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Jacksay

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  1. Like
    Jacksay reacted to Batsphinx in IWBUMS 41.37 released   
    NEW
     
    Prevention for prone zombie heads clipping through walls and obstacles: Falling and prone zombies will now slide away from walls. Added guitar case/flight case  Added a "Delete All" button next to "Loot all" button for trash can/bins, click this will permanently delete items from the container (there's a confirmation dialog before deleting them). Made many previously unmovable objects movable: benches, bunk beds, carpets, canopies, spiffo's tables, bar stools, counters etc. Added "Resume normal speed when timed actions complete" Accessibility option. (Once a timed action is done (reading book, cooking, crafting..) it'll auto-cancel fast-forward. Canceling a timed action via ESC will cancel fast forward.) Added CounterOverlays.lua which add Mash's random open cupboard doors and file-cabinet drawers.  
    Helmet attacks change:
    - Before zombie attacks make your helmet fall and also you get a hit.
    - Now if the helmet fall, that's it, current attack won't connect, only the next one.

    BALANCE
    Ripping clothing now have a chance to gives thread (depend on tailoring skill & size of the item). Can now consolidate thread (if you have multiple used thread, right click the stack to merge them together) Lowered chance of having the toilet paper house. (https://www.youtube.com/watch?v=1nPT64U6X40) Reduced damage done to the car's engine when ramming zombies without hood. Added Machete to some missing recipes (slice food, create spear...). Increased fishing line spawn rate.
    CONTROLLER IMPROVEMENTS

    - Added loot-window context-menu commands when using a controller:
     1) Turn microwave and stove on/off.
     2) Show settings ui for microwave and stove.
     3) Turn clothing dryer and clothing washer on/off.
     4) Deleting items from trash cans.
     
     - Changed the controller shoulder buttons to both affect the currently-highlighted inventory or loot window.
     Previously, the left shoulder button would select the next container in the inventory window, while the right shoulder button
     would select the next container in the loot window.  Now the left shoulder button selects the previous container in the
     currently-highlighted window.
     
    BAG IMPROVEMENTS (mostly under the hood)
     
    - Experiment with not creating a new inventory item when a bag is equipped to or unequipped from the hands.
    - Split "masking" animation state into "maskingleft" and "maskingright" to fix a bug with holding a bag and a flashlight.
    - Bags can now be chosen to be held in left or right hands 
    - No longer does the jaw-stab RaiseHand animation when a bag is held in the left hand.
    - Fixed weapon on the back being placed as if a backpack was worn, when the backpack is carried in the hand.
    - Removed transitions from maskingleft and maskingright animation groups.

    FIXES
     
    - Fixed lack of lighting on water.
    - Fixed vision cone angle not updating for zombified players.
    - Fixed lua error updating the hotbar after a player dies.
    - Fixed untranslated strings in the tailoring ui and generator info ui. Added translations for makeup categories and types to MakeUp_EN.txt.
    - Fixed not being able to open double doors.
    - Fixed applying make up increasing your weight.
    - Fixed bandit road story appearing before 30 days in the apocalypse.
    - Fixed lunch box being set as "Medical" (only for loot chance).
    - Fixed double "red lipstick" option.
    - Fixed "Unpack" appearing for items outside of bags.
    - Fixed being able to swing while in fast forward.
    - Fixed alice bags in primary hand being wrong.
    - Fixed player standing up when getting hit by a zombie while sitting.
    - Fixed zombie pushing player when biting him.
    - Fixed some missing translation (thanks Narnika!).
    - Fixed typo in survival guide.
    - Fixed the player's view cone being much brighter with the Short Sighted trait.
    - Fixed reload animations not playing when sitting.
    - Fixed ISCharacterInfoWindow sometimes updating after the window was closed.
    - Fixed makeup being applied when closing the makeup ui without clicking Apply.
    - Fixed zombies thumping short metal fences.
    - Fixed an exception when a zombie destroys an object on a chunk that was unloaded.
    - Fixed the foraging ui not handling Organized and Disorganized traits properly.
    - Fixed the Take Screenshot key not working when certain windows were displayed
    - Fixed lua error when a splitscreen player presses the X button driving a vehicle.
    - Fixed context-menu tooltips for some actions being displayed (or not) in splitscreen.
    - Fixed Unusable Wood appearing twice in the barbeque Add Fuel menu.
    - Fixed the player not turning to face a barbeque when displaying the info ui.
  2. Like
    Jacksay got a reaction from Faalagorn in Wash Clothes Idea   
    Hi
    The clothes wash required too time (is obligatory with the hemophobic trait). Can you add others ways for wash passivly clothes ?
     - The rain wash clothes progressively, wear by character or put on the floor.
    - Combine pot of water with clothes for soak (wash progressivly), using hot water for more effectivly effect
    - Some waterproof clothing should be easier to wash (rinse off blood) like firefighters' clothing
    Thanks
  3. Like
    Jacksay got a reaction from trombonaught in Wash Clothes Idea   
    Hi
    The clothes wash required too time (is obligatory with the hemophobic trait). Can you add others ways for wash passivly clothes ?
     - The rain wash clothes progressively, wear by character or put on the floor.
    - Combine pot of water with clothes for soak (wash progressivly), using hot water for more effectivly effect
    - Some waterproof clothing should be easier to wash (rinse off blood) like firefighters' clothing
    Thanks
  4. Like
    Jacksay reacted to NagashUD in Zedsmoothening   
    Need IWBUMS test !!!
  5. Like
    Jacksay got a reaction from crossed in [Build 40, IWBUMS] Wind inside (closed custom building)   
    Problem solved ingame. If I break the left pillar, wind feel inside turn off... As you can see in the first minutes here : 
     
