Jump to content

B33ware

Member
  • Posts

    105
  • Joined

  • Last visited

Reputation Activity

  1. Spiffo
    B33ware reacted to Nilth in Leapdoid   
    All really great, I really hope we won't have to wait much more.
     
    About one aspect that I really care about: late game. From the video, late game objectives: more things to build\craft..
    I really hope there's more than that, something that can really justify for example having to travel to a distant place to obtain or discover something impactful.. othewise, if that's just "build more useless things", that's indeed useless for making the late game viable/better.
  2. Like
    B33ware reacted to Headshotkill in Zleigh Ride   
    I’m interested in this as well, so far they’ve only mentioned ‘many years later’ as a seperate handcrafted map.
    when NPCs get added and play time per characters lasts longer into the apocalyps I hope we’ll see more severe erosion taking hold of the world.
  3. pillow
    B33ware reacted to CHE in Knox Event: 30 Years On   
    thats it ? some lights and femal voices? wow what ? but lets be fair 
    MAPPAGE was the good thing 
     
     
    One good thing better than noting......... it could be worst 
     
     
  4. Spiffo
    B33ware reacted to TheUltiM8Guy in The Skillful HuntZman   
    Could we get an option to get into tents? A player would right click on tent -> click: enter tent -> progress bar shows up (like with cars) -> player is in tent. If the player would like to exit a teant they could do it by context menu or simply by pressing any of the movement keys (default W,A,S,D).
     
    When a player would be in tent they would receive some insulation, wind and water protection and be less visible to zomboids.
     
    Or if you are too busy with other things you could do it the other way. The other way is that when a player is directly next to the tent they would receive those bonuses.
  5. Spiffo
    B33ware reacted to Sick Boy in Bren After Reading   
    Penis Ham lives on in our hears and our veins. Er, vans.
  6. Like
    B33ware got a reaction from Geras in 2020 vision   
    Nice thursdoid this week, thanks!
    I just want to ask you, what happened with the animated car parts, like hood and doors? Didn’t see the news for a while, how it’s going?
  7. Like
    B33ware reacted to Batsphinx in 2020 vision   
    We're still experimenting with stuff behind the scenes on a particular car, but it's a system that comes with a bunch of cats let out of bag, frogs escaping and tangled things becoming unfurled - as such doable at some point, but not in Build 41.
  8. Like
    B33ware got a reaction from numbersixthecat in Camping mechanic revamp   
    Tent mechanic always was a pain in my ass, because you can use it only for sleep with no spare time between entering and sleep
    I suggest to make some interactive with this, like:
    1) you right-click tent
    2) you see standard interact screen which contain: pack, get in
    3) now we will have animation, so we can make an animation of entering, character get in and have a protection from rain +some heat bonus
    4) after that we right-click the tent again and see action like sleep, get out
    This will give us a possibility to eat, rest, read books, heal, craft etc with protection and some safety
    Maybe even add container slot that appears when you get in tent and disappear when you pack it with items dropped on the ground 
    Also you can make/found different types of sleeping bag with different sleep quality parameters
     
    Hope the devs look at this post and give some feedback!
     
    Thank you for the game!
  9. Like
    B33ware reacted to turkler in can we at least somewhat curve the roads already?   
    right, first of all, I'm not asking for %100 smooth roads with no imperfections, nor am I asking for every single small turn to me curved, I'm just asking some of the more commonly used roads to be slightly curved (I'd accept 30 degree gradual turns, hell, even 45 degree ones. It shouldn't be that hard to bake 20 something sprites for curved roads with markings and lines, we used to do them with like 12 sprites in RPGMaker)
     
    because it's not fun when you can't safely reach highway speeds on a highway
     
     
    I want to adress a few points before we begin
    -the arrows added in the latest patch are so close to the intersections themselves that they don't help you brake as they give you barely any reaction time
    -you can't expect someone to reasonably see them before-hand when my character is somehow near-sighted and can only see about 7 cars length
    -I'm not asking for the entire map to be redone, what I'm asking for is curving of the more commonly used roads, and the ones where people are likely to speed, like the highways
     
    and you may say ''turk, then why don't you just learn the map?''
    let me tell you something, what do you do to get from rosewood to west point?
     
