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Lexx2k

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  1. Spiffo
    Lexx2k got a reaction from ILAR.IO in 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.
  2. Like
    Lexx2k reacted to KI5 in '87 TOYOTA Land Cruiser FJ60   
    My latest mod, Toyota Land Cruiser: 
     
    https://steamcommunity.com/sharedfiles/filedetails/?id=2489148104
     
     



  3. Like
    Lexx2k reacted to Sedgwick in IWBUMS 41.56 released   
    Figured I would share a couple of videos here demonstrating the camera panning in the vehicle if you want to see it before you use it. Driving around town with camera panning
     
    I really like the concept and have wanted something like it for ages since it feels like you can't look far enough while driving. However I could really feel how it impacted the FPS which is why a few seconds in I turned on the FPS counter. I tried with it off driving around the same neighborhood and was consistently 50-60 FPS but with it on I was having some big dips as you can see. With cruise control on at 30 MPH it felt like it was stuttering in a way, you can see it here: Stuttering at 30 MPH cruise control
  4. Spiffo
    Lexx2k got a reaction from TrailerParkThor in Is late game forgotten, trivial and unrewarding?   
    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.
  5. Like
    Lexx2k got a reaction from Cory in Solar panels in vanilla,without hydrocraft   
    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.
  6. Like
    Lexx2k reacted to nasKo in Thermal Expansion   
    Hey everyone! It’s been a busy week!
    Build 41 IWBUMs
    In the past week we’ve put a few builds out of our animation build beta, and response so far has been great! We’ve been responding to people’s feedback on character movement by tightening it up wherever possible. There may still be improvements to be made, but on the whole feedback has been very positive after various changes to locomotion and we feel we’re getting close.
    We still have issues with character and car saving being unreliable, which we continue to look into, and performance is an ongoing concern we will work on throughout the entire IWBUMs. There are still zombie spawning bugs that we’re still investigating. Most of the crashes have been solved, but a minority of players are still having issues that we are continuing to work on. There are numerous other issues, but we feel we’re starting to iron out the most serious and will be able to start cleaning up the less serious once we get to them.
    A lot of people have been enquiring about when multiplayer may drop into the build, and it’s not going to be imminent. The reason we released IWBUMs without MP was specifically because we anticipate the multiplayer work that is required to take at least a month, possibly more. Not least because the devs that need to take care of the multiplayer also have a pile of issues with the build that still need resolving to make sure the game plays well on single player. We know this is not ideal for those eager to get into multiplayer, however we hope you appreciate that we got you the single player game ASAP instead of holding it all back until it was done, and our plans are for build 41’s multiplayer to be significantly improved in stability and reduced lag and rubber-banding post IWBUMs, so should be worth the wait.
    The next animation system related feature we expect to drop in is the new zoom system, which as stated in previous Thursdoids will both eliminate a large amount of GPU memory being currently squandered on super-sampling a much huger game-screen than the resolution the game is running at (which may help some of those on weaker GPUs), reduce the general rendering overhead of zooming out, but also will provide much more detailed game characters on-screen since their rendering will no longer be bound to the resolution of the super sampled FBO. There are still issues to solve with this, so no timescale on it, but we consider it priority outside serious bug fixes so that we can get onto multiplayer support fully.
    Insulation
    Why is insulation not implemented yet? I hear you ask.
    As usual, the level of simulation planned for insulation is typical Zomboid levels of ridiculous depth. Turbo has been working on this for a while now, and while it’s proving tricky to balance the values to be stable, and has required a few iterations to get right, it’ll be worth the wait as it’s planned to provide an extremely realistic and detailed system for how your body reacts to temperatures and dampness, how heat escapes from your body, even down to how your blood vessels contract and dilate in various body parts. 
    Clothing you are wearing will affect you in numerous realistic ways, depending on whether it is wet or dry, its insulation properties, where they are placed, and other factors to make clothing even more important in future.
    Note not all this information may be presented to the player, and we’ll likely have more moodles to cover some of the details as ‘feelings’, as a character would likely not know accurately as to the amount of contraction of particular blood vessels.
    Hotbar
    This is a project RJ’s been working on for a while whenever he has a quiet moment and no super pressing issues to fix, based on the model attachment system EP added, which we hope will dramatically improve player’s weapon and inventory management – as well as make their character’s look even cooler to boot.
    A special hotbar system will be making it to build 41, where some clothing will provide hotbar slots at the bottom of the screen that items can be placed in for quick access. Find a holster, and you’ll have a slot to place a pistol that correlates to a number key on your keyboard. The pistol will be visible in holster on the model and will be equippable at a faster speed via that hotkey. Weapons can be carried on the player’s back, or in their belt, and thus clothing that adds these slots will have a weight reduction bonus just like bags and other containers.
    This system should give survivors an extra way to prepare themselves and quickly equip weapons when they need them. We will likely expand this system in future, perhaps providing additional bonuses to equip speed and such dependant on the clothing providing the slot.
    Here’s a video. Please note however that only ‘equipping weapon from back’ has an animation currently, the others simply snap into hand, but this will be addressed before release.
     
