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DresdenBBQ

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  1. Like
    DresdenBBQ reacted to Rathlord in RELEASED: Build 34.10 - Food Tracker Build   
    We've got another thread going regarding nutrition:
     
    Since this thread's gotten a bit muddled I think they're looking for just basic feelings on the overall system there more than just the open discussion we've had here. It would be really useful if the people who posted here would also post their thoughts there.
  2. Like
    DresdenBBQ got a reaction from TheDreaded1 in The Walking Dead Hardcore RP server   
    Huh i may try to whitelist for you server in a couple of months because thats when i get my new gaming rig.
     
  3. Like
    DresdenBBQ reacted to TheDreaded1 in The Walking Dead Hardcore RP server   
    The ORGM i have was edited to make automatics and auto ammo very rare. With the weapon nerf mod, you can only hit/push one zombie at a time, so people will need to use guns more, so i don't want to make arming yourself TOO difficult, just the particular weapon availability.
  4. Like
    DresdenBBQ got a reaction from TheDreaded1 in The Walking Dead Hardcore RP server   
    Yeah i guess so if you're going for regular server resets. will you be using a custom server spawn settings for the ORGM mod? Because regardless of rarity it will be pretty easy to get some major guns fast.
  5. Like
    DresdenBBQ reacted to Heporlathic in Duct Tape Armor   
  6. Like
    DresdenBBQ reacted to TheDreaded1 in The Walking Dead Hardcore RP server   
    With the day length as long as it is, we'll all be dead and resetting before we run out of food or starve. It will also make solo playing much harder and create a real reason to fight other groups, which is the result I'm going for. Don't forget, there will also be a neutral trading zone, which will help as far as materials.
  7. Like
    DresdenBBQ reacted to nolanri in Hydrocraft Mod   
    The "time " for crafts is not seconds. It's probably frames. So if the game runs at 30 fps then divide the time shown by 30 to get the time in seconds for the craft
  8. Like
    DresdenBBQ reacted to Slice985 in Can we get a new aiming system?   
    I like the current aiming system. I don't have to aim. it gets annoying sometimes with the targeting preferences the game takes. I think if you wanted to improve the system, a setting I could click "Target Crawlers First" "Target Closest First" "Target Optimal First"  "Target Cluster First" . Something like that. Doesn't have to be all of them, but those seem the most useful settings. 
     
    The part I don't like is that its hard to get your guy to aim down. Took a long time for me to figure it out and my guy still targets walkers over crawlers even if his foot it getting ready to get bit off while the walkers are half a block away. 
  9. Like
    DresdenBBQ got a reaction from Necromatic_Corgi in Can we get a new aiming system?   
    I can understand that the aiming system needs a few kicks in the arse to get it decent but right now i'd say it's fine, i think the way it is is fine, I've never had any problem with the aiming system except for one major gripe in the pvp system, the fact that when i shoot someone, point blank, with a shotgun, that it only counts as "1 bullet" i don't see why it shouldn't work the same way with people and zombies. I had an instance on redboid where i had a Bellini XM1014 on Redboid, and i was on top of the Mauldrough police station, this guy comes up to me pulls out a pistol, turns on PVP and shoots off 3 shots at me, in this time i was already prepared for him and POINT BLANK shot him 5 times with the shotgun and he didn't die and he ran off and lived too. Other than that i wouldn't say updating the PVP system is on the number one priority list for the Devs. (Or maybe im wrong and they've already got a TOP SECRET gun project going on)
    EDIT: Grammer errors.
  10. Like
    DresdenBBQ reacted to TheDreaded1 in The Walking Dead Hardcore RP server   
    Server Name: [TWD][HARDCORE][RP][24/7]
    Status: LIVE
    Resets: whenever majority is ready to start over
    Loot Respawn: 2 years
    Zombies: Normal count, poor senses
     
    You can only hit or push 1 zombie at a time due to the weapons nerf mod!!
     
    MY Work Schedule: (US-Central) Mon: 11p-6a Tues: 11p-6a Wed: 12a-5a Thurs: 5p-5a Fri: 5p-5a Sat: 5p-5a Sun: OFF
     
    The Server is live!! This is my first time running a server, so bear with me, and let me know if you have any problems at all!!
    You can be any character that's ever existed within TWD universe, or create an original character. Characters are available on a first come, first serve basis. Please use proper names for original characters. 
     
