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Bourbon

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  1. Pie
    Bourbon reacted to Indyjunk in Addition of parking brakes in PZ, and the addition of fuel tankers.   
    Hello, on my latest playthrough I discovered the brakes on a car I had acquired were quite bad. That remined me of the parking brake. Currently in PZ there is no ability to engage the parking brake or Emergency brake as it's more commonly known. The addition of the parking brake should in theory be relatively easy to add but have all of the benefits of allowing players to stop quicker in a fast paced situation.  
     
    My second suggestion, With the recent news of gas stations no longer having infinite fuel adding a small fuel tanker (Like the one in the picture below) to transport medium amounts of fuel around the map and the ability to refill the gas stations if the player so desires would be very interesting. This could be a bit overpowered, however a player could just reproduce this currently with a truck and a bunch of gas cans. Not to mention the player would have to source the fuel in the first place. This would provide a much better alternative than putting a bunch of fuel cans in a car and making a gas run.

  2. Like
    Bourbon reacted to Charlypizza in Aiming long range weapons may be inacuarate   
    -Aiming will prioritize the near zombie to the player this a problem when selecting a target at long range, what if the could be a key binding to chance the prioritize radius to the aim reticle/mouse pointer or make rifles with scopes prioritize the radius around the mouse.
     
    -Aiming will highlight to targets very far away from each other to do a double kill.
     
    **SuggestionScope effect when aiming with scopes 4x and 8x with a extra zoom could help to see the aim outline, especially cuz u cant zoom in to see it.



  3. Like
    Bourbon reacted to Hyzo in Firearms B41   
    Overall firearms overhaul.
    Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2256623447
    Github: https://github.com/AccountHyzo/Firearms

    Adds several new guns: Glock 17, Colt Peacemaker, MP5 and an M24.


    New model for the sawn-off shotgun with sawn-off stock aswell. Now possible to also make a sawn off hunting rifle.
     


    This also changes the models for the 1911, M9, Shotgun, MSR700 and MSR 788.
     


    Working silencers to specific weapons by caliber.
    Excluded from silencers are the hunting rifle, desert eagle and shotguns.
     


    Added an easy mode for the silencers, since some players might want an even quieter silencer I added it as a seperate file. Just activate the "Firearms B41 Silencer Easy Mode" alongside this mod and the silencers will be double as effective.
     

     
    3D Models for attachments such as slings, recoil pads and bipods.
    Removes the requirement to have a screwdriver to add and remove attachments to guns.

    This mod is a work in progress and I will continue to add attachments and guns as well as replace vanilla models.
    Please consider this when subscribing. There is a possibility for things to change.
    Tested and works to the best of my knowledge with IWBUMS 41.50 Please post if you encounter bugs so I can fix them.
  4. Like
    Bourbon reacted to Khemeher in Immersion Breaking Bug - A Letter to the Devs   
    Dear Developers,
     
    DISCLAIMER:  I've written this letter with a certain degree of humor, but please understand this is a very, very serious issue.
     
    You've created a lovely game, and you've done a great job of adding in realism for the sake of immersion.  I'm really proud of how far you've come & what you've been able to accomplish thus far.  However, today I'm sad to report I've discovered an immersion breaking bug that threatens to unravel the entire game, and invalidate all the hard work you've invested.  Your game is set in Kentucky, and you have liquor bottles named "whiskey" in the game. 
     
    Do I need to spell this out for you?  In Kentucky, they make bourbon.  In point of fact, Kentucky is one of the few places on the planet where you can make bourbon because the ground water is filtered through limestone - which along with a few other brewing details is a crucial element of making bourbon as opposed to whiskey.  Forget the part about zombies - this abomination is the real horror element of your game.  I don't think it's hyberbole to say that even zombies wouldn't be caught dead in a part of Kentucky where there is no bourbon.  What makes this situation even more aggregious is the fact that the region of Kentucky in which the game is set is right in the middle of the Kentucky Bourbon Trail.
     
    https://kybourbontrail.com/map/?gclid=CjwKCAjw2uf2BRBpEiwA31VZj6bpT8zOjffj2EIyZjOD6evp8FHSJgMTRB-xusfNPTVSkID_2zZtRhoC4yQQAvD_BwE
     
    I honestly don't understand how such a thing could have happened.  You've taken time to add Southern touches like remoulade and modjeksa to the game, but somehow this crucial element slid right off your radar.  Someone screwed up, and there is no excuse for it.  In order to atone, I feel that the development team needs to spend a few days on the Bourbon Trail in Kentucky for research purposes, so that this gross oversite can be corrected.  If you haven't done so previously, trust me when I say that doing so will be time well spent.
     