    https://youtu.be/nUy4NWUk9Bs?t=22
  6. Pie
    Jacksay got a reaction from Pandorea in [Build 40, IWBUMS] Wind inside (closed custom building)   
    Hi,
     
    I think it's bug,
     
    I build custom room well closed (Wall to level 3, windows, doors, roof and pillars). When I'm inside, I feel wind...
     
    but, I don't feel wind in preexisting room with broken windows/doors
     
    You can see here : 
     
     
    Sorry if it's aready repported 
  7. Like
    Jacksay reacted to Batsphinx in [Build 40] Too cold, no warm, can't warm   
    Turbo has done a lot of work on this, so hopefully it'll be remedied in Thursday's build
  8. Like
    Jacksay reacted to Axezombie in Crafting skills need to be reworked   
    Hello everyone,
     
    Firstly I hope my english is not too hard to understand and also hope that most of the stuff I wrote here is not already written somewhere else on this forum.
    Maybe what am I going to write about some points is wrong and already in game sooo it's a suggestion posts but also a "questions post"
     
    My suggestions are to make some skills more interesting, more important to level up like for example : first aid, farming and more balanced/realistic

     
    First aid

     
    According to me and a lot of players first aid is useless to level up. From what I've read on the wiki as the skill level increases, the player will be able to treat wounds faster, make better bandages, understand more ailments (don't know what that means) and spot infections, but as a noob in first aid I still treat wounds pretty fast, I know if my wound is infected and I heal very fast, even if I take the malus slow healer my scratches dissapear after 2 days.
    So I think that if you're a noob in first aid then applying bandages should take way more time, make it more painful, maybe also make the player more panicked and use more desinfectant than needed or even more use pills than needed (painkillers, antibiotics, vitamins...)
    Well you understand what I mean, someone who doesn't know shit about first aid would do a bad job unlike someone with better experience. 

     
    It would make first aid way more important to level up (as important as it should be in an apocalypse) I can even do stitches if I'm lvl 0! I doubt random people can do stitches, same with removing bullets, making a splint etc.
    So it could be something like that, the more points you've the faster you treat wounds, you heal faster, use less pills, desinfectant... at lvl 0 you can only do bandages and disinfect, at lvl 1 you can do stitches, at lvl 2 you can make splints, at 3 remove bullets...
    So now if it becomes an important skill to level up we need ways to level it easier and I suggest to be able to train on dead bodies, as simple as that.
    Some of you will say it's unfair or way too hard because if you're lvl 0 and need stitches or a splint you're basically dead but that's normal, that's how important this skill would be in an apocalypse and to be honest, in game it's kinda hard to get fractures and stitches if you're careful, zombies don't hurt you this much, the only way to have fractures is to fall, something that never happens if you're a minimum careful and stitches are only caused if you pass through a broken window and if you get a serious accident with a car, so once again be careful and you'll be alright