    Rules:
    -To create ENEMIES: When you/your group are in an intense situation and someone opens fire, please don't actively chase anyone down and kill them, until 2 encounters have happened. Take pot shots at each other, but then run away. After the 2nd encounter, however, all bets are off and may the best survivor win.
    -Absolutely NO KOS!! Pvp is allowed but must have a reason (you are enemies/you need their stuff).
    -To claim a safehouse, rename something and place it in front of EVERY door on 1st floor. Safehouses cannot be robbed unless at least 1 person from the house's group is online, and safehouses cannot be attacked unless at least half of the house's group is online.
    -Fully Fabricated safehouses are not allowed. You must use a pre-existing building and fortify it.
    -Police Officer, Veteran, and Carpenter occupation is not allowed for any Original Character. They can be chosen ONLY if you choose an established character with the occupation.
    -Global chat is for OOC conversations only. Use the ingame radio/walkie system to communicate at distance. Try to keep OOC to a minimum.
    -Consider this an alternate timeline, as such, relation progression from the show doesn't matter. Only acceptable lore relations are those from before the start of the apocalypse (family and friends), nor do you have to follow your character's path from the show. Only thing you can use from the show is the character's personality and skill set.
    -Don't cheese or do anything that wouldn't be believable (No luring huge groups of zombies away from loot spots, no soloing 30 zombies, ect.)
    -There will be one custom building towards the center of the map which will act as a neutral trade post. No pvp allowed, no exceptions.
    -There's almost no way to RP familiar games without some metagaming. As such, the pz map by blindcoder is allowed. 
    -Rp Personalities are not a reflection of RL Personalities.
    -We are working with the Honor System!!!
     
    Mods:
    -Hydrocraft
    498441420
     
    -ORMtnMan's Real Gun Mod Edit by Jether
    560023706
     
    -HydrORGMAmmo
    559049684
     
    -ORGM Guns Silencer
    640674707
     
    -ORGM Override
    543483053
     
    -Self Induced Injuries with Hydrocraft/orgm
    654022334
     
    -Allmapshere
    655062253
     
    -Littering 1.9
    498547445
     
    -QuickContainers
    499134809
     
    -Weapon Nerf
    498343035
     
    -ModelLoaderExtension
    616177013
     
    Maps:
    Bedford Falls
    Downtown
    Drayton Rebuild
    Louisiana
    New Denver
    Phoenix
    TWD Prison
    Vine Grove
    Dreadwood- No spawn point
    South Muldraugh- No spawn point
    Grove Beach 
     
    If this seems like a setting you will enjoy, pm me your character and build for approval. Hope to see you in the Apocalypse!!
     
    Claimed Chars
    -Shane Walsh
    -Daryl Dixon
    -Tara Chambler
    -Glenn Rhee
    -Tyreese Williams
     
     
    EDIT: I've finally gotten everything working except the workshop ID's. When they are included in the ini, it won't advance past the  "server requires these mods" screen even if I'm already subscribed to the required mods. So I'm going to include the workshop ID for all the mods. Just copy the ID into the workshop search bar, and it will take you to the page to subscribe to the mod. Also, due to how long it took me to fix and figure out the server, I'm putting loot to respawn in 2 years instead of never. If you had a character, you will have to delete them...sorry about that.
  11. Like
    DresdenBBQ reacted to ZombiesLoveBrainiacs in Ship Shape   
    btw ships & animations:
     
    are there any plans to add swimming?
  12. Like
    DresdenBBQ reacted to CaptKaspar in Gummy Vitamins in PZ?   
    I think a better suggestion is adjusting the buff that the currently already in game vitamins do. 
     
    For example vitamins could give a nutrition buff instead of a tiredness reduction.
     
    We have 'hot cuppas' to reduce tiredness already. If we wanted to add more pills then we could add caffeine pills to reduce tiredness. Maybe have energy drinks as well.
  13. Like
    DresdenBBQ reacted to kongkim in Steam IWBUMS server   
    Hi all i just come back to the game as me and some friends like to play and test the newest version 34.15 IWBUMS.
    So we all got that version of the game. But when i try to setup a steam dedicated server, using the server tool from steam its only version 33.20 i think. 
    So how do i update it to the newest IWBUMS version?
  14. Like
    DresdenBBQ reacted to kongkim in Steam IWBUMS server   
    Got it all to work  thx alot.
  15. Like
    DresdenBBQ reacted to nasKo in Ship Shape   
    Will never forget
  16. Like
    DresdenBBQ reacted to Peetfighter in Ship Shape   
    Nice ship, let's set sail to colonize tribes of wild Zomboids!
  17. Like
    DresdenBBQ reacted to AngryMob in Ship Shape   
    This may just be because the character is standing there rattling off a bunch of animations, but some of them look a little off on the pacing. I can't quite put my finger on a specific critique no matter how many times i watch, but something seems wrong. Is it just me?
     
    despite the above, they are still a great addition along with the other animations we've been shown. I'm excited! awesome job!
  18. Like
    DresdenBBQ reacted to AngryMob in Ship Shape   
    Heh, I wish. I muted it after the first time watching.
  19. Like
    DresdenBBQ reacted to nasKo in Ship Shape   
    Evening all! Hope we’re all ship-shape and Bristol fashion, and yes this is a line purely intended to reference the amazing boat construction that appeared on Steam this week.
     