    hold w
    for over 10 minutes
     
    yep, you do absolutely nothing but hold w for several minutes, not that it's a bad thing, it does somewhat add to the sense of scale, but this means both
    -you pay less attention to the road as it's pretty boring
    and most importantly
    -slowing down to avoid crashes is not exactly great since you're extending an already long trip to be even longer, which isn't exactly fun
     
     
    my suggestion is:
     
    either add some curvature to the roads themselves,
    or,
    move the arrows back, way back to a point where they give me several seconds of reaction time to properly slow down
     
     
    t.someone who put a considerable amount of time to this game
     
     
  10. Like
    B33ware got a reaction from lootedspiffo in Camping mechanic revamp   
    Tent mechanic always was a pain in my ass, because you can use it only for sleep with no spare time between entering and sleep
    I suggest to make some interactive with this, like:
    1) you right-click tent
    2) you see standard interact screen which contain: pack, get in
    3) now we will have animation, so we can make an animation of entering, character get in and have a protection from rain +some heat bonus
    4) after that we right-click the tent again and see action like sleep, get out
    This will give us a possibility to eat, rest, read books, heal, craft etc with protection and some safety
    Maybe even add container slot that appears when you get in tent and disappear when you pack it with items dropped on the ground 
    Also you can make/found different types of sleeping bag with different sleep quality parameters
     
    Hope the devs look at this post and give some feedback!
     
    Thank you for the game!
  11. Spiffo
    B33ware reacted to nasKo in Zedward   
    Hey everyone! First off, for various reasons we’ve decided we won’t be doing an organized stream this week. We know this may be disappointing to some, but comes for several good reasons – not least because a now days-long internet outage at one of our dev locations.
    (And, not ideally: the one hosting the build machine… which has made it more difficult to quickly get builds to internal testers this week. Though it hasn’t impeded development in any other way, thankfully).
    Since we feel we’re very much on the cusp of the 41 IWBUMS too though, we don’t want to overshare and for everyone to get too familiar with the build before it goes live, and streams themselves while extremely useful to us and exciting to those waiting can get in the way of development and add an extra stress to the team on top of all the existing scrub, fix and polish.
    INITIAL IWBUMS CONTENT
    There’s now a complete feature and balance lock on what will make it into IWBUMs, and what will drop in later on during the public beta process.
    As we’ve discussed before: this first build will be completely SP only, and MP support will be turned on during testing while we Community Megatest some more more robust multiplayer support with less rubber banding and stalling.
    Unfortunately the high res zoom stuff didn’t make the IWBUMS cut-off, there were few too many remaining issues still meaning it’d be safer to drop in at a later date once IWBUMs releases.
    Other things like split-screen, sprinter zeds, the tutorial, some challenges and various other elements outside the main game will also be disabled or diminished – all of which will need work to bring them up to date with the new animation system and systems surrounding it during the beta.
    Likewise Yuri’s new fire system (currently getting various new VFX effects created for them by a specialist in Canada) will also drop in during the pubic IWBUMs beta period.
    ZOOM
    Regarding the aforementioned high-res zoom system, shown off notably toward the end of the DrunkOnLife stream, we’ve seen some confusion as to how this will impact performance. Despite the fact it is ostensibly called ‘high-res’, and improves the clarity of characters at full zoom, we actually seen evidence that this will lighten the rendering load a great deal, especially when zoomed out significantly.
    The new zoom system gets rid of the highly inefficient FBO supersampling that was used for zooming out (often rendering at 4k resolutions on 1080p resolutions) and instead simply scales all the textures it draws on the 1080 viewport.
    This causes various artifacts and issues, however, seams between the tiles when zoomed and such – which is the thing we wanted to fix before IWBUMS but just didn’t have enough time.  Once these are sorted, the only visual ‘side effect’ will be the higher resolution models.
    We will also look into ‘faking’ low res rendering via shaders, for those who have an issue with characters being higher res than the environment, but we anticipate the majority will enjoy the extra character detail. Initial reactions to it have been very favourable.
    ZED ROTTING
    Meanwhile, while all this is kicking off, Mash has been looking into improving the detail across character models. At first we looked into doubling the resolution of the textures to provide more fine detail, but as it transpired even on high res max zoom, this extra detail would be lost –general improvements however have still been made.
    One key thing she’s been working on is improving the zombie decomposition, and providing extra visible stages for decomposition over time.Here is one of the zombie skins, and the first three (WIP) states of decomposition:
    Obviously these too will drop in during IWBUMs, but along with additional ‘dead rotting juices’ overlays for clothing alongside holes and desaturation, we hope to make zombies progression as they decompose a lot more interesting and gross – especially in later builds when players boot up games and scenarios that occur later in the PZ timeline.
    MOVEMENT
    There’s been a lot of balancing and discussion in response to the streams and tester feedback over the past week, trying to get the last kinks worked out of the system. Big things include finally nailing a thorny issue we’ve had with the character taking a small step toward a zombie when attempting to quickly run in the opposite direction.
    This was responsible for several streamer deaths over past weeks, and in the words of the anonymous tester whom has been very concerned about these issues for weeks now: “Reaction to control is excellent, and the character’s turns are delicious.” – which was music to our ears after weeks of concern about tightening up the character movement.
    Other areas we’ve been tightening up are knife attacks, making sure that stomps and floor swings never seem unfair in the hit box detection, and so many others that have led to rather impassioned discussions and various tests behind the scenes.
    MAC VERSION
    We were very relieved to see that the Mac build, something we expected to be on fire, seemed to work fine for the most part. However,there were a few issues related to the character shader system making the character look rather odd with some clothing combinations. Investigations are ongoing.
    NEW SPIFFOS
    New Rimworld-esque game-style options mean new Spiffos: huzzah! Here he is in all his glory.
    This week’s image from an excited Frenchman again. 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!
  12. Like
    B33ware got a reaction from trombonaught in Camping mechanic revamp   
    Yes, it would match perfectly 
  13. Spiffo
    B33ware reacted to trombonaught in Camping mechanic revamp   
    Love to see this, but I can imagine it being a build 42 (hunting) priority instead.
  14. Like
    B33ware got a reaction from trombonaught in Camping mechanic revamp   
    Tent mechanic always was a pain in my ass, because you can use it only for sleep with no spare time between entering and sleep
    I suggest to make some interactive with this, like:
    1) you right-click tent
    2) you see standard interact screen which contain: pack, get in
    3) now we will have animation, so we can make an animation of entering, character get in and have a protection from rain +some heat bonus
    4) after that we right-click the tent again and see action like sleep, get out
    This will give us a possibility to eat, rest, read books, heal, craft etc with protection and some safety
    Maybe even add container slot that appears when you get in tent and disappear when you pack it with items dropped on the ground 
    Also you can make/found different types of sleeping bag with different sleep quality parameters
     
