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xXxFANCYCAPYBARA36xXx

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  1. Like
    xXxFANCYCAPYBARA36xXx got a reaction from gabriel rodrigues brandao in Prexisting corpses   
    it would be cool to see a married couple on a bed layin next to eachother with a shotgun and 2 self inflicted wounds to the face that would be a gnarly and brutal but realistic sight 
  2. Like
    xXxFANCYCAPYBARA36xXx got a reaction from razab in Commonly Suggested Suggestions   
    pretty sure the community wants none of those i only saw a few people requesting some light versions of personal hygiene
  3. Spiffo
    xXxFANCYCAPYBARA36xXx reacted to Mcreed in How make textures with a 3D model (Blender)   
    Hi , this how a i make texture to make tiles like a containers , furniture etc.
    I make with blender and its to easy to make the render. Im new in the theme but i want to share this way to make the texture , i put the link of download if you want try it
     
    https://drive.google.com/file/d/14UVaeJiksYARqUUXAb2VvfCopvuHXeMq/view



  4. Spiffo
    xXxFANCYCAPYBARA36xXx reacted to Pwnguin in General Creativity   
    Bruh I keep getting email notifications about this post years later
  5. Spiffo
    xXxFANCYCAPYBARA36xXx reacted to Pixel Bombs in General Creativity   
    LOL. Same. 6 years and still going.
  6. Like
    xXxFANCYCAPYBARA36xXx reacted to Quarnion in FATALITY!   
    Hello! I love your game, I learned recently about the updated animations in the game, and I thought that it would be cool to add new animations before killing a zombie, something like finishing (fatality) for each weapon!
    Thanks for attention! And good luck with the design.
  7. Spiffo
    xXxFANCYCAPYBARA36xXx reacted to nasKo in Zed Inn   
    It’s been a week of consolidation really in terms of Build 41, so nothing really super AMAZING that folk haven’t seen before – but there’s still a few items of note that we thought you might be interested in.
    SURVIVOR ZEDS
    Our primary rule with Build 41 is that we’re updating animations to complement and add foundation to our existing gameplay, rather than get too excited and add in loads of new systems that could otherwise wait till a later version.
    A good example of this is something that’s been in the game for a while, but have always been hidden slightly: our annotated survivor maps that show you the way to various loot stashes.
    Now though, to create a bit of a breadcrumb trail for players to follow, we have introduced ‘uniformed’ survivor zeds. They are the walking corpse of a survivor like yourself, who will not only carry some handy loot, but also potentially lead you to a place of interest.
    They will always be rare and spawned in a big crowd of zombies, but also appear bloodied and messed up and wear a neat backpack. One of our prototype Survivor Zeds looks a little like this:
    YURI ESCAPADES
    Over with General Arcade Yuri has been continuing his visual effect work – and has fine-tuned his water so that waves and ripples aren’t as small. When it was windy in-game this was fairly uncomfortable on the eyes of our internal testers, so they now look like this.
    Right now Yuri is also addressing something that’s been an issue with cars since their introduction, but that we were waiting to address once the differently proportioned new character models were in-game. As such, say hello to the more sensibly-sized cars that Yuri’s currently updating the physics for:
    Also, it won’t be for Build 41, but Yuri has also continued his early experimental work in terms of getting a particle system up and running to improve our fire visuals – please note however again that the results are FAR from complete, and we won’t be showing anything else of this for quite a while as Yuri will now be on Build 41 fixes, optimization and polish until release.
    AND FINALLY
    Oh, and just today we found a way to make PZ feel a little more American.
    Thanks all, hopefully a bit of a longer/deeper blog next Thursday. Our best to all!
    This week’s unstaffed bar from Ксения. 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.
  8. Spiffo
    xXxFANCYCAPYBARA36xXx reacted to nasKo in Higher Fidelity   