    Release-wise we’re hoping to have public test versions of the easy server creation and easy friend invite co-op that General Arcade are working on towards the end of the week. It’s complex stuff that’ll need to work with an array of different set-ups, so may well justify having its own beta channel rather than being part of the current IWBUMS releases. Right now we have a few minor issues with the steam co-op build and a few UI things we need to sort, however it feels close. No ETAs as usual, but by close we hopefully mean close – not ‘in a few weeks’.
    We should also be releasing a test version of Turbo’s radio/TV modding and translation tool in the near future, which is currently being played with internally. What else? Read on…
     
     
    METALWORKING
    As we mentioned last week we’ve rethought metalworking so that it features two new skills – welding and metalworking. We’re still underlining the specifics, but welding will see players using a noisy/bright blow torch and mask to adapt heavy scrap metal found around the map into defences – often used in conjunction with our existing carpentry skill.
    Metalworking, meanwhile, involves you investing a many in-game days building a stone furnace stage-by-stage – and then creating makeshift tools/items through iron that you make workable within the furnace, then hammer away at on a lump of metal used as an anvil.
     


    Metal objects will come with their own positives and negatives (a metal sheet welded together with discovered scrap will make more noise when banged on and attract more zeds, for example) and we intend it to be a high level and high input aspect of survival – and fully complementary to our existing skills. We really want to nail the delivery of it though, which is why RJ is industriously busying himself with it all backstage.
     
     
    GREETINGS FELLOW SURVIVOR
    Here’s a quick demo of a few of the new individual character animations, incidental movements and emotes coming to Project Zomboid. Whether triggered by a player or by the character automatically, the new animation system will bring a ton of new animations into the game so players know how their doomed survivors are feeling. And let them sit down! Woo!
    As a bonus we’ve thrown in a few other anims. Can you guess what they all are without the benefit of context?
     

     
    This week’s Featured Image from Pikiiipow, from the tiny non-crowded hamlet known as Steam. The Centralized Block of Italicised Text would like to point earnestly in the general direction of 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 here! 
     
  20. Like
    DresdenBBQ reacted to blackteapie in Ship Shape   
    Can someone post out the address of the youtube video at the end of the main post? Youtube is banned in my country, so I may need to try other ways to watch it.
    Thanks.
  21. Like
    DresdenBBQ reacted to BayCon in Ship Shape   
    I'm glad TIS listened to the community, and metalworking has taken on a style more native to Zomboid, as opposed to watering it down like some other survival games!
  22. Like
    DresdenBBQ reacted to Batsphinx in Ship Shape   
    Bonus points for anyone who knows where the music is from.
  23. Like
    DresdenBBQ reacted to Batsphinx in IWBUMS Nutrition Feedback - Official Thread   
    Hey everyone,
     
    So now the food and nutrition stuff has been in the IWBUMS test build for a while, and people have been playing around with it for longer than a week or so, we wanted to ask for feedback. How is it impacting on your survival, and how would you improve it?
     
    We've seen various discussion threads popping up around the place, so wanted to centralise the chat a bit.
     
    Thanks everyone!
     
    Will, RJ and the TIS gang 
  24. Like
    DresdenBBQ reacted to ChatNoir in IWBUMS Nutrition Feedback - Official Thread   
    I made several playthroughs in survival mode in Nutrition Test Build and IWBUMS Build 34.13+ with more than 3 months of survival. My latest test focused on self sufficiency in Build 34.13. I tried to live off farming, foraging and trapping. I managed to gain weight back after I reached cooking level 6. A detailed report can be found here and here. When winter set in I started losing weight again, but that was expected cause there are no foraging supplies anymore and farming efficiency is reduced. I still have plenty of high-caloric non-perishable foods so I can stop the weight loss at any time. My weight is about 68kg and winter is almost over even without eating convenient foods. Overall I think the nutrition system is working. It is hard cause you really need to focus on food supply a lot.  But at least you are not doomed to die well fed cause of lacking calories all the time.
  25. Like
    DresdenBBQ reacted to Geras in IWBUMS Nutrition Feedback - Official Thread   
    As far as I am concerned I'm not a big fan of "- hunger" values and calories being separate.
    You can easily cook and eat a few -100 hunger or more meals a day, and still it'll be not enough for a character to start putting on weight (if the character is already on the negative calories side) AND you'll not be able to eat more because you'll be stuffed. That is confusing sometimes because you eat well and at the same time you can lose weight.
     
    Now, I know that "- hunger" represents physical stomach satiation but it acts against cooking (which, for me, is too much clicking anyway but that's for a different topic). I also don't really see the point in all those carbohydrates, fat and lipids as I'm not able to feel how they affect gameplay at all. I've never even paid attention to those values.
     
    What I would like to see is a more evident difference in getting hungry / calorie burn between being active (running, swinging weapons, carrying heavy loads over considerable distances etc.) and being idle (base management, reading, crafting, cooking and so on) with the second - idle - scenario requiring considerable less amount of calories AND getting hungry more slowly compared to being active because as of 34.15 I can not feel much of a difference.
     
    I've seen a documentary on calorie burn compared to three different kind of activities and those were the results:
     
     
    Of course it would be close to impossible to picture all those exact numbers in a video game but it's clear to see that working out requires more or less 3x more calories than doing less demanding tasks and being almost completely idle takes considerably less calories then both of those activity models. I'm aware that there probably will not be a difference between men and women in PZ. All those numbers are just an estimate of an average person calorie burn.
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