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cool daddy shark

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  1. Spiffo
    cool daddy shark got a reaction from AuthenticPeach in The One Stop Shop for 3D Modeling: From Blender to Zomboid!   
    Glad we have this up for new modders.
  2. Pie
    cool daddy shark got a reaction from Pandorea in IWBUMS 41.50 released   
    Just an FYI, i was digging through the files and stumbled on the fact that the Military Urban Camo Jacket has a texture but no actual jacket in-game.
     
    Intentional?
  3. Spiffo
    cool daddy shark got a reaction from Sick Boy in IWBUMS 41.46 released   
    I know its not urgent, but if you guys could look into automating smoking like you do with drinking water bottles if you have cigarettes and a lighter/matches that would be awesome. It gets really tedious over long periods of time constantly going through my inventory, finding them, and them waiting 5 seconds to smoke them manually.
  4. Like
    cool daddy shark got a reaction from Burleon in IWBUMS 41.46 released   
    I know its not urgent, but if you guys could look into automating smoking like you do with drinking water bottles if you have cigarettes and a lighter/matches that would be awesome. It gets really tedious over long periods of time constantly going through my inventory, finding them, and them waiting 5 seconds to smoke them manually.
  5. Pie
    cool daddy shark got a reaction from geronimo553 in IWBUMS 41.46 released   
    Just a heads up, if you use the GEAR mod or anything that modifies the functionality of weapon attachment, you will have your weapons between your legs.
  6. Like
    cool daddy shark got a reaction from TheMitu97 in Tucked in Camo Pants   
    We are getting a ton of choices in terms of aesthetics (e.g. makeup, jewelry, changing hair color, etc) but if I am to suggest something:
     

  7. Like
    cool daddy shark got a reaction from Tails in Tucked in Camo Pants   
    We are getting a ton of choices in terms of aesthetics (e.g. makeup, jewelry, changing hair color, etc) but if I am to suggest something:
     

  8. Like
    cool daddy shark got a reaction from Damano in Tucked in Camo Pants   
    We are getting a ton of choices in terms of aesthetics (e.g. makeup, jewelry, changing hair color, etc) but if I am to suggest something:
     

  9. Like
    cool daddy shark got a reaction from Magic Mark in Tucked in Camo Pants   
    We are getting a ton of choices in terms of aesthetics (e.g. makeup, jewelry, changing hair color, etc) but if I am to suggest something:
     

  10. Like
    cool daddy shark got a reaction from Jason132 in Tucked in Camo Pants   
    We are getting a ton of choices in terms of aesthetics (e.g. makeup, jewelry, changing hair color, etc) but if I am to suggest something:
     

  11. Like
    cool daddy shark got a reaction from Pandorea in IWBUMS 41.39 RELEASED   
    Use any gun that can go automatic?
  12. Like
    cool daddy shark got a reaction from ColonelJukeBox in PZ Community New Outfit Thinktank   
    This is a bit of a blind shot since you have shown only bits and pieces so I literally have no clue if you've already included this
     
    Tanker's Helmet (CVC Helmet)
    As you already know, Fort Knox was used as the US Army's Armor School circa 1993. There would be more than a few lying around. 
     

     
    Boonie Hat
    They do really pull a reconnaissance outfit together. I'd actually expect more people to wear these as snipers rather than full ghillie. 
     

     
    Military Dress Uniform
    Who says you cant be martial AND refined? A lot of barracks would have these inside of Knox.
     

     
     
     
  13. Like
    cool daddy shark reacted to Ziggylata in Sprinters dont sprint until bothered?   
    Non-aggrod sprinters should still shamble around, only sprinting for meta events or tracking sounds or spotting a player. Its a bit awkward for them to be standing still then sprint 4 feet to the left then stop sprinting again, due to their AI sort of idle walking around. I feel this would make sprinters a lot less strange to deal with, cause when a zombie just starts bolting its hard to know if they see you or if theyre sort of just moving on their own.
     