     
    This week’s image from Airpex. 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!
  7. Like
    Lexx2k reacted to Blake81 in IWBUMS 41.15 RELEASED   
    Any chance of making the car Headlights a bit tougher? If I do as much as graze a Zed, they die. And speaking as a dude who's seen plenty of car crashes (once worked on a tow truck rental), headlight bulbs are some seriously tough nuts; I've seen cars whose engine got completely TOTALLED on the crash, yet the dangling bulbs of its headlights still work.
  8. Like
    Lexx2k got a reaction from ZombiesLoveBrainiacs in IWBUMS 41.15 RELEASED   
    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.
  9. Like
    Lexx2k got a reaction from Steapa in IWBUMS 41.15 RELEASED   
    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. Like
    Lexx2k got a reaction from Jason132 in Solar panels in vanilla,without hydrocraft   
    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. Like
    Lexx2k reacted to Necromatic_Corgi in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    It seems that whenever I load a game that I have progressed on it puts me where I first spawned with nothing in my inventory other than what I started with, I did have necroforge running but after removing it I get the same issue.
  12. Like
    Lexx2k got a reaction from piersxoxoxo in PUBLIC IWBUMS BETA - BUILD 41 RELEASED - Animations!   
    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. Like
    Lexx2k got a reaction from Geras in Drink to the Memory   
    That was my thought as well. The pickup is a tad too tiny now.
  14. Like
    Lexx2k got a reaction from ZombiesLoveBrainiacs in Videoid   
    I'm curious if the special zombie spawns are one-time only or if they are repeating. Would feel a bit weird if I've cleared out that one fast food house 10 times already and each time Zs with specific fast food clothing (re)spawned there.
  15. Like
    Lexx2k got a reaction from trombonaught in Videoid   
    I'm curious if the special zombie spawns are one-time only or if they are repeating. Would feel a bit weird if I've cleared out that one fast food house 10 times already and each time Zs with specific fast food clothing (re)spawned there.
  16. Like
    Lexx2k got a reaction from Tails in Videoid   
    I'm curious if the special zombie spawns are one-time only or if they are repeating. Would feel a bit weird if I've cleared out that one fast food house 10 times already and each time Zs with specific fast food clothing (re)spawned there.
  17. Pie
    Lexx2k got a reaction from Trojan_Turps in Videoid   
    I'm curious if the special zombie spawns are one-time only or if they are repeating. Would feel a bit weird if I've cleared out that one fast food house 10 times already and each time Zs with specific fast food clothing (re)spawned there.
  18. Like
    Lexx2k got a reaction from MadDan in Videoid   
    I'm curious if the special zombie spawns are one-time only or if they are repeating. Would feel a bit weird if I've cleared out that one fast food house 10 times already and each time Zs with specific fast food clothing (re)spawned there.
  19. Like
    Lexx2k got a reaction from Burger_Time in Videoid   
    I'm curious if the special zombie spawns are one-time only or if they are repeating. Would feel a bit weird if I've cleared out that one fast food house 10 times already and each time Zs with specific fast food clothing (re)spawned there.
  20. Like
    Lexx2k reacted to lemmy101 in Zed Tumble   
    Here is a quick video taken, without 4 hours of footage capturing cut down to 30 seconds of short clips, and without me trying to avoid showing all the broken bits
     
     
    this doesn't even scratch the surface. We're not being modest here, the game isn't playable and took me 4 hours to make that 30-60 second video you saw.  we're not just hitting record and getting uninterrupted footage of brilliance, outside visual glitches and problems, there are bugs and missing features making the game as it stands 100% impossible to play. And to get footage to show off the stuff that IS working requires about 20 attempts to avoid something totally broken appearing or happening.
     
    We're making great progress but there's a lot to do before we could DREAM of putting it out there in public, even IWBUMs. Imagine how disappointed and angry people would be? It's not worth it, you wouldn't enjoy it and would get the experience spoilt for you. We'll release it as soon as we feel people can play a full game of zomboid in it and have a good experience and feel the anims worth the wait, even if there are bugs, it has to function as a game.
  21. Like
    Lexx2k reacted to Snakeman in [40.36] glass reflection below roof   
    well, the image speaks

  22. Like
    Lexx2k got a reaction from Geras in Waterway to Go   
    Dunno. To me it looks a lot like...
     

     
    ... and I can't unsee this.
  23. Spiffo
    Lexx2k got a reaction from PorkyFiend in Pea Super   
    Just today I thought "would be funny to see zombies and items thrown through the map on the highest storm level."
     
    Other than that, yeah, weather should have an effect on characters. Make zombies go much slower in heavy snow or storm and stuff like that.
  24. Like
    Lexx2k reacted to Geras in Pea Super   
    Seeing zombies tripping and falling down because of the wind would be hilarious!
    Also, strong winds could affect vehicle steering, you'd have to counter the wind by steering left or right a bit depending on wind direction.
  25. Like
    Lexx2k got a reaction from Geras in Pea Super   
    Just today I thought "would be funny to see zombies and items thrown through the map on the highest storm level."
     
    Other than that, yeah, weather should have an effect on characters. Make zombies go much slower in heavy snow or storm and stuff like that.
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