Jump to content

ZombiesLoveBrainiacs

Member
  • Posts

    168
  • Joined

  • Last visited

Reputation Activity

  1. Pie
    ZombiesLoveBrainiacs reacted to nasKo in How can I enable the console window again in B41?   
    Start the game from the .bat file in the install directory
  2. Like
    ZombiesLoveBrainiacs got a reaction from grammarsalad in Let us finally use the crowbar to open doors   
    I was sure that would be a thing in 41 - but it's still not possible. Please? :[
  3. Like
    ZombiesLoveBrainiacs got a reaction from Jason132 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.
  4. Spiffo
    ZombiesLoveBrainiacs reacted to Thuztor in Horizon Clock Mod v.0.6 for Build 41   
    Horizon Clock Mod
    version 0.6 for Build 41
     
    Concept, Textures, Code & Overhaul: Thuztor
    oldCode: TurboTuTone
     
    Translations:
    English & German: Thuztor
    Russian: Nebula
     
    Surprise! I'm back and not dead yet! Not yet!
    I hope I can revive even more in the future.


    Update to Version 0.6 for Build 41 and probably lower:

    - complete overhaul ( see Features )

    Features of this version:

    - You don't have found a watch, yet?
    ! Orient yourself at the level of the sun or the position of the stars!

    - You have a watch, but you can't see the clock?
    ! Hold Right CTRL, if you move or whatever with the keyboard!
    ! Otherwise just press Right CTRL!

    - You can't see the sun or the stars, if you are inside a building or it rains?
    ! That's correct. It has to be like this!

    - You want a digital watch, but without the luxery temperature display?
    ! You can find black cheap digital watches on corpses and at some other places!

    - Language Support: english, german, russian (Nebula)

    Planned for the next version:

    - texture overlay, if you are sitting in cars.

    maybe:
    - cloudy, foggy, snowing overlays.

    - The correct beginning and end of sunrise and sunset depending on the season.

    Future plans:
    - an analog watch
    - button cell battery for watches (keep a very long time, but eventually the clock will stop working)
    - windup watches that needs no battery, but needs to be wind up again and again.
    (Bad luck if one forgets it sometimes. Then you have to just guess what time it is)

    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=498643301
    Dropbox-Link: https://www.dropbox.com/s/1cbrgt4kdj55tju/HorizonClockv0.6.zip?dl=0
     
     
    See you soon!
  5. Spiffo
    ZombiesLoveBrainiacs reacted to Arsenal26 in [41.19] Inventory Sanity Mod (Auto-Walk & Container Switch)   
    [UPDATE] This mod now fixes Auto-Walking to EVERYTHING ELSE.... and still adjusts Inventory Column category Width.... 
    [UPDATE] Uploaded a separate column width mod just in case, to ensure everyone can play how they want...
     
     
     
     
    [41.20] VANILLA FIX IS IN
     
    Im sure there is a good reason for the way looting and interacting with containers is the way it is for animation purposes. But I just prefer that container windows not switch automatically away from the one you are transferring items to/from, and that the character not try to automatically walk closer to containers which are already in range to where you can see the contents. I guess depending on what the majority of players want, this may or may not be adjusted in due time as there are other things higher on the priority que, and understandably so with an update this big.
     
    In the mean time... here is a temporary fix for anyone who also prefers not to have inventory windows automatically switch away from the one you are trying to transfer items to and from while looting or managing your inventory.
     
    AUTO-WALKING fix - To prevent your character from auto-walking to containers that are within range and contents already visible...
    Change the value from 2 to 3 in line #135 of "...media/lua/shared/luautils.lua" so it reads :
    **** NOTE : 2.5 seemed to work well also.... but I'm using 3 just to be sure. This does not seem to affect the range at which contents become visible... I think...