    It's not too late to fix this.  It shouldn't take much work to replace the word "whiskey" with "bourbon."  You're still in development, so I'm willing to overlook this unbelievable error...once.  However, now that I've taken time to bring this to your attention, I hope that you will search your hearts, and make the only correct choice.
     
    Thank you.
     
    This message has been brought to you by the Kentucky Bourbon Zombie Gang.
     
    #zombies4bourbon  #kentuckyzombiesmatter #bourbontrailzombies
  5. Like
    Bourbon got a reaction from Nativel in [41.34] Not possible to use Rifles in Knox.   
    Yeah, they had internal mags before, they should have now.
  6. Like
    Bourbon reacted to leon2356 in [41.34] Not possible to use Rifles in Knox.   
    I had to go into the game files and make the rifles round fed instead of magazine fed to fix them.
  7. Like
    Bourbon reacted to leon2356 in Round fed MSR700 Rifle.   
    In real life the "Remington 700" most commonly has an internal magazine so does not use a magazine (Also you can special order it to be magazine fed). So I'm looking for a mod that makes the MSR700 round fed instead of using a magazine. Also because magazines for rifles are almost impossible to find and I want more options for rifles.
  8. Like
    Bourbon reacted to NikkiKnack in Non-essential pockets (Smoker Buttons)   
    So first of, I love the new belt feature. It was much needed. While digging through your inventory while beset by zombies was stressful and scary, often it wasn't really immersive or engaging, and more often frustrating. This is something, however, that I feel could be expanded upon to deliver some higher overall quality of life for players without greatly affecting the code base or decreasing the difficulty.
     
    The strongest example of this is cigarettes. Currently you have to dig through your inventory to smoke a cigarette, though any smoker keeps a pack on hand. Adding a non-essential pocket button, and binding it to a key, let's say 6, would give your character the ability to smoke when they start feeling antsy if you put a pack in that pocket.
     
    I think 2-3 of these slots would be reasonable, and binding specific items to these slots could help with various quality of life actions that aren't actually that difficult for a Player Character to do, but are frustrating for a Player themselves to access through the menu system. Below I will list some possible items and their benefits in pocket slots.
     
    Cigarettes: Easily smoked to help manage anxiety, useful for RP Wrist Watch: Silence an alarm at the press of a button, since it is only on your wrist anyway Walkman: While it currently does nothing, putting it in a pocket with headphones will give you access to a music happiness buff at expense of your characters hearing Flask: While liquor bottles themselves are too large to fit in pockets, if a flask is added then characters will have access to a way to drink out on the field, while providing ample opportunity for RP Notebooks/Maps: A player that likes to use these features, for RP or otherwise, will be able to make more use of them with the feature being available at the click of a button Snacks: You aren't going to fit a whole ham in the pocket, but perhaps you could prepare a ham sandwich for lunch while you are out scavenging. This would encourage using the cooking skill to it's fullest rather than being ignored by many players Tissues/Handkerchief: Have a cold? Pull a tissue from your pocket to stifle some sneezes Sand: POCKET SAND!!!! (jkjk)  
    These are all the ideas I personally have on the matter, thought up while writing this. This originally started simply as a smoker button idea, but evolved while explaining it. Please, if anyone else has ideas, please post them. I would like to see this feature implemented.
  9. Like
    Bourbon reacted to ZombiesLoveBrainiacs in Item mass rebalancing?   
    Almost all clothing items have a weight 1.
     
