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Seustace89

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  1. Like
    Seustace89 reacted to Etsamaru in Door Mechanics/Animations   
    We should have an option to "KNOCK ON DOORS" That would attract zombies inside to the door, then you could wait a bit then sneak around to a window or the back door, or just see if zombies are inside. 
     
    If you like this feel free to add it to your OP.
  2. Like
    Seustace89 reacted to dra6o0n in Door Mechanics/Animations   
    Some door has little peep holes to look through, most houses would have this on their front door entrances and you can use that to peer outside without being seen.
     
    Using a screw driver to make a tiny hole to view through walls and such can work.
     
    Also make barricaded windows block some visibility but if you are close up to the barricades you can 'peek' through it,meaning you can see through it when you press on the barricade, but zombies can see you if they are too close when you are peering through it (either through smell or breathing sounds).
     
    More barricades on a window means more visibility is covered up, which reduces you from being seen while peering out.
  3. Like
    Seustace89 reacted to Sieben in Door Mechanics/Animations   
    Hmm, sliding doors or elevator doors.
  4. Like
    Seustace89 reacted to Bioradical in Door Mechanics/Animations   
    I like the PEEK option, and when NPCs are added possibly 'noise traps' to let you know someone opened a door.
  5. Like
    Seustace89 reacted to darthdraken in Door Mechanics/Animations   
    Looking forward to this 3d
  6. Like
    Seustace89 reacted to MadDan in Door Mechanics/Animations   
    I was thinking of this a while ago but no way I could have explained it better. It was annoying for me seeing the doors just "jump" to being opened/closed. Which is something they said has also changed for the models so it should be possible with doors and windows as well as cars. It should be possible(?)
  7. Like
    Seustace89 reacted to Jela331 in Door Mechanics/Animations   
    One of the best suggestion threads I've ever seen. I want all of this to be added.
  8. Like
    Seustace89 got a reaction from grammarsalad in Door Mechanics/Animations   
    I was just thinking it would be pretty cool to see the doors of PZ take advantage of the new 3D engine coming in. My suggestions:
    - DOORS SWINGING if it's a windy day, would look cool and could possibly creek if it's an old door or on a shed and possibly opening the front and back door chance of wind rushing through house/building causing one of the doors to slam loudly.
    - PEEK Mechanic where you can open door slightly to see if there's any Zombies behind door, but could cause zombies to rush the door and push you back. Possibly even drill and carve a hole into door to prevent rushing...
    - PICKING locks (I know it's already been mentioned, but...) could be done by using a 'bump key'. Very easy and effective method of breaking into houses with old locks and keys can be easily crafted with a filer and any key that can slot into lock but can't turn. the skill can determine speed, sound and quality of the bump key.
    - DIVERSION mechanics where you could open door on building and attach fish wire or whatever to which you can slam door from distance providing an opportunity to sneak past to objective. Or an object like a bucket or glass on top of half opened door that would crash into ground causing either a diversion or a poor mans intruder alarm to your safe house.
    - (Edit) BARGING through the door animation could cause injury but may need to do it desperate situations.
    - (Credit to Etsamaru) KNOCK ON DOOR where you can attract zombies to that specific location. Useful to attract zombies in a building to draw them out... Or lead zombies to certain area of building and you sneak around to a window or other door to escape.
    Just some ideas I'd thought be cool... Let me know what you think.
    TIS keep up the good work, games amazing.
  9. Like
    Seustace89 got a reaction from EchelontheEyeless in Door Mechanics/Animations   
    I was just thinking it would be pretty cool to see the doors of PZ take advantage of the new 3D engine coming in. My suggestions:
    - DOORS SWINGING if it's a windy day, would look cool and could possibly creek if it's an old door or on a shed and possibly opening the front and back door chance of wind rushing through house/building causing one of the doors to slam loudly.
    - PEEK Mechanic where you can open door slightly to see if there's any Zombies behind door, but could cause zombies to rush the door and push you back. Possibly even drill and carve a hole into door to prevent rushing...
    - PICKING locks (I know it's already been mentioned, but...) could be done by using a 'bump key'. Very easy and effective method of breaking into houses with old locks and keys can be easily crafted with a filer and any key that can slot into lock but can't turn. the skill can determine speed, sound and quality of the bump key.
    - DIVERSION mechanics where you could open door on building and attach fish wire or whatever to which you can slam door from distance providing an opportunity to sneak past to objective. Or an object like a bucket or glass on top of half opened door that would crash into ground causing either a diversion or a poor mans intruder alarm to your safe house.
    - (Edit) BARGING through the door animation could cause injury but may need to do it desperate situations.
    - (Credit to Etsamaru) KNOCK ON DOOR where you can attract zombies to that specific location. Useful to attract zombies in a building to draw them out... Or lead zombies to certain area of building and you sneak around to a window or other door to escape.
    Just some ideas I'd thought be cool... Let me know what you think.
    TIS keep up the good work, games amazing.
  10. Like
    Seustace89 got a reaction from Bughunter66 in Door Mechanics/Animations   