    Hey all, another busy week in Build 41 development – so here’s a few of the different things that people are up to.
    An area that was proving strange in terms of 41 development was that somewhere along the way some of the visual fidelity of characters had been lost – and simultaneously, somehow, models looked far more buff/hunky than intended. Feet, also, seemed a little on the large side. After a bit of a dig, this week we finally located a bug in the exported model data that explained it.
    Due to this bug, the lighting of the characters was broken, which resulted in very washed out characters with little lighting shading – which in turn removed definition that made muscles look bulkier. This has now been fixed and will, after re-exporting all the clothing, allow us to achieve much better character model rendering and lighting than we’ve shown off previously during this recent leg of anim development.
    With that said, this Before and After shot should still be taken as WIP. We have a lot of the definition back, but we’ve still not balanced the colouring, saturation, definition and lighting. We’re now in a far better position to polish though, and future Thursday screens and videos should look MUCH improved. This screenshot is taken with evening light.
    Next up, a key aspect of PZ mapping is zoning – which we primarily use to mark up areas that are (for example) suitable for foraging and car spawns. Now however, with different clothing for zombies, we can flag which parts of the PZ map can spawn which particular zombie – or which group of particular zombies.
    This, then, is how we can spawn only guards and orange jumpsuit-wearing prisoners in Rosewood prison.
    (Please note the following screens still have slightly wonky colours and lighting)
    Likewise, RJ has created a ‘wedding’ spawn zone over one of the churches on the map – which ensures that all zombies inside it, and outside for the selected area, have a very high chance of dressing in smart clothing, with a guaranteed bride, groom and church minister amongst them.
    This system will allow us to have many and varied different pockets of particular zeds – police in police stations, military in military areas etc. Likewise, we will be examining the best methods to make sure that zeds in bathrobes or not wearing clothes are only found in homes and home bathrooms in particular.
    (It should be noted that aspects of this will also involve a very slight rewrite of PZ lore in terms of the outbreak, but we had intended to return to the radio/TV broadcasts soon in any case).
    RJ has been experimenting with this system while waiting for additional work on rotational anim movements and programmable anim-speed support in AnimZed from Zac and Turbo – but has also this week worked on knife attack animations, and tying survivors and zeds getting bloodied to them in-game.
    This has also involved us adding some additional combat skills, and in the process removing the skill point system. From Build 41 onwards skills will automatically level up when you gain the XP requirements, as we felt the manual skill point system never worked particularly well and would do so even less with many more skills.
    Elsewhere Mash has begun creating icons for new clothing and weapons, Will had begun setting naming conventions for them, and Connall has continued to implement new timed actions. Yuri is finishing off adapting his water/puddles into Zac’s revamped shader system, and starting to make plans for fire improvement. The other Zac meanwhile, Young Zach, continues to deliver new South-tinged music, and Xeonyx is currently chasing map bugs in his now complete Kingsmouth Island challenge map.  
    We’ll try and get a gameplay video showing the improved lighting, blood and blade combat next week, have a good one until then!
    This week’s home on the range from Old Gregg. Bailey’s. Mmm… creamy. Soft creamy beige. 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.
  9. Like
    xXxFANCYCAPYBARA36xXx got a reaction from trombonaught in Jan(im)uary   
    i still dont like the muddy water since the last thursdoid that you shown it. its way too dark reddish in appearance, its probably more realistic but i just dont like the look. imo it should be a lighter, yellower / goldener shade. or atleast a bit more desaturated i guess
     