    The first thing I do in the zombie apocalypse is get naked while watching woodcraft. Don't judge me, I'm just doing it because I have to survive!
  10. Like
    Bourbon reacted to Axezombie in Cannot cook a blue plastic bucket to sterilize water   
    Because those blue buckets are made of plastic, at least that's always what I thought
  11. Like
    Bourbon reacted to muscamole in Autoswitch to weapon when smashing windows if one is on belt   
    Basically exactly as the title suggests. If you have a weapon on your belt capable of smashing a window without causing injury you should switch to it automatically if you're smashing a window. This would prevent a lot of dumb immersion breaking hand injuries. Lots of actions, such as filling up a gas can, unequip your primary weapon, it can be easy to forget that you didn't reequip it. And then you don't realize it until you've punched the window and start bleeding. You would never do this in real life except maybe under extreme panic because you would always be aware of what you have in your hands. If you had a hammer hanging right there on your hip you wouldn't just punch a window.
  12. Like
    Bourbon reacted to EnigmaGrey in IWBUMS 41.19 released!   
    Because the M16 is still largely bugged and should be ignored for now. 
  13. Like
    Bourbon reacted to mccree in Please disable auto jump on upper floors.   
    I fell from 3rd floor while jogging :(.
  14. Like
    Bourbon reacted to Loskene in Gun parts and more realistic way to repair guns   
    Honestly the guns are about as complex as I'd like them to be already. Futzing around racking them and having reload split into two actions with mag weapons is enough, and I have never repaired a gun in this game, not sure if I've even broken one from heavy use. If we want the repair mechanism to be less silly I'd say just go with a generic lootable "weapon cleaning/repair kit" the likes you'd get in DayZ. Replacing gun parts sounds like replacing car parts again. Fun in theory, tedious in practice, only cars get away with it by being so useful they need that level of complexity just to balance them. Plus we could do with less "non gun things" taking up valuable limited spawn spaces in gun containers, I've already begun to loathe seeing the recoil pad and the tactical walkie talkie. I would not like to walk home with nothing but 3 spare barrels and a firing pin for rifles I don't have, magazines are already worth their weight in platinum.
  15. Like
    Bourbon got a reaction from Arsenal26 in Gun parts and more realistic way to repair guns   
    I really like guns, but i think that system goes to deep. Most people would just be confused. Sometimes less is more.
     
    But i agree that the current repair system is just dumb.
  16. Like
    Bourbon reacted to ZombiesLoveBrainiacs in Runners Return   
    Btw:
    Bread seems way too rare. I want to make sandwiches again.
    I also can't seem to find any of those gardening spray cans for treating sick plants, but maybe I'm just unlucky.
  17. Like
    Bourbon reacted to DresdenBBQ in Buff the Farmer Profession for the Love of God   
    Could we please get a buff for the farmer profession? Farming is honestly one of the easiest skills to upgrade, plus honestly it doesn't really make much sense to them only to have skills in *just* farming. You could give them a +1 to maintenance, since maintainin' and repairing farm equipment, be it a tractor, your power tools or simpler tools is something most rural American farmers do. My godfather's dad who lived on a farm all his life maintained most of his tools instead of buying new ones which is why he's had them for some twenty odd years. Even the chef profession gets maintenance skill but the farmer doesn't??? The most maintenance chef's typically do is sharpening knives! You could even give them a +1 to long blunt skill, since they're used to using shovels, rakes, pickaxes, etc. Which does require some time to aim right since you always wanna hit the dirt at its weakest point and it requires some know how to effectively use those tools. Hell you could give 'em +1 shootin'! I've never known a farmer who didn't own a shotgun down here in rural southern America. Farmers are used to needing one to scare away hogs, deer and on occasion birds who try to eat the crops! As it stands the farming profession is highkey one of the more useless ones which is sad and farmer's know how extends out farther than just knowing about crops, they also have a basic knowledge of the land as well as survival. This is just my two cents and I'd like to see if anyone here agrees with me here. Cause as it stands professions like Carpenter, Engineer, Veteran or even Electrician are objectively better professions to take. 
  18. Like
    Bourbon reacted to Хибити\Hibiti [BLR] in Best Panel of Character | Лучшая Панель Персонажа   
    [EN]
    Hello dear developers. For a month now I have been enjoying 41 builds of the game, and I admire animations.
    And every time I open the character panel, I want to see sharper shadows, and a background image.