    I was just thinking it would be pretty cool to see the doors of PZ take advantage of the new 3D engine coming in. My suggestions:
    - DOORS SWINGING if it's a windy day, would look cool and could possibly creek if it's an old door or on a shed and possibly opening the front and back door chance of wind rushing through house/building causing one of the doors to slam loudly.
    - PEEK Mechanic where you can open door slightly to see if there's any Zombies behind door, but could cause zombies to rush the door and push you back. Possibly even drill and carve a hole into door to prevent rushing...
    - PICKING locks (I know it's already been mentioned, but...) could be done by using a 'bump key'. Very easy and effective method of breaking into houses with old locks and keys can be easily crafted with a filer and any key that can slot into lock but can't turn. the skill can determine speed, sound and quality of the bump key.
    - DIVERSION mechanics where you could open door on building and attach fish wire or whatever to which you can slam door from distance providing an opportunity to sneak past to objective. Or an object like a bucket or glass on top of half opened door that would crash into ground causing either a diversion or a poor mans intruder alarm to your safe house.
    - (Edit) BARGING through the door animation could cause injury but may need to do it desperate situations.
    - (Credit to Etsamaru) KNOCK ON DOOR where you can attract zombies to that specific location. Useful to attract zombies in a building to draw them out... Or lead zombies to certain area of building and you sneak around to a window or other door to escape.
    Just some ideas I'd thought be cool... Let me know what you think.
    TIS keep up the good work, games amazing.
  11. Like
    Seustace89 got a reaction from Footmuffin in Door Mechanics/Animations   
    I was just thinking it would be pretty cool to see the doors of PZ take advantage of the new 3D engine coming in. My suggestions:
    - DOORS SWINGING if it's a windy day, would look cool and could possibly creek if it's an old door or on a shed and possibly opening the front and back door chance of wind rushing through house/building causing one of the doors to slam loudly.
    - PEEK Mechanic where you can open door slightly to see if there's any Zombies behind door, but could cause zombies to rush the door and push you back. Possibly even drill and carve a hole into door to prevent rushing...
    - PICKING locks (I know it's already been mentioned, but...) could be done by using a 'bump key'. Very easy and effective method of breaking into houses with old locks and keys can be easily crafted with a filer and any key that can slot into lock but can't turn. the skill can determine speed, sound and quality of the bump key.
    - DIVERSION mechanics where you could open door on building and attach fish wire or whatever to which you can slam door from distance providing an opportunity to sneak past to objective. Or an object like a bucket or glass on top of half opened door that would crash into ground causing either a diversion or a poor mans intruder alarm to your safe house.
    - (Edit) BARGING through the door animation could cause injury but may need to do it desperate situations.
    - (Credit to Etsamaru) KNOCK ON DOOR where you can attract zombies to that specific location. Useful to attract zombies in a building to draw them out... Or lead zombies to certain area of building and you sneak around to a window or other door to escape.
    Just some ideas I'd thought be cool... Let me know what you think.
    TIS keep up the good work, games amazing.
  12. Like
    Seustace89 got a reaction from Serrate Bloodrage in Door Mechanics/Animations   
    I was just thinking it would be pretty cool to see the doors of PZ take advantage of the new 3D engine coming in. My suggestions:
    - DOORS SWINGING if it's a windy day, would look cool and could possibly creek if it's an old door or on a shed and possibly opening the front and back door chance of wind rushing through house/building causing one of the doors to slam loudly.
    - PEEK Mechanic where you can open door slightly to see if there's any Zombies behind door, but could cause zombies to rush the door and push you back. Possibly even drill and carve a hole into door to prevent rushing...
    - PICKING locks (I know it's already been mentioned, but...) could be done by using a 'bump key'. Very easy and effective method of breaking into houses with old locks and keys can be easily crafted with a filer and any key that can slot into lock but can't turn. the skill can determine speed, sound and quality of the bump key.
    - DIVERSION mechanics where you could open door on building and attach fish wire or whatever to which you can slam door from distance providing an opportunity to sneak past to objective. Or an object like a bucket or glass on top of half opened door that would crash into ground causing either a diversion or a poor mans intruder alarm to your safe house.
    - (Edit) BARGING through the door animation could cause injury but may need to do it desperate situations.
    - (Credit to Etsamaru) KNOCK ON DOOR where you can attract zombies to that specific location. Useful to attract zombies in a building to draw them out... Or lead zombies to certain area of building and you sneak around to a window or other door to escape.
    Just some ideas I'd thought be cool... Let me know what you think.
    TIS keep up the good work, games amazing.
  13. Like
    Seustace89 reacted to lemmy101 in NPCs (shameful post)   
    It's not going to be a year. We know the date we're going on Steam Early Access and I can guarantee it's sooner than you'd probably guess. Once that happens, and the initial rush of fixes and whatnot, the 3D stuff will be finished off. We're talking weeks for that. Then onto NPCs, which let's not forget we're far from 'starting from scratch' and have working (to an extent) on another branch of the game already that encompasses Kate and Bob, the meta-game, groups going looting, fighting or joining other groups, and so on. 
     