     
    Farming

     
    According to the wiki leveling up farming only gives you more informations on plants (maybe I'm wrong and it does more but that's what the wiki says) the thing is that when I'm at lvl 0 I already have all the informations I need.
    I know when the plant has a disease and I can know what to use to treat it since when I right click on “treat” the games automatically indicates me what to use to treat it (probably a bug).
    I know when to water it and how much, it's written : thirsty, fine, well watered
    I know the growing phases, seedling, young, seed bearing.
     
    So what's the point to level up this skill? I already have all informations needed! They're just not as clear as numbers.
     
    Here's how it should be :
    lvl 0 : you don't know anything! No way to tell if your plant is very young or seed bearing, no way to tell if it needs more water or less, no way to tell if there is a disease or not, no way to tell the plant's health
    Lvl 1 : you know if you can harvest but you don't know if it has seeds, you kinda now if it has enough water to survive so it would be either thirsty or fine but can't tell if it's well watered, you know if there is a disease but you can't tell which one and for the health same way as the water level

     
    lvl 2 : you know if it has seeds, you've full information about water level, you can identify the disease it has, and you know how healthy it is.

     
    As your level increase you'd get better crops for example little tomatoes when you're a noob and big tomatoes when you're a good farmer so it could be Hunger: -5 then Hunger: -10 (for example) and you would get less crops and less seeds but for the moment it's already linked with the plant's health so my idea is that you would get healthier plants when you're a good farmer

     
    Planting seeds should give XP and also watering and treating diseases because a farmer's job is not just harvesting, so I don't see why only this task should give you XP.

     
    Before saying it would be too easy to level up just think a bit about it. Of course you could plant a lot of stuff to gain XP easily but what's gonna happen if you do that? You're gonna need to use more water, you're gonna spend more time to take care of your plants and when you'll harvest you'll need to get a way to store that food in a working fridge/freezer else it's all gonna be a waste. To make it clear you'll gain more XP but it's going to take more of your time and more ressources then it's not going to be OP and after all if you want to be a good farmer you need practice, right? Then it makes sense.
     
    Talking about OP ways to level up skills carpentry has some OP ways to level up... *cough* sawing logs *cough*

     
    Carpentry
    It's a very useful skill but a bit too easy to level up, sawing logs will give you XP forever and it's a bit dumb in my opinion. Sure sawing logs as a noob and making them like planks give you XP but can we say the same thing about an expert?
    My idea is that some craft shouldn't give you XP at some point because it's ridiculous to become an expert in carentry just by sawing logs.
    For example it could give XP for lvl 1-2 then nothing or maybe it would decrease the amount of XP profressively. ICrafting more complicated stuff would give you more XP like chairs, tables, bookcases would give more XP than floors, shelves, wood signs...
    To resume in one sentence : you don't become a carpenter just by sawing logs

     
    Trapping
     
    I don't really know what a better level in trapping does, except that you need some levels to craft better traps I think that's all, once again maybe I'm wrong.
     
    At lvl 1 (not talking about lvl 0 because I always start lvl 1 to be able to make stick traps, the best traps according to me) I can catch as much animals as lvl 4, talking only about birds cause I never tried other animals and I didn't find more informations about what leveling this skill gives.
     
    So what's the point to level up this skill? Maybe you catch more animals? At lvl 1 I feel like I have something like 70-80% of success and at lvl 2 90-100% way too much for a beginner but anyway as I said I catch only birds because they're the easiest to catch making other traps almost useless so maybe I'm wrong about how easy it is to catch animals

    As your level increase the traps you craft should be more efficient : weak trap, strong trap, very strong trap, same as carpentry, a lvl 4 wall is stronger than a lvl 2 wall
    Crafting traps should give XP, once again it would work like carpentry, you build stuff you get XP maybe you'll tell me “yeah but trapping is not just about crafting traps” and you're right it's also about finding the best place where to put it and use a good bait but one of the most important part is still the way you build your trap so it would make sense to gain XP by crafting them and it would give more XP for more complicated traps.
     