    I assume that due to the low polygons of the model this is not possible, But what if a more detailed model is used in the character’s window? Like in the portraits window in WarCraft 3. I understand that this is an additional waste of resources, but I think the idea is good, and many will like it + this will not affect performance, because the character window will have a separate model from the game.
    Also about the background image. You can also make it not static, but so that we rotate the character, and rotate the picture. And I can offer an option with a picture + 3D models.

    [RU]
    Здравствуйте уважаемые разработчики. Уже как месяц я наслаждаюсь 41 сборкой игры, и не могу налюбоваться анимациями.
    И каждый раз когда я открываю панель персонажа, мне хочется увидеть более резкие тени, и фоновое изображение.

    Я предполагаю что из-за низких полигонов модели это невозможно, Но что если в окне персонажа использовать более детализированную модель? Как в окне-портретов в WarCraft 3. Я понимаю что это дополнительная трата ресурсов, но думаю идея хороша, и многим понравится + это не будет влиять на производительность, ибо в окне персонажа будет отдельная модель от игры.
    Также по поводу фоновой картинки. Можно её сделать также не статичной, а чтобы мы вращая персонажа, поворачивали и картинку. А еще вариант могу предложить с картинкой + 3д моделями.

  19. Like
    Bourbon reacted to crossed in Firearms related sugestion   
    Only slightly related but I'd really like if you could still fire some of the guns when a zombie is very close to you instead of the character trying to push it away. I understand that you can't line up a shot with a rifle, but being able to fire a sawn off shotgun to get zombies out of your face would be very helpful in some situations.
  20. Like
    Bourbon reacted to Milkdromeda in Death Animations   
    I really like how when crowded by enough zombies you can be overpowered and are just slowly brought to the ground and feasted upon in an all too chilling and perilous fashion, the screams especially adding to the effect. It’s a great feature. What I don’t like is how in instances where I’m bleeding to death in a room I convulse back with a backward jolt and fall to the floor in a rapid motion. It’s just out of place given the circumstance. I feel like there should be more variety in how these death animations are handled. With a shot to the head in Multiplayer maybe you jus drop, sure, or if you’ve been barraged with shotgun shells maybe you sort of wave about for a second and then fall like the ending of Red Dead 1. Could add some wheezing and labored breathing to accompany it, coughing and whatnot. I think it’d be really cool.
     
    (Sorry if there’s any formatting issues, I’m on mobile right now)
  21. Pie
    Bourbon reacted to Fenris_Wolf in Build 41 Gun Specific Stuff   
    Absolutely the wrong term. 'Racking' is the action of pulling the slide or bolt to the rear and back forwards, extracting whatever is in the chamber and loading  the next round.
    As you stated, with a revolver each spot in the cylinder is the chamber. There is nothing  to 'rack'.
  22. Like
    Bourbon reacted to Tails in Build 41 Gun Specific Stuff   
    Firearms spawns on zombie corpses : Currently only M9 and 1911 pistols only seem to be found on a zombie corpse as well as 9mm and .45 ammunition it could use more types of gun spawns on zombies such as revolvers of all types and D-E pistol as well as other types ammunition.
     
    Also would be interesting to see some 2 handed guns spawn on the back of zombies.
     
    :Revolvers: Speed loaders would be nice to have for  reloading a revolver  much faster than slow bullet by bullet reloading.
     
     
     
     
     
     
     
  23. Like
    Bourbon got a reaction from Geras in Build 41 Gun Specific Stuff   
    Just my two cents on the gun stuff in the new build 41 IWBUMS, likely I am gonna add more to the list while playing more.
     
    If you comment a suggestion in the thread I will put it in the top post for better visibility. Keep the good stuff coming!
     
    Praize:
    -Revolver loading animation is great!
    -Shotgun Racking feels Awsome!
    -I like that you have three revolvers and one is in .45 ACP. That makes for interesting gameplay as you can use the same ammo that the 1911 uses.
     