    Hope the devs look at this post and give some feedback!
     
    Thank you for the game!
  15. Spiffo
    B33ware reacted to lemmy101 in Far from the Zedding Crowd   
    Yup thanks! We're really proud, only a year to rewrite huge portions of the game is way better than we anticipated, and yes we feel very close now.
  16. pillow
    B33ware reacted to Хибити\Hibiti [BLR] in Combat Renovations   
    in my opinion everybody knows it himself. Also, the blacksmith profession has long been in development. And NPC sorry for what year? The latest video of 2010, and it is possible that the NPC froze (which was done correctly).
  17. Like
    B33ware reacted to Insidiousness in Men with Ven   
    Now all we need is a modder to add in a realistic digestion system so that we'll finally have pooping, peeing and showering - fully animated! It's what everyone wants, right? Is your bladder full and you fight zombies and get extreme panic? Unfortunately you just peed yourself.
  18. Like
    B33ware got a reaction from Trudy.Intruder in Vehicle engine break   
    After reading post about generation explosion I've got an idea.
    What if we can have that system on cars?
    When engine durability is lower than 40% (for example), we can have a chance of engine break.
    After engine break you should exit your car and make some engine maitenance (without spare part).
    The lower state of engine-the longer it will take to repair.
    And if the engine condition is very low, you should have a chance of fatal break, after that you should repair it with high mechanic skill and with a fair amount of spare parts.
    I think that this system can generate some awesome moments.
    What do you think?
  19. Like
    B33ware reacted to Geras in Small but Important Suggestions Thread   
    892.
     
    Odometer for vehicles and resetable trip meter to accurately check travel distance and fuel economy.
    Numbers could be random for each vehicle with the option to reset trip distance.
     

     
     
  20. Like
    B33ware reacted to You've Got Red On You in Some Humble Ideas   
    Wow this got brought back from the dead...
     
    Well, we have cars now in all their glory! Clothing/Animation is on it's way sometime either this year or next.
     