    CONTAINER SWITCHING fix - To prevent your character from auto-selecting the wrong container and switching away from the one you are transferring to/from...
    Comment out lines #67, 68, 69 of "...media/lua/client/TimedActions/ISInventoryTransferAction.lua" so it reads :
     
    Preliminary testing seems to behave as I intended, in that the container view will not change as you are transferring items to/from adjacent containers of which the contents are visible and in range. And your character will not try to get closer to containers that are already in range, simplifying the task of inventory management and looting.
     
    Not responsible for any short sightedness or breakages these changes may cause. Use at your own risk... Posting the changes like this for Gog users, assuming you know how to make a simple mod in your "...user/Zomboid/mods" directory,  And it's on Steam as well...
     
    Edit... Also adjusts "Category" column width making it narrow and all the way to the right or the inventory pane.
     
     
    Updated for [41.19]
     

    Workshop ID: 1907803085
    Mod ID: InventorySanity
  6. Like
    ZombiesLoveBrainiacs got a reaction from Bourbon 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.
  7. Like
    ZombiesLoveBrainiacs got a reaction from Geras 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.
  8. Like
    ZombiesLoveBrainiacs reacted to Geras in Runners Return   
    Came to say exactly this.
     
    Also, different running speeds, and not one speed for all, please?
  9. Spiffo
    ZombiesLoveBrainiacs reacted to nasKo in Runners Return   
    Hi all, here’s some details on our next patch for the current Build 41 IWBUMS beta – and some updates on what will follow.
    41.19 Patch
    We’ve currently got the next patch in internal testing, and making sure there aren’t any last minute gremlins. Over the course of the 41 IWBUMS beta process we still need to reintroduce and improve networking in MP, improve visual fidelity via our ‘zoom’ work, optimize zombie crowds, mix in our new fire visuals, fix up the tutorial, add in new zed decay skins, create a system for clothing repair and reintroduce optional sandbox sprinters.
    And, as of 41.19, the first of these big ticket items will be back in-game. Get ready to run!
    [If you want to! As before: runners are an optional sandbox thing!]
    Other fixes and balance that will be in this patch include:
     
    New SFX for lower impact car collisions Hotbar improvements Through-open-door zed visibility fix Increased gun and ammo spawns Loot balance and game mode loot balance Controller fixes that will hopefully aid players who use gamepads A fix to those weird moments your car duplicates Smoothened fence vaulting Fixed eating and drinking animations Certain headwear now has a chance to fall when hit/attacked. Hats now rendered as 3D models in the world.  
     
    Barring gremlins appearing, which they often do, this patch is almost ready to go – but be warned that we rarely release on Fridays for fear of breakage. It shouldn’t be far off though.
    Beyond
    The next big ticket 41 items that’s likely to drop in an upcoming patch are the zoom and visual fidelity improvements that Zac’s currently on. It’s currently looking like this.
    As a part of this work Zac has been doing some simultaneous performance optimization. This week has seen the renderer undergo some scrutiny. The rendering pipeline has been carefully dissected, and various instrumentation nodes have been added at various stages.
    We can now toggle individual portions of the render on/off, and measure individual parts in isolation. Another aspect is GPU fill rate. We noticed that some graphics cards suffered more than others when certain shaders were enabled.
    So a custom shader was added that shows the invisible pixels that are stealing our performance. The terrain renderer is also getting some attention to try to reduce the amount of transparent pixels emitted by the floor tiles, by cutting their mesh more aggressively to their individual shapes. This is cutting the fill-rate cost by about 40-50%, which is seeing a nice FPS boost, particularly on older GPU’s
    Elsewhere Yuri is finishing up crash chasing and save system prodding, so he’ll be getting to work with the new fire visuals over the coming week  – while Turbo’s reintroduction of heat insulation and clothing systems will likely drop into the build over the next patch or two.
    Finally: Connall would like community reports on how different community translations are being received in non-English languages. If you have any feedback on them, or have noticed any parts of the game that remain untranslated, please get in touch with him via the translations channel in the Discord – or on the TIS forums.
    Thanks all! We’re all glad that Build 41 is still getting some positive buzz.
    This week’s image from VunderFiz, who just noticed we’d used his image on Discord and seems genuinely delighted. 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!
  10. Like
    ZombiesLoveBrainiacs reacted to thecamper41 in Zombies instantly stand up after falling from fence when hit by crowbar.   
    I just lost a run to a peculiar bug.
    When a zombie try to climb over a fence, they will fall over.
    So I walk up to her with the intention of smashing her with my crowbar.
    However as my crowbar connects with her, she instantly stands up like she hadn't fallen at all.
    And her companion that came with her did the same thing when my crowbar accidentally hit her as well.
    So I suddenly had two zombies instantly stand up and bite me.
    I don't know if it will happen with other weapons, I have only tried with a crowbar.
    I love this game, so I made an account to submit this bug, keep up the great work!
  11. Like
    ZombiesLoveBrainiacs reacted to Fortport in Zombies Folding Against Walls   
    I feel like zombies should never lay flat and clip through a wall, and lately in the new build I've seen zombies sitting against them. It's hard to see their head to stomp them properly and it looks bad, to see half their body clipping through or something.