    I know sprinters arent a defined normal thing but I for one am going to be playing with sprinters a lot and this would be a great QoL change for this.
  14. Like
    cool daddy shark reacted to EnigmaGrey in IWBUMS 41.18 released!   
    You can select it from the presets list at the bottom of the screen, in Sandbox.
  15. Like
    cool daddy shark reacted to Blake81 in IWBUMS 41.17 RELEASED!   
    First of all, I'll say that this new feature has been a case of "WHERE HAD YOU BEEN FOR MY PAST 657 HOURS OF GAMEPLAY!?"- I just LOVE how now I can hotswap from one weapon to another in the blink of an eye, allowing me to quickly adapt to whatever situation I am dealing with.
     
    And so far, it has been smooth sailing, too. Only bug I've encountered is that, if you're wearing a normal holster and replace it for a double holster, the new slot won't show up. You have to unequip the gun on the old holster, unequip the old holster itself and then wear the new double holster for both slots to appear. Also, I feel like the guns are showing "too high" on my character's waist; can barely see their handles clipping into my jacket at navel height.
     
    Also, if I were to make suggestions for the future, they'd be the following:
     
    -Weight Reduction
    Just like the bag on our backs weights less than if we had it just in the inventory, items on those places should weight a little bit less. This shouldn't be too hard to implement as the functions are already there.
     
    -Utility Belt Slots
    More slots for bandages, tools, traps, bombs, quick access to maps, or maybe even a way to wield our walkie-talkies without taking our second hand (Like this) for faster access. These belts could be dropped by mechanics, construction workers, firemen and the like, and some don't even need to be actual BELTS, but just POCKETS in the equipment we're wearing (Hello, Foreman's Jacket, all those pockets you have...).
     
    -Harness Holsters
    These-

    Also used by cops and security, just like normal ones. Could add 2 more guns slots, which would allow for using up to 4 guns at the time, swapping them as they become spent, which would be an interesting way of dealing with the reload system's disadvantages (why carry one gun and 3 clips when you could carry FOUR GUNS instead?).
     