    I refuse to play this game until animations are added in and it's killing me, This is the game I've always wanted but I just need that finishing touch with the clothing and animations to make it. NPC's can be a ways off but it wont matter since I'll be catching up on all the things everyone else has probably already done. 
     
    I've been sitting on this egg for 8 years now and it's almost ready to hatch! 
  21. Like
    B33ware reacted to Lexx2k in Zombies in Bloom   
    I still remember how last year I've said "I'll wait for the new 3d models and animations to be out before I'll start another serious session, it can't take too long anymore"... well, shit. :>
  22. Like
    B33ware reacted to Geras in Player built walls zombie resistance overhaul - "buffer HP"   
    (Not my idea, but I found it brilliant. It got lost somewhere on this forum, and never had a separate topic created.)
     
    One of the users suggested a rather long time ago that player built walls should not be able to be destroyed by a single zombie. He or she suggested that walls should have "buffer HP".
    Imagine, now even a single zombie can destroy a lvl 10 carpentry wall or lvl 10 metalworking wall given enough time to head-butt at it. With wall "buffer HP" that would change and make walls more realistic and more resilient to zombie damage."Buffer HP" would be an additional wall HP that regenerates quickly on top of existing wall HP.
     
    How would it work in practice?
     
    For example, a lvl 4 carpentry section of log wall would have enough "buffer HP" to withstand an attack of 5 zombies at a time (total amount of zombie damage from 5 zombies would not get past the regenerating "buffer HP"), but if another zombie comes and head-butts the same wall section, they get past "buffer HP" and destroy the wall in time normally, as it happens now.
     
    My suggestion for the amount of "buffer HP" would be as follows:
    (Numbers could be balanced, I don't even know if it's possible to fit 14 zombies on a tile of map)
     
    Standard board wall + board window barricades + wooden doors (weakest of all walls):
    (Add 1 zombie resistance if playing a Carpenter, Construction Worker or Engineer)
     
    - lvl 1-2 carpentry: 2 zombies needed to destroy a section (so 1 zombie will not be able to destroy a section)
    - lvl 3-4 carpentry: 3 zombies needed to destroy a section
    - lvl 5-6 carpentry: 4 zombies needed to destroy a section
    - lvl 7-8 carpentry: 5 zombies needed to destroy a section
    - lvl 9-10 carpentry: 6 zombies needed to destroy a section
     
    Log wall (strong defensive wall)
    (Add 1 zombie resistance if playing a Carpenter, Lumberjack or Engineer)
     
    - lvl 1-2 carpentry: 4 zombies needed to destroy a section
    - lvl 3-4 carpentry: 5 zombies needed to destroy a section
    - lvl 5-6 carpentry: 6 zombies needed to destroy a section
    - lvl 7-8 carpentry: 7 zombies needed to destroy a section
    - lvl 9-10 carpentry: 8 zombies needed to destroy a section
     
    Metal wall + sheet metal window barricades + metal doors (ultimate zombie defence) (can we make metal doors?)
    (Add 1 zombie resistance if playing a Metalworker, Construction Worker or Engineer)
     
    - lvl 1-2 metalworking: 6 zombies needed to destroy a section
    - lvl 3-4 metalworking: 8 zombies needed to destroy a section
    - lvl 5-6 metalworking: 10 zombies needed to destroy a section
    - lvl 7-8 metalworking: 12 zombies needed to destroy a section
    - lvl 9-10 metalworking: 14 zombies needed to destroy a section
  23. Like
    B33ware got a reaction from Legoland99 in Hotdoid   
    Thanks for detailed description of problems with animations, this is what i missed.
    Good thursdoid!
  24. Like
    B33ware reacted to myhappines in Vehicle engine break   
    yeah,  car engine should have more gameplay, than it has rigth now, nice idea
  25. Like
    B33ware got a reaction from myhappines in Vehicle engine break   
    After reading post about generation explosion I've got an idea.
    What if we can have that system on cars?
    When engine durability is lower than 40% (for example), we can have a chance of engine break.
    After engine break you should exit your car and make some engine maitenance (without spare part).
    The lower state of engine-the longer it will take to repair.
    And if the engine condition is very low, you should have a chance of fatal break, after that you should repair it with high mechanic skill and with a fair amount of spare parts.
    I think that this system can generate some awesome moments.
    What do you think?
×
×
  • Create New...