    What if when we knocked a zombie down at a wall, they fell on their butt and sat against it? Or if when we knocked them down, they'd fly backward, hit the wall, then lay down sideways in front of it instead of through it? There's already an animation for sitting. Sure, you wouldn't be able to stomp them, but it'd look way better and also take a second for them to stand up again. This could apply to corpses and death animations also, potentially making it more satisfying to kill them by the wall if they slam into it and fall over.
  12. Like
    ZombiesLoveBrainiacs reacted to Spectre in Combat   
    I don't know how many games I've had completely scrapped by bad beats. Stupid moments like opening a door you know there's a zombie behind, then swinging in the complete wrong direction and getting bitten. In a life or death situation, there is a certain amount of self defense that happens automatically (and I know because I've been in a couple in real life). My suggestion is having a passive skill that wrestles with a single zombie that is trying to attack you so you have time to react. A skill that scales up with use with an increase in the delay before you get bitten or scratched. I'm talking from a quarter of a second to start with maybe one or two seconds at max level. Something. Anything to give a passive fighting chance instead of standing there with immersion crushing apathy while you have your life taken by a diseased rotting corpse.
     
    Just a side note, I have over 200 hours on the game, so this is not something new to me or something that's going to stop me from playing. It's just something that has INFURIATED me from time to time. Sometimes I deserve my death. Other times, you can hear me scream profanity from across the street.
  13. Like
    ZombiesLoveBrainiacs got a reaction from Tails in This area is missing a gate, making it perfectly safe   
    This should have a gate I guess:
    https://map.projectzomboid.com/#0.8815489481980877,0.23802692595779837,85.5945643032576
  14. Like
    ZombiesLoveBrainiacs reacted to elislavkat in [B41] Zombies React Apathetically to Players on the Opposite Side of Transparent Tall Fences   
    i thinks they must trying to catch me even through transparent fence. but if it grid fence i should be unable to attack them with heavy weapon, maybe only spears and stubs.
  15. Like
    ZombiesLoveBrainiacs got a reaction from ColonelJukeBox in Small but Important Suggestions Thread   
    You can do that if the window is open. It's a bit strange that the window needs to be open, tho.
  16. Like
    ZombiesLoveBrainiacs reacted to Saki in Autofishing + Fast Forward gets you stuck   
    EDIT:
    Hi there, long time fan, came back to fiddle with the new update.
    Loving it so far and I found this small bug:
    I was fishing with a few worms and one (last bait used) frozen worm. On FFWx2 when the bait was gone I got stuck on the fishing animation and wasn't able to walk away, tried un-equiping rod, walking both with keyboard and mouse menu and digging a few feet ahead. Relogging fixed it so it's no big deal but I wanted to give back for this blast I'm having with the update so far.
    I recorded the issue in case it may help:
     
  17. Like
    ZombiesLoveBrainiacs reacted to OLd gRiFF in Small but Important Suggestions Thread   
    1019. Randomly locked rooms in houses. It would give more use to the house keys. 
  18. Like
    ZombiesLoveBrainiacs reacted to Livio Persemprio in Small but Important Suggestions Thread   
    which reminds me of 
    1056: bring back the zombies that pretended to be dead, just standing there waiting for a human to approach, back in the day crawlers used to do that and we've seen from anims that some zeds will be sitting when nothing happens around them
  19. Like
    ZombiesLoveBrainiacs reacted to Geras in Small but Important Suggestions Thread   
    1064
     
    Ability to look around while inside a car.
     