    Just my two cents.
  16. Like
    cool daddy shark got a reaction from hunger john in Mist Me   
  17. Like
    cool daddy shark got a reaction from Crossbow7734 in Weather Forecasts   
    I cant find it right now, but there was talk about adding an automated NOAA weather station (i think) to PZ. Fort Knox actually has a meteorological detachment in real life. Whether this is ever brought to fruition is debatable. 
  18. Spiffo
    cool daddy shark got a reaction from Nisora in Weather Forecasts   
    I cant find it right now, but there was talk about adding an automated NOAA weather station (i think) to PZ. Fort Knox actually has a meteorological detachment in real life. Whether this is ever brought to fruition is debatable. 
  19. Like
    cool daddy shark reacted to nasKo in Sunstar Snaps   
    Hey all, here’s a quick round-up of all the work that’s gone into the internal dev branch of PZ this week.
    First off, we’ve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system. He’s fixing a whole bunch of issues, snaps and glitches that have been vexxing us for many, many weeks – digging deep into the code, and doing a total rewire where necessary.
    In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. Snaps between character animations, jarring moves when turning to certain compass directions while strafing, and various other ugly things that we just couldn’t account for were plaguing us – but have now finally been fixed, leading to a 100% smooth animation blending system.
    Zac’s prepared a video demoing the new blending – although please note he’s running in debug, so this doesn’t represent gameplay. It’s only to show off the smoother animation blending.
    Zac’s own work continues on the torn clothing system, allowing us much more visual indications of damage and clothing wear and tear (quite literally).
    As well as putting a player’s newly scavenged/treasured Spiffo shirt at risk of damage, this will allow much more variety with zombies in particular. Romain has been adding code to implement this new system to further randomize zombie’s clothing conditions, and tie potential clothing damage into the various game systems for the player.
    Here’s another Zac video demoing this new functionality, we’ll look to get a video of it in context of the game mechanics later on.
    Beyond this in the world of TEA, Mark is now starting work on his much awaited rotational blending system – having secured the foundations with the work outlined above.
    This will allow us features such as wheeling/turning for characters, allowing the player to turn on the spot (by stepping in a circle), or to turn realistically while walking/running just like people are used to in the big boy AAA games.
    We will of course prioritize the feeling of control and immediacy that people are used to as much as possible, we don’t want the controls to feel sluggish, but we hope it will make the characters control and look much more like they are part of the world.
    Speaking of, please note, that we’ve decided to put the high-res model rendering work on ice for a week or two, since there were still numerous issues with it that meant it wasn’t suitable to put into the main line – and also it kept getting further broken by the flurry of additions and changes from the team’s work described above.
    We feel it would be best approached toward the end of Build 41 dev just before IWBUMS, at the point we could get extra resources on board to get it working right. As such all videos until then will use the traditional character resolution.
    At the TIS end, meanwhile, other work this week includes the addition of new clothing items such as a poncho, hoodies, scarfs, aprons and swimming outfits. RJ also now has hair and beard styles being associated with zone costumes (for e.g. so you don’t tend to get military zombies or cops with hippy hairstyles and big beards).
    Martin meanwhile has been busy with new anims and costumes, hawaiian shirts, several new combat animations, and has extended the logo decals to cover even more in-game stores and brands.
    OTHER STUFF
    Next week Xeonyx will be starting work on main map polish (signage, roads, widened garages). A big priority for us in this is to provide adequate warning to drivers that sharp turns are ahead, particularly on the highways between towns. So where possible, he’s also going to explore smoothing out the corners with diagonals if they allow it – although sadly it’s not currently possible for any roads that have curbs or markings.
    We are looking to merge in Yuri’s water tech into the main line tomorrow, and will be focusing on balancing colours and other aspects of the effects as per internal team and community feedback once we hit IWBUMS.
    Given the amount of moving parts in this build already, we’re considering bumping revamped fire effects to build 42 as it still has significant work left to do, and as such Yuri will then be joining in on the efforts to bring build 41 to the IWBUMS stage. His primary missions will be in reducing general car sizes and also nixing the annoying way that cars can sometimes be lost after computer system crashes.
    Finally, It is very important that this reddit post gets upvoted. Please do so if you can.
    This week’s motel horde from AfterLife. 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.
  20. Like
    cool daddy shark got a reaction from Zombie_man_2019 in Basements   
    You mean like this, right?
     
     
  21. Like
    cool daddy shark reacted to Spikelord in March Ridge House Glitch   
    So i Found this on the map granted i have not been there yet
    i plan on updating this post when i check it in person
     
    https://map.projectzomboid.com/#0.3553273588419343,0.3562174725291761,537.5090232661448
     
    Update: yup Quite a Few Of the houses in March Ridge Are Glitched
     
    here's a in game screenshot
     
    Hope it helps
     
     

  22. Spiffo
    cool daddy shark got a reaction from Хибити\Hibiti [BLR] in Forking Hell   
    I cant wait to climb over fences. Being able to be more mobile is going to be fantastic.
     
    Also, congratulations @Batsphinx for the new baby!
  23. Like
    cool daddy shark reacted to Batsphinx in PZ Community New Outfit Thinktank   
    Following on from the question about whether we have a doctor's coat in the new system in the Thursdoid news piece (which we do, as seen below) here's a thread for community suggestions for the new clothing and outfit system.
     
    If you guys want to brainstorm other clothing we should have then feel free.
     
    Martin has probably got most of them covered, but it would be a good community exercise and a handy way of telling what's fallen through the cracks.
     
    Remember: 90s, Kentucky, zombie outbreak etc.
     

  24. Like
    cool daddy shark reacted to Maris in Lua requests   
    Please add API for custom moodles.
  25. Like
    cool daddy shark reacted to Talksintext in ZedLocation   
    I'm curious as to how it could and who's saying that.
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