    Talking about baits I guess a noob wouldn't know how much food to give to bait an animal so the more experienced you're the less food you'll use for baits.
     
    Metal working
     
    Nice skill but after all it's just carpentry version 2.0, I don't know anyone using it because carpentry is already enough, makes more useful stuff and it's way easier to lvl up so why use metal working? To make stronger defences? Wooden walls are already enough according to me.
    Okay now it's a bit more useful for cars but as far as I know we can only use it to repair trunks...

    We should be able to craft vehicles parts, like doors, hoods (hoods are destroyed in seconds so yeah that's would be useful, I don't even get how you can destroy your trunk) etc but also reinforce vehicles with steel sheets or even make vehicles more efficient to kill zombies, Dawn of The Dead style!

    Well this has been requested probably a thousand times already but it's to make you understand how metalworking could be much more than another carpentry skill, like also crafting nails, axes, knives... well the stuff we should've been able to do with the smith skill that has been removed... What a shame...

    Another thing, destroyed vehicles should be able to be “removed” by dissasembling them with a blow torch and then make a good way to get metal, it has been said in another post but it still has its place here.

     
    Electrcity
     
    Well not much to say about this skill, if people don't use it it's because it's too hard to level up and I don't really have suggestions about it to level it easier except those :
    By fixing generators and hot-wiring cars, maybe get some XP also by removing car batteries

     
    Foraging
     
    Foraging is the most boring skill and I think you all agree with me on that, but how could we make it less boring? Well like it worked before foraging, I'm talking about bushes with berries. That's right, before foraging we had bushes working as containers and we could harvest them and I think it was nicer, same thing could be done with twigs and branches, you go to a tree then grab branches and twigs around it and for stones we already have stones on the floor so why not being able to pick them up? Same thing for mushrooms, a container, grape leaves on trees when you've the right lvl to find them, same with eggs and insects on bushes or trees etc

    So yeah you get what I mean, containers to find (with random locations) instead of just right clicking on floor and waiting, noobs in this skill would still find less things than experimented ones, a bit like how the lucky trait works.
    I realize how much harder it would be to make this instead of right clicking but it would be way more fun for the player, well... as fun as foraging in real life could be...

     
    That's all I've to say and it's already a lot, cooking is fine except for XP gain, making a salad should give you more XP than cutting some bread for example... and mechanics is really nice, nicely balanced about what skill levels do and the way to win XP except one thing, if I'm not mistaken removing a battery gives you as much XP as removing suspensions, kinda absurd, right? But it's not completely done so no need to talk a lot about it for now
     
    Thanks for reading this post

     

     
  9. Like
    Jacksay reacted to lemmy101 in RELEASED: IWBUMS Build 39.67.3   
    Available on Steam beta branch 'iwillbackupmysave'
     
    New Features:
     
    Vehicles Er... lots of other stuff to numerous to recall. We'll look into an overview of added features at a later date.  
    Post your bugs over here!
  10. Like
    Jacksay got a reaction from Tails in See recipes   
    Hi,
     
    I think it's easiest for beginers (and advanced) if you add a Right click > see recipes on items in inventory.
     
    That option open craft window filtered on recipes that using clicked item.
     
    Thanks !
  11. Like
    Jacksay got a reaction from Magic Mark in See recipes   
    Hi,
     
    I think it's easiest for beginers (and advanced) if you add a Right click > see recipes on items in inventory.
     
    That option open craft window filtered on recipes that using clicked item.
     
    Thanks !
  12. Like
    Jacksay reacted to Magic Mark in RELEASED: Build 38.22   
    Just noticing now that not a single house in Riverside has a mailbox
  13. Like
    Jacksay got a reaction from Legoland99 in RELEASED: Build 38.22   
    NewDenver and Bedford Fall maps,
     
    So, server have feeze yesterday, same problem as before (Console output no response and no errors, need Ctrl+C for kill process and restart).
     