     
    Critizism:
     
    Overall Gunhandling:
    -If a gun jamms we need a more clear message, the PC could mabye say "Shit jammed" Also include which button to press to unjam.
    -Pistols should NOT spawn without a magazine. This ist just frustrating.
    -Magazines should spawn A LOT! more.
    -Ammo should spawn a lot more. There is no sense in nerfing guns that way.
    -There needs to be a way to level "aiming" quicker. Early shooting levels are just frustrating. Maybe add a Magazine that teaches the PC basic sighting and gives them a easier time. Or doing target practice out in the woods.
    -Long guns should spawn on zeds too. Like a M16 for the bank robbers. (dont know if it is already in or not, mabye its just reaaally rare, suggested by Tails)
    -When a Zombie is very close, and you have a handgun you should be able to just put the gun against the zombies head and instantly shoot him instead of shoving (suggested by crossed)
    -Weight does need to be adjusted to the firearms. The Snubnose Revolver should be a lot lighter than the Desert Eagle.
    -Guns should also be able to be put on a belt slot. This DOES NOT make Holsters obsolete, because having a holster gives you a faster draw and a quickslot more.
     
    Revolver:
    -When unloading a revolver the text reads "Rack Revolver" this is worng Right text would be ----->  Unload Revolver, should also just unload the whole cylinder, there is no use in just taking one bullet out with a revolver.
    -When "racking" a revolver the sound is of a spinning cylinder, that makes no sense
    -Shooting sound of a revolver is reeeeeally bad, sorry
    -When reloading a revolver, PC should dump out all the cartriges and load from start (thats how you do it, taking single casings out doesn´t work because they stick to the chamber. You have to use the cylinder plunger.) See ORGM Rechambered.
    -Speed loaders would be nice to have for  reloading a revolver  much faster than slow bullet by bullet reloading. (Suggested by Tails)
     
     
     
    Shotgun:
    -Doublebarrled shotgun has no option to be "sawn off" (suggested by Crossbow7734)
    -Shotguns could have two options to be sawn off. Only barrel, which reduces weight a bit and increases spread. Or Barrel and stock, which makes it a pistolgrip. Reduces weight by a lot and increases spread AND recovery time (time to have an accurate shot again, mabye for PCs with low gun skill chance to get hit in the face by recoil)
    -Doublebarrled shotgun has a animation where it is coocked again after each shot. This doesnt make sense. It looks to me like a hammerless shotgun. Even if it has hammers, there would be no reason to NOT cock both hammers.
     
    Hunting Rifle:
    -Both should have internal Magazines like they were before. A detachable 3 round mag is just useless.
     
    Ammunition:
    -Pistol boxes should contain 50 rounds not 30
    -Rifle Ammo boxes should contain 20 not 40 rounds
    -Shotgun boxes should contain 25 not 24 rounds (this is the amount of any real shotgun shell box)
    -Loading Magazines is waaaaay to fast, was good last build, there was no need to change
     
     
    Already adressed by the devs:
     
    -Revolvers shoudn´t jam like they do now. If a revolver jamms you can´t "just rack it" like a pistol. A revolver doesnt have the malfunctions that a pistol can have. This should be reworked that revolvers cannot jam. (There is a lot that can go wrong with a revolver IRL, but for a game it would make sense if it would be the more reliable option, but with less firepower. (This is supposed to be fixed, havn´t tried it myself.)
     
    -Guns seem to fire to slow. I cannot fire them fast. (Fixed, now it depends on your aiming level how fast you can fire)
     
    -If your PC has a good aiming skill the animation for racking should be shorter. The PC could rack the shotgun while shouldered which makes it faster. (Already done, but without a seperate animation)
     
    What are your opinions?
  24. Like
    Bourbon got a reaction from Tails in Build 41 Gun Specific Stuff   
    Just my two cents on the gun stuff in the new build 41 IWBUMS, likely I am gonna add more to the list while playing more.
     
    If you comment a suggestion in the thread I will put it in the top post for better visibility. Keep the good stuff coming!
     
    Praize:
    -Revolver loading animation is great!
    -Shotgun Racking feels Awsome!
    -I like that you have three revolvers and one is in .45 ACP. That makes for interesting gameplay as you can use the same ammo that the 1911 uses.
     
