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Lexx2k

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  1. The 4 new map arrow directions in our extra symbols mod were made to follow roads, etc. on the map. Sadly the new arrow directions in this update aren't doing that. :>
  2. Lexx2k

    2022 and Beyond

    What's interesting to me is that almost all cars are setup with those details already. They have interior, they have a modeled trunk and hood, etc. The only thing missing are the actual animations. Really curious why this wasn't added yet -- doesn't seem too hard or complicated to do at all. Hell, I was thinking of doing it myself as we can easily modify vanilla models, but my blender / animation skills are way too rough and I don't really have the time to dive deeper into it for long.
  3. That's what I thought. If the .bin is unimportant, someone could write a tool that lets you manually create the polygons on a 2d image of the cell (easy to export via CartoZed as example). It's tedious work, but not impossible. No need to have the original source map data.
  4. What exactly is the .bin file used for? The way I see it, all important data is in the .xml -- anything I'm missing here? Thing is, I can pretty much write my own .xml file by hand, for any other terrain. But it's not really worth it, if the .bin is doing something important that can't be ignored.
  5. Lexx2k

    BraveAlan

    Yeh, I'm playing the IWBUMS since a while already. Wasn't thinking of it as "the sp aspect of build 41 is pretty much done", probably because Zomboid development always feels a tad random to me (focus seems to shift every few months to something else), but I guess it makes sense in that way.
  6. Lexx2k

    BraveAlan

    Sadly I'm not someone who is interested in multiplayer. Is there any ETA on other stuff that is not related to multiplayer? What happened to the updated cars or whatever else was there? :>
  7. For me, one of the biggest issues with the endgame is how predictable the zombie population is. I know that the game starts with few zombies, then it increases every day until time x and then they will respawn every y hours if you clear them out. There is never a moment where you are surprised, because you know for a fact that every town area will be sprawling with zombies. Have to go back to town? You know what's going to wait for you. IMO we need a better mechanic to move the population around. Let town areas be empty for a while, or have them be completely flooded with bodies. Shake up the endgame with things that aren't super predictable. Another thing - Take a look at "Save Our Station", which is currently the jazz on the workshop. It's giving the player something to do at random. It's a fantastic example for simple late-game content which doesn't require the whole game to be changed. The game needs more things like this which don't revolve around me grinding skills or items. tl;r - what this game needs isn't necessarily NPCs and stuff like that, but more emergent gameplay without adding to the tediousness.
  8. It worked for me after I restarted the game.
  9. Zombie population is an issue for me already for years. It's either not enough and the game gets boring quick, or it's too much and you don't stand a chance at all. What is needed - imo - is more variation here. Give the player a phase of OMG and a phase of peace. Zombie migration could play a role in that - just let a huge horde traverse the map from left to right and if the player gets stuck in them, so be it, he has to deal with it (or wait it out, in his fort, if the food supplies allow for it), yadda-yadda. /Edit: To add to that... For me it's just too predictable right now. The way zombie respawn, etc. works ... the moment I see huge hordes of zombies, I know that we are nearing the max population arc and from now on, that's what I will have to deal with. It's annoying, boring, tedious, no surprises anymore. It's even worse with fixed spawn points: In my last game in build 40, every two or three days, huge hordes respawned on exactly the same place and I had to lure them away / kill them. This is what I mean with lack of variation. You see it once, you know it'll always be like that.
  10. As this is a mod idea... why does it matter that the game is set in the 90s? Aren't there also gun mods that add non-90s stuff? Why is it nobody complains about them? (That's a rhetorical question, I know why.) Theme consistency shouldn't be enforced hard when it comes to mods... after all, nobody is forced to download and use them.
  11. Same issue with the saving. It seems character progress isn't saved, while everything else is. I have no mods running.
  12. My first impression is that it's really damn hard now. Not sure how to get around all the zombies, because usually they are everywhere and any sound draws them all to the player, who now has a much harder time with fighting them. Honestly not sure what to do once 10 zombies are behind me, because I can't even run away -- that just draws more zombies. I'm guessing the game will be much easier in multiplayer mode, where players can lure groups away and stuff. Also got scratched and bitten a couple times because I've apparently swung my weapon in the wrong direction -- aiming got harder for me. /Edit: I think my aiming troubles are caused by the mouse cursor, because the character isn't exactly rotated to where the cursor is? Like, the mouse is on a zombie, but the barely visible shadow aim thingy is in a different spot, thus I won't be hitting.
  13. Lexx2k

    When Dabs Go Wrong

    Looks like it will be easy to implement segways.
  14. Lexx2k

    Reloaded

    Wait, so will this inventory change make everything better or just introduce even more annoying clickery?
  15. Lexx2k

    Drink to the Memory

    That was my thought as well. The pickup is a tad too tiny now.
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