    With NPCs comes Kate and Bob, and we were long adamant they HAD to be in the Steam build. But we were also adamant we had to be on Steam this year. 
     
    The only reason we decided against doing this before Steam is because the codebases of NPC and the active development build split what must have been a year ago now. While working on NPCs I'd periodically merge code changes romain was working on the active branch into the NPC code, to keep them in-line and get the latest features and fixes into the working NPC build. And each time was a supreme head ache despite only being a week or two of changes, and each time there was a multitude of issues carried over from two different builds being merged together. Romain changes code X to do this, I change code X to do something completely different on NPC branch. I go to merge, and there's a conflict I have to resolve so both Romain's fix or addition continues to function, and so does mine.
     
    Then there are various hacks I made to the NPC stuff to get NPCs to function for testing purposes, like disabling the lua triggered spawn points, and tying it into the flowcharting system we detailed a long while back. Likewise to allow the NPCs to work some systems have been heavily changed.
     
    And this is before I was drafted onto the development build to do engine changes, optimizations and fixes and whatnot alongside Romain as we geared up for a new version. 
     
    So the situation we have now is we have two code bases that over the past few months have diverged and diverged. At some point, for NPCs or just Kate and Baldspot, I'd have to do a code merge in the opposite direction, from NPCs into the development branch, and in that process I come across a line of code different on the NPC end and different on the current build end. IT's up to me at that point to remember if that particular piece of code was something I changed for the NPC build, or if it's been changed by Romain since, or heaven forbid a line of code that we've both changed independently and differently. I have to then copy the code across, possibly altering to fit.
     
    This over thousands of java files, all with hundreds, sometimes thousands of lines of code. Will it work? Yes. But you can imagine even a photographic memory super genius to make at least a few errors. Overwrite one of Romain's fixes with the broken code that was branched off so long ago and suddenly people are complaining about bugs reappearing that were fixed six months ago, or perhaps I don't merge something subtle across that's required for the NPCs.
     
    And so on and so forth. The result? Almost certainly, the main development branch of the game would regress to being a buggy mess (and to those critics of the last build, I mean buggy to the level of closed test version 1 of 40 before anyone here ever saw the 2.9 builds. It would then require probably a month maybe even two of testing and bug fixing to get the general build back up to scratch. It's end of October now. Assuming we did this tomorrow, what's a month or so from now? December. Exactly the worst time we could pick to launch on Steam. So then we're into next year, and let me tell you delaying Steam until then isn't going to help the game reach the pinnacle of NPC brilliance in the long run.
     
    So we could give you NPCs now. They would be buggy, and wouldn't do themselves justice, but we could totally do that. Then when that Steam release date crops up, we have a choice. Release what will be a near unplayable crashing buggy stuttering mess (and we're giving ourselves hernias trying to get THIS build fast, polished and stable for Steam in time), or wait until its ready again, which would be way after Christmas.
     
    This is why NPCs are delayed. It's more important to us, the game, and the future of Zomboid that we get on Steam soon with as stable and polished build as possible. In terms of going on Steam the existing community getting bored of Zomboid doesn't matter, as much as it may displease you and us in the meantime. New Steam people will be looking at it with fresh eyes and won't miss NPCs that they've never seen or heard of being in the game. They have all that time to explore Muldraugh and West Point out of the box, build a base, try some farming, making videos or writing their survival stories, and that buys us some time.
     