    now positively i love pretty much everything else about it. my favorite part was the anims video and when you screamed hey you and all the zombies slowly turned around to look at you. that was super menacing love it
  10. Like
    xXxFANCYCAPYBARA36xXx reacted to Tails in Jan(im)uary   
    very interesting video of those animations video. I love that inmate jumpsuit clothing item as well as all those other cool clothing items.
  11. Like
    xXxFANCYCAPYBARA36xXx got a reaction from AnbikYqn in (SHOWCASE) Pleasant Valley Barn   
    Interior
    not an accurate recreation as a lot of tiles that would be needed arent there but I did the best I  could along with adding my own lil spin to it
  12. Like
    xXxFANCYCAPYBARA36xXx got a reaction from Leoquent in Animations will one day be released hype thread.   
    What? 7 Days to Die is so visually disturbingly terribad that I quit playing and tried refunding (didnt succeed tho cause of over 2 hrs playtime)
    7 days to die is literally more painful to look at than a pile of steaming poop, dont even get me started on these giant parka leather trench coat down jacket thingies that are completely skintight in shape but somehow 9 times as fat as the body under em
     
    Literally minecraft looks better than 7dtd
     
    Also if im correct theres specific people working on the anims, specific people working on the coding and other stuff etc so anims time shouldnt be slowing down other development time, its a great update that will make the game much more fun to play and look at for those that like visuals AND gameplay
  13. Pie
    xXxFANCYCAPYBARA36xXx got a reaction from Shotgun_Messiah in Different colour schemes at different times of day   
    i noticed its in but its too faint in my opinion especially the sunset tint i think it should be more noticeably orange and dawn is good 
     
    i think nighttime is too saturated though. blue is cool its just way too blue right now, should be like half the saturation for everything
  14. Like
    xXxFANCYCAPYBARA36xXx got a reaction from Lexx2k in Zombies in Bloom   
    remember quality over quantity. make a smaller louisville thats interesting to explore with fun and cool locations rather than a huge louisville with random generated messes to the point where the only redeemable quality of it is "its hugeee woow"
  15. Like
    xXxFANCYCAPYBARA36xXx got a reaction from Leoquent in Zombies in Bloom   
    remember quality over quantity. make a smaller louisville thats interesting to explore with fun and cool locations rather than a huge louisville with random generated messes to the point where the only redeemable quality of it is "its hugeee woow"
  16. Like
    xXxFANCYCAPYBARA36xXx 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. :>
  17. Like
    xXxFANCYCAPYBARA36xXx reacted to martingee in How to Edit Vehicle Skins   
    To help create your custom skins here are the UV's for each vehicle (as .png's). 
     
    These are my working files so the names don't "mean" anything, other than to tell me which set of UV's they are.
     
     
    PZ_Vehicle_UVpngs.rar
  18. Like
    xXxFANCYCAPYBARA36xXx reacted to Morry in Flocking Zombies - Boid behavior for zombies   
    Hello, I am currently working on a mod which aims to put the 'boid' in zomboid, to make zombies act more like herd animals by implementing boid behavior. Boids is an artificial life program that simulates the flocking behavior of birds.
     
    There's now a version available to try it if you want to. This is very much a work in progress, the mod can currently handle around 100 concurrent flocking zombies. Put the zombie rally group size on 0 or else zombies will probably start flocking all the time.
     
    How it currently works / What is implemented:
    Only basic separation, cohesion and alignment at this moment. Whether a zombie starts to flocks depends on: the density of zombies in its local area, a random value which becomes less significant the higher the zombie density A timer that that triggers every few real seconds, every zombie has its own timer A zombie stops flocking when the zombie density in its area decreases to a certain value. A grid that ensures that for each zombie only nearby zombies are checked. Every ten in-game minutes there is a chance a zombie will start wandering around through steering behavior. Anticipation / interception of player during lunge state.  
    Issues / To be fixed / To be added:
    During flocking & wandering zombies will not start thumping on things they walk against. Improve the wandering Probably a lot more that I forgot right now.  
    Video of current work:
     
     
    I based the zombie density thing on locust that start marching in the same direction when reaching a certain density, if it works that way for simple creatures such as locust than it probably should work that way for zombies too. Link
     
    More on boids
    flocking zombies.zip
  19. Like
    xXxFANCYCAPYBARA36xXx got a reaction from myhappines in Defecation v2.22   
    this truly is THE crappiest mod on this site  love it
  20. Spiffo
    xXxFANCYCAPYBARA36xXx reacted to nater in Defecation v2.22   
    With this mod installed, players will need to defecate. This can be noisy and you'll need some kind of toilet paper, but holding it in too long will only make matters worse. Combine this with the zombie apocalypse and you get some interesting scenarios...
     
    If you are looking for the b40 version, please download using the link below and install manually.
     Defecation_v125.rar
     
    Features
     
    Config file GUI Get the poop scared out of you Diarrhea Multiple sounds with their own noise radiuses Lucky/Unlucky compensations Rebindable hot-key Feces can be used as compost or fuel in a fire Split screen support (2 players max)  
    Download
     
    Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1436878551
     
    Source Files - The files are lightly commented: Defecation_v222.rar
    Feel free to edit this for private distribution, but if you wish to upload it publicly you will need to ask for permission.
     