    EN FR : 
    En fais le processus du serveur est lancé dans un screen. Lors du freeze, les clients ont un message "Le serveur ne réponds plus". Quand j'affiche la fenêtre avec le processus lancé. Il n'y a pas d'erreurs Java ou autre, comme si il fonctionnait normalement, mais les commande ne réagissent pas (genre "quit"). Et aucune activité en sortie. Je suis obligé de tuer le processus avec Ctrl + C pour pouvoir relancer.
    A noter que le système ne semble pas saturer, c'est comme si une erreur dans le code du serveur le fesait planté, mais que cette erreur ne remontée pas jusqu'à la console, genre un petit try {} catch (e) { //meh }.
    Pour la piste problème machine (mémoire ou proc), je n'était pas là au moment du plantage donc je ne peux pas vous fournir plus d'informations pour le moment.
     
     
  14. Like
    Jacksay got a reaction from Legoland99 in RELEASED: Build 38.22   
    Server still up since my last message, everything be alright (like said the song), but without mod.
     
  15. Like
    Jacksay reacted to DobriyDed in Server information at connect (feature request)   
    When players connects to server,  short admin-defined message appears in chat appears and disapperas very fast with local/global comms.
    This method is not very efficent for informing players. New players frequently just skip this message and start's to find cover and searching for first axe
     
     
    Can we, please, have some  GUI panel (possibly, like survivors guide) just in a middle of screen for admin-defined:
    - welcome message
    - short server description and rules
    - CLICKABLE links for (discord, forum, steam group, website  etc). External browser launch. 
    - language switch 
     
    Changing workshop mod with "survivial tips" text,  every time you have to change some server info, is not an option. 
    Most peoples have it disabled. Somebody didnt nottice changes at this block at all
     
    Being unable to copy-paste from chat history also makes me mad a little
     
    Please, nottice me
     
  16. Like
    Jacksay got a reaction from Batsphinx in RELEASED: IWBUMS Build 38.15   
    View is better. There is still a little worry with the pillars


  17. Like
    Jacksay got a reaction from DramaSetter in RELEASED: IWBUMS Build 38.15   
    View is better. There is still a little worry with the pillars


  18. Like
    Jacksay got a reaction from Legoland99 in RELEASED: IWBUMS Build 38.15   
    View is better. There is still a little worry with the pillars


  19. Like
    Jacksay reacted to nasKo in Saving Public Zomboid   
    We’re really struggling with those puns at this point. Hello all and welcome to this week’s Mondoid. Due to some unforeseen absences this may be a brief one, but still a few newslets to convey.
    Vehicles and optimisation
    Vehicle and main game optimisations continue apace, we had an extremely fruitful public test event we held last week, thanks to Jake and a lot of awesome people who took the time to help us brute force the system, we managed to get over a hundred people to join, and gathered some valuable telemetry that will allow us to optimise the game further. In addition we were able to put Stas’ new saving system to the test. In short, the saving has been optimised heavily, to cut down on server save times and in addition to pause the game on clients to avoid the players getting themselves into lethal situations amongst paused and laggy zombies. We’re confident the multiplayer experience will be much better once this is merged into the main codebase. Whether this will be in the IWBUMS, or only in the vehicle build will depend on how things go.
    Animations
    Work on animations continues to tick away nicely. Mark has implemented an awesome layers system that should attack the remaining animation work in various ways. Layers basically add another dimension to the animation state system implemented by us mere mortals, and allows on the one hand much more genericised states, allowing us to add ‘sub states’ that will make it much easier to allow us to tie the animation system into the existing game logic in areas it still needs doing so. An example would be say in injuries, a character will not only have a ‘walk’ state, but also that walk state will contain all the logic for ‘walking with a limp’ or ‘walking with a crutch’ or ‘walking with a vengeance’ or whatever kind of walking we might have or implement later, further allow us to blend granularity between these sub states. This, while still not 100% complete, will cut down on the amount of code required for such things dramatically, and allow us to slip the system in to hug existing code much easier, while at the same time essentially giving us thousands of ‘half way house’ animations between actual animations we create (character is walking with 20% limp in left leg) etc to give the game an even more dynamic and animation rich feel.
    Zomboid Dollhouse
    Chris continues his work on making the isometric game world look oh so more pretty, ironing out the remaining bugs on the ‘single building cutaway’ system, while we talk about the new cutaway system that will render the interiors of the houses much more pleasant and navigable, and finally do away with the transparent blob effect we currently have in the game. Mash has started work on the necessary cutaway tiles and things are steaming along.