     
    Critizism:
     
    Overall Gunhandling:
    -If a gun jamms we need a more clear message, the PC could mabye say "Shit jammed" Also include which button to press to unjam.
    -Pistols should NOT spawn without a magazine. This ist just frustrating.
    -Magazines should spawn A LOT! more.
    -Ammo should spawn a lot more. There is no sense in nerfing guns that way.
    -There needs to be a way to level "aiming" quicker. Early shooting levels are just frustrating. Maybe add a Magazine that teaches the PC basic sighting and gives them a easier time. Or doing target practice out in the woods.
    -Long guns should spawn on zeds too. Like a M16 for the bank robbers. (dont know if it is already in or not, mabye its just reaaally rare, suggested by Tails)
    -When a Zombie is very close, and you have a handgun you should be able to just put the gun against the zombies head and instantly shoot him instead of shoving (suggested by crossed)
    -Weight does need to be adjusted to the firearms. The Snubnose Revolver should be a lot lighter than the Desert Eagle.
    -Guns should also be able to be put on a belt slot. This DOES NOT make Holsters obsolete, because having a holster gives you a faster draw and a quickslot more.
     
    Revolver:
    -When unloading a revolver the text reads "Rack Revolver" this is worng Right text would be ----->  Unload Revolver, should also just unload the whole cylinder, there is no use in just taking one bullet out with a revolver.
    -When "racking" a revolver the sound is of a spinning cylinder, that makes no sense
    -Shooting sound of a revolver is reeeeeally bad, sorry
    -When reloading a revolver, PC should dump out all the cartriges and load from start (thats how you do it, taking single casings out doesn´t work because they stick to the chamber. You have to use the cylinder plunger.) See ORGM Rechambered.
    -Speed loaders would be nice to have for  reloading a revolver  much faster than slow bullet by bullet reloading. (Suggested by Tails)
     
     
     
    Shotgun:
    -Doublebarrled shotgun has no option to be "sawn off" (suggested by Crossbow7734)
    -Shotguns could have two options to be sawn off. Only barrel, which reduces weight a bit and increases spread. Or Barrel and stock, which makes it a pistolgrip. Reduces weight by a lot and increases spread AND recovery time (time to have an accurate shot again, mabye for PCs with low gun skill chance to get hit in the face by recoil)
    -Doublebarrled shotgun has a animation where it is coocked again after each shot. This doesnt make sense. It looks to me like a hammerless shotgun. Even if it has hammers, there would be no reason to NOT cock both hammers.
     
    Hunting Rifle:
    -Both should have internal Magazines like they were before. A detachable 3 round mag is just useless.
     
    Ammunition:
    -Pistol boxes should contain 50 rounds not 30
    -Rifle Ammo boxes should contain 20 not 40 rounds
    -Shotgun boxes should contain 25 not 24 rounds (this is the amount of any real shotgun shell box)
    -Loading Magazines is waaaaay to fast, was good last build, there was no need to change
     
     
    Already adressed by the devs:
     
    -Revolvers shoudn´t jam like they do now. If a revolver jamms you can´t "just rack it" like a pistol. A revolver doesnt have the malfunctions that a pistol can have. This should be reworked that revolvers cannot jam. (There is a lot that can go wrong with a revolver IRL, but for a game it would make sense if it would be the more reliable option, but with less firepower. (This is supposed to be fixed, havn´t tried it myself.)
     
    -Guns seem to fire to slow. I cannot fire them fast. (Fixed, now it depends on your aiming level how fast you can fire)
     
    -If your PC has a good aiming skill the animation for racking should be shorter. The PC could rack the shotgun while shouldered which makes it faster. (Already done, but without a seperate animation)
     
    What are your opinions?
  25. Like
    Bourbon reacted to TehaGP in More Throwable Items   
    With the new combat mechanics, the stealth will be more used now, so that's why I think it would be nice to have more throwable items like:
     
    Glass Bottle
    -It would have the same animation as throwing a Molotov Cocktail, but instead it would make a sound of broking glass to attract nearby zombies, then you could just avoid then more easily.(Other items that could make the same could be Mugs, Bowls and Light Bulbs)
     
    Stone
    -We should be able to throw a stone into a window or a metal wall to make a big noise to attract nearby zombies so then you could pass then silently and avoid the combat.(Items like Empty Tin Can and Empty Pop Can should do the same thing)
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