy, but you may not want to do that because of the cleanup and damage. You may not want the risk, especially with herds being far more dangerous in upcoming releases, as stated by the devs.
     
    Which is... Basically exactly what I suggested.
     
    Again, I can't see it. I think we'll just have to agree to disagree.
  25. Like
    Okamikurainya reacted to ZombieHunter in More Late-Game Power Sources & Home Batteries   
    Biodiesel Generators back then was not something you find but instead something you make.
    Keep in mind we had full scale biodiesel generators in 1980s and before that learned how to convert existing Diesel generator to a BioDiesel specific one.
     
    Essentially all early Biodiesel generators were just Jury-Rigged existing diesel generator.
    Of course it is not something you do easily and there are quite a few parts to replace but that is what making surviving fun having that McGuyver moment. 
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