    Other Stuff
    RJ is currently in the process of re-balancing the corpse disease system, to make sure it’s less brutal and instantly lethal, stacks properly with multiple bodies, and more in line with what you’d expect from hanging around corpses. Connall’s taking some time to go out on a bug hunt, and will be helping out in the main PZ branch, zapping a few of the longer standing bugs knocking around the codebase and bug tracker.  
    This week’s vehicular calamity is from Injen_team. 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 Mondoids 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. 
  20. Like
    Jacksay reacted to Neutz in Union City   
    UNION CITY
     
     
    With Louisville a still a while off I decided to take up the task of getting a good sized city into the game.
     
    Also, Yes the map does borrow the name from the last stand web browser games but otherwise has no relation
     
    If anyone would like to help out with buildings, comment here or PM me.
     
    I don't have alot of time to work on the map these days, every now and then i will post updates though
    It has many buildings made by myself and other contributors, i have also made alot of custom tiles for the map.
     
     
    Most recent progress
     

     
     
     
     Residential Housing
     

     
    High School
     

     

     
    A Victorian mansion.
    Just one of Legoland99's many creations,
     

     
    Custom Sprites
    This map includes new sprites and variations made by myself
     

     
     
    I have made a bunch of clutter objects to make the world feel more lived in and immersive
     

     
     
     

     

     

     

     
     
     
     
    Thanks to the following
     
    This map will also contain buildings from the community.
    Thanks to the following forum members for your creations
     
    Legoland99
    Atoxwarrior
    956Texas
    BeastlyBean
    Blackbeard06
    cmseter
    dko112
    DoctahWong
    Doublebrain
    EUDOXIO
    fluffe9911
    GothicGhost
    grivcin
    Jela331
    kaizokuroof
    Leolvanov
    mads232
    Mainulainen
    Project Zomboid (for 2 example buildings)
    rsdworker
    Sieben
    The googlator
    Traya Aclus
    Valindil
    Veged
    VikiDikRUS
    Way2sp00ky
    Z3759xy
    IndigoRebel
    zoeyflower
  21. Like
    Jacksay reacted to Z3759xy in Z3759xy 's tbx-Topic   
    Sadly, I'm unable to finish some projects.
    As I do not have the same amount of spare time when I started building.
     
    So I share all the _.tbx-files I used (Free for all). And hope it will help other members with there projects.
     
    * Downtown



     
    Included, are some (adjusted) buildings made by other members:
     - DoctahWong_Cortman Medical
     - Doublebrain_ Abandoned Factory
     - Jinja_ House-1 and House-2
     - Veged_Small House
     - Phex_Garages
     
     Thanks, to those members for sharing.
     Downtown_.tbx-files
     
    * Oil-Gas/Container/Grain Terminal
     









    Terminal_.tbx-files
     
    Have Fun!
    Kind regards,
                           Z3759xy
  22. Like
    Jacksay got a reaction from grammarsalad in Server option : scratch won't infect   
    I admin little server and many player are die after scratch  due to litlle latency, (That append to me to)
     
    Can you add option for remove chance to be infected after scratch ?
     
    Thank
  23. Like
    Jacksay reacted to RobertJohnson in RELEASED: Build 35.26   
    We fixed it for the next IWBUMS today
  24. Like
    Jacksay reacted to Snakeman in CartoZed   
    ooohh well, i need to restart my modproject

  25. Like
    Jacksay reacted to nolanri in Survivors Mod   
    Other survivors will spawn as you explore the map, many will fall to the hordes and die, but some may join you, and others may try to kill you!
     
     
    Direct Download
    Steam Workshop
    Development Thread
     
    All of the major problems/bugs are more or less sorted out now, and the mod is very playable.
     
    Some known problems include:
    -Occasional crashing from java side error in player update function.  Sometimes it almost never happens for hours, but other times it seems to happen frequently. 
    -If you are using mouse and keyboard, the survivor will be forced into "facing" the direction of your mouse whenever you attack. For a brief moment they will turn from whatever direction they are facing and face the direction of your mouse.
    -spawning items with necroforge will not work with this mod enabled
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