    Changelog
     
     
    Config
    As of version 2.1 the settings are now located in the vanilla sandbox settings under the 'Defecation' category. Any of these values can be set to a decimal value (0.25, etc). Please note these are all multipliers, so whatever the default value is times this value, these are not the actual values.

     
    How to Use

     

    To open the GUI press the , (comma) key on your keyboard by default. Press the . (period) key to open the GUI for player 2. The GUI was designed to be updated in real time, so it can be left open, or you can open it periodically to check the status. This keybind can be changed in your key bindings under 'Defecation Status'.
     
    If you are above 66.66% you can right click in the world to 'Defecate' and you will become stressed.
     
    If you have the required materials in your inventory, you will be able to click the 'Defecate' option - if you do not have the required materials, it will let you know all of the available options.
     
    Clicking the defecate option will start the process, it will be one short timer for pulling down your pants and another longer timer for actually defecating.
    You will always defecate on the ground.
     
    As of version 1.1 you can alternatively defecate using a toilet. This will require 10 units of water (in the toilet), you will flush your feces, the toilet will make a loud noise, and you will not need toilet paper.
     

    Drinking dirty water or eating raw or rotten food can give you the possibility of getting diarrhea. If you have diarrhea you will see the upset stomach icon and you will need to defecate up to 4x quicker than usual. You can find 'Anti-Diarrheal Pills' in medical stores or bathrooms and these will calm your stomach, but they will not cure you. You will only be cured when your body no longer has contaminants (dirty water, bad food) in it.
     
     
    If you are under the influence of anti-diarrheal pills, the upset stomach icon will be green rather than red for 3 hours, up to 6 hours maximum.
     

    If you are panicked, and over 80% (or 70%, if you have diarrhea) you have the possibility to poop yourself. This will upset your character and debuff the lowest layered item on your groin/upper legs (you can easily tell what clothing items are debuffed by looking for '(Defecated)'. Continuing to wear them will further upset your character so they should be sterilized with bleach and water.
     
    Standing near piles of feces will slowly make your character unhappy as well making them nauseated. You will hear a 'flies' sound.
     
    Details
     
     
    Credits
     
    The 'human feces' sprite comes from Hydrocraft and is used with permission from the creator, Hydromancerx.
    The anti-diarrheal pill and box sprites are recolored and they also come from Hydrocraft with permission from the creator, Man_In_The_Purple_Hat.
     
    Permission

     
    https://theindiestone.com/forums/index.php?/topic/2530-mod-permissions/&tab=comments#comment-36478
  21. Like
    xXxFANCYCAPYBARA36xXx reacted to Ʀocky in Mods for realism "Wild West"   
    Growing hair ✔️
    Made a small script as an addition to our modpack(growing hair). With the help of the script hair changes after a certain time. The speed of growth depends on the speed of the game itself. Women only have 5 hairstyles. At men have 3 hairstyles + beard. It is also possible to cut hair (a little, half and short ie return to the short type of hair)  
  22. Like
    xXxFANCYCAPYBARA36xXx reacted to Ʀocky in Mods for realism "Wild West"   
    Hi, I create a server and a new unique world with the time of the old wild west.

    More screenshots you can see here discord Server description you can see here discord
      The server will feature a variety of unique mods designed to provide greater realism and interest in the game. All the mods that are planned to be added will be shown here.
     
    Finished mods:  
    Planned mods:  
  23. Like
    xXxFANCYCAPYBARA36xXx reacted to Lexx2k in Mods for realism "Wild West"   
    I kinda expected the woman to grow a beard.
  24. Like
    xXxFANCYCAPYBARA36xXx reacted to Amenophis in Life : Another survivor mod   
    Hi! Sorry for my silence.
     
    I had to put this mod in standby for personal reasons. Now i can back to it.
     
    With the release of build 39 i had to rewrite some scripts. But i still motivated.
    I can't give you a deadline. I have others projects in progress and a lot of work. But a first version will be released in the coming weeks.
     
    I will post new screenshots and videos soon.
  25. Like
    xXxFANCYCAPYBARA36xXx reacted to IndigoRebel in General Creativity   
    Im writing some books for kids and illustrating them.
    Here are some rough drawings when I started
     
     
     
     
     
     
     
     
     
     
     
     
    And here was a little character I drew for laughs 
     
     
     
     
     
     
     
     
     
     
     
     
     
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