    And then, we can start merging over code into a beta build, and hopefully get Kate and Bob in rather quickly after Steam, though as said above 3D stuff has to come first. There's a ton less work involved in getting that in too, but we delayed it for similar reasons. An engine change immediately before going on Steam? We know what affect that would have. Once we're on Steam and we've planted our feet, dipping into destabilizing the build won't matter so much since I can take the time to fix it all up while Romain continues supporting the active build, and we could release special NPC beta versions as we go.
  14. Like
    Seustace89 reacted to GodWaffle in Map: Where to next?..   
    Would really like to see the inclusion of a large city at some point, it would take a very long time to work on I'm sure but, imagine how intense supply runs would be:

    1. The city would be chocka-full of supplies
    2. The city would be chocka-full of zombies

    I can imagine that with skyscrapers we'd be going roof-to-roof to navigate the city, kind of like in The Walking Dead comics they generally stick to travelling on rooftops when in cities since the streets are like a sea of undead.

    However I think that it would be pretty awesome to see some really large buildings like hospitals and 5-star hotels, or maybe a prison.  Places that would take a long time to explore indoors and possibly get lost in.

    Personally though, I think that before any big new places are added, the devs should get vehicles in, and in the meantime continue to work on the current maps and add smaller areas, vehicles is something I'm looking forward to, especially with the 3D engine.  Perhaps before USABLE vehicles are added maybe we could have some non-working cars all over the place that can be looted? I feel that abandoned vehicles will really add that apocalyptic feel to the world.
     
  15. Like
    Seustace89 reacted to Lexx in Map: Where to next?..   
    This is why i think developed urban areas will basically be the loot mecca of the game to visit. But the risk of being swarmed will be astronomical. And they definitely have stated that as the map expands there will end up being car wrecks, debris and such. And cars/vehicles are going to happen. 
  16. Like
    Seustace89 reacted to lemmy101 in Map: Where to next?..   
    No one said the city was next quite the opposite I suspect, though you'd have to ask Mash or Binky I think the south is going to be a priority in the future.
  17. Like
    Seustace89 reacted to lplivetv in Map: Where to next?..   
    Wasn't there mention of the possible addition of military sweeps coming to Project Zomboid. The logical answer in my opinion would have to be South to Fort Knox. This becomes even more logical when the entire map is based in Knox County.

    According to today's mondoid, it seems Louisville is possibly next. I hope they go south sooner or later.
  18. Like
    Seustace89 reacted to Headshotkill in Map: Where to next?..   
    TO THE MOON!!!
  19. Like
    Seustace89 reacted to Crackerjack in Map: Where to next?..   
    I'd love to see how Indy Stone would handle a major urban center. Clearing a single skyscraper would take a very long time, and the packed streets mean you can't just blindly sprint and flail in random directions...
  20. Like
    Seustace89 reacted to k12314 in Map: Where to next?..   
    I would have to agree with this. I'd rather they take their time to polish up the current map and West Point until they're perfect, then move on to other things. When they move on to other things though, I want to see Fort Knox and the surrounding county. That would be awesome.
  21. Like
    Seustace89 reacted to CaptainBinky in Map: Where to next?..   
    I knew that example was a mistake the moment I wrote it
  22. Like
    Seustace89 reacted to MashPotato in Map: Where to next?..   
    STARTING WORK ON PYGMY HIPPO SANCTUARY RIGHT NOW.
  23. Like
    Seustace89 reacted to CaptainBinky in Map: Where to next?..   
    NPCs, stories, and map extensions go very much hand-in-hand so it definitely won't be the case that when the NPCs are being worked on full-pelt, nothing will be happening with the map. Will has no constraints when it comes to writing - if he needs a pygmy hippo sanctuary for story purposes, a pygmy hippo sanctuary is what he gets
  24. Like
    Seustace89 reacted to PlasticandRage in Map: Where to next?..   
    It would be pretty awesome to be able to dig holes as traps/defensive structures. It'd be cool if you could cover them too, to trap NPC's as well as zeds.
  25. Like
    Seustace89 reacted to kinyoshi in Map: Where to next?..   
    Personally I think after West Point is in a stable release, map stuff after that should be randomly put in during test builds without being announced. So we get surprised when wandering around.
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