    Right-click and move mouse around to check your surroundings, same as when sneaking.
  20. Like
    ZombiesLoveBrainiacs reacted to Okamikurainya in Small but Important Suggestions Thread   
    1063: A recently leveled indicator next to the skill that just leveled up. Now that leveling is automated, it can be hard to keep track of what just leveled up and I think a little icon would help that.
  21. Like
    ZombiesLoveBrainiacs reacted to Rass in Nerf long denim shorts   
    Given the way they look on the character, long denim shorts probably shouldn't protect the shins. As of now, they provide exactly the same protection as long jeans, except that they have no movement penalty. Nerf, please.
  22. Like
    ZombiesLoveBrainiacs reacted to MrTrololo in possibility to throw rocks   
    it would be useful to distract zombies by making noises with them and to throw straight into their faces,eventually knock them down,deal damage,eventually kill in some cases,but most important thing for me is to lure with them to me one by one by directly hitting them,and to slowly take out bigger groups pretty safely
     
  23. Like
    ZombiesLoveBrainiacs reacted to MrTrololo in Hazmat suit and raincoat   
    suit that would protect character from rain and infected blood splashes,but will slightly reduce field of view,also wouldn't be the best protection against biting and scratching
    the same things with raincoat,but unlikely to hazmat suit it wouldn't protect from blood splashes completely(face would be uncovered to be accurate)
     
    both of them would be easy to clean and rain can partially remove blood and dirt
  24. Like
    ZombiesLoveBrainiacs reacted to Nerezza in "Cruise mode" for cars   
    First this isn't a "cruise control" function for the cars, the Discord came up with the name "Cruise Mode" for this suggestion 😜
     
    This suggestion is simple: While driving, holding shift would have your character limit the throttle so that engine RPM will stay in the quieter levels, somewhere between 1k-2.5k RPM with around 2K being ideal. The speed you'll end up going will be determined by what gear the car's in when you begin holding down shift.
     
    This accomplishes two things: You can cruise quietly when you don't want zombies to notice you as easily, and you can easily limit your speed if you're on a stretch of road you feel is too dangerous to drive fast on.
  25. Like
    ZombiesLoveBrainiacs reacted to Flanua in Mansion, KY   
    Created for the fresh game version 40.40 and 40.43.
     
    I aslo uploaded this mod on NEXUS here is the link:
    Download from Nexus
    I also attached this mod in this post.
     
    Mansion - On the outskirts of Kentucky, in the middle of a forest is located a huge mansion. 
    This private property on its territory has a garage, steel fence, fresh air, storage unit 
    and even greenhouse in case the fridge is almost empty. 
    This is one of the nicest, safest and peaceful places you could ever find in the whole Kentucky! 
    In case you ran out of supplies you could visit a convenience store, only several miles away!
     
    In game tutorial is great and by having that kind of a mansion it would be much easier for newbies to learn how stuff works in this game and safer from the start.
     
    P.S: Game engine doesn't like walls completely made from (glass) windows and because of that it will be a little tricky to use a greenhouse.
     
    P.S.S. To developers: I would be so glad and honored to see this mansion as a part of the game in the final game. Or at least as a challenge map. Or both.
    My intention was to build a vanilla mansion on the outskirts of Kentucky. Because many houses too close to the town. Many work and testing was done. Plus a cell aligned with adjacent cells.
    I will gladly share my source files to the developers if needed, just ask me by using my email address: flanua@gmail.com
    PZ Mansion KY.zip

×
×
  • Create New...