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Footmuffin

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  1. Like
    Footmuffin reacted to xXxFANCYCAPYBARA36xXx in Body decals for tattoos or body type.   
    I would also love to see warpaint kinda stuff then, like painting your face blue or drawing red lines across your eyes with corresponding paint color buckets, it would be cool for multiplayer or just general roleplay i would run a blue frog group and have em wear blue lines or face paint it would be pretty cool.

    ALSO
    This would probably be hard to implement but also cool would be skin progression when you get infected, like halfway in your character would get sunken eyes and notably but not too notably greener / purple-er skin and get the frail body effects with rip cage bones and such.
    It would be cool to see little details like that especially now with 2x tiles and the bigger zoom levels that make you notice way more stuff and little details like that, you could then also really see that someones about to turn without having to check their medical status
  2. Like
    Footmuffin reacted to Batsphinx in Today! 5pm GMT and beyond! Great Big Build 35 IWBUMS MP Megatest!   
    If you’re a server admin, a habitual PZ player online or just someone with a spare evening who fancies some desperate survival you are cordially invited to:
     
    The Great Big Build 35 IWBUMS MP Megatest!
     
    New IWBUMS build 35.22b just released  - be sure to restart Steam if you haven't downloaded it already!
     
    EDIT: IMPORTANT - even if you don't have a microphone PLEASE set your  Audio Options to 'Listen Only' in VOIP. We want you to be able to hear people!
    Where's a place to chat about this?
    Discord!
    What time does it begin?
    5pm GMT! (CET: 6pm, EST: Midday, PST: 9am)
    How do I get the build?
    Simply follow these instructions to unlock and install the current IWBUMS beta build of Project Zomboid.
    How do I turn on the VOIP that needs testing?
    Ensure you have headphones and mic plugged in and operational, then select your chosen set-up in the Options menu. VOIP is central to this test, so if you have headphones then please, please set it up.

    Which server do I join?
    Go to the server list and join the server called [Official] [Event] Spiffospace IWBUMS. No password will be required.
    Where will I spawn?
    To keep it nice and simple everyone will be spawning in the new Rosewood area.
    What sort of stuff will we get up to?
    Mischief and hijinks, hopefully! Redboid’s Hicks has very kindly pitched in to offer his Admin services – and is thinking about having a co-op prison clearance, and a faction-on-faction TDM fight to the death as the exciting season finale.
    There will be PZ Steam codes as prizes, so people can fight for the right to spread the Zomboid love to one of their buddies. The last survivor standing, meanwhile, will be gifted a Steam game of their choice - anything up to the value of £40!
    Where can we give the vital feedback you require?
    Glad you asked! Either here in this thread, or if you need to discuss any issues or coordinate with other players then we have opened up this Discord channel.
    What vital feedback do you need? That I will DEFINITELY supply?
    VOIP. We need to know your thoughts on voice quality, preferred settings, audibility distance between players (though this is a server option) and general feedback on the use of use. Your thoughts on Factions. Press Escape to access the user panel, add discover a new system that lets you choose a  tag, a colour and to form very own survivor gang –  with it being your decision as to whether you reveal your allegiance to the players you meet, or not. This system also disables melee PvP between group members, which you can also turn off should you need to turn on your friends or the recently infected. Other general MP, gameplay and admin improvements. General thoughts really! What if I have problems?
    Give everyone a shout in the Discord, and if your issue seems buggy/crashy then make a note of all useful info and the error read-out it’s showing you if there is one. This is still a beta build, so stuff may well crop up – but hopefully not too much.
    What if I can’t play, but can watch?
    Then from 6pm GMT the redoubtable Mark .exe will be streaming, and his Twitch stream can be found behind this link.
    Anything else?
    Just have fun, and cross your fingers!
  3. Like
    Footmuffin got a reaction from grammarsalad in Body decals for tattoos or body type.   
    So the incoming clothing and bites+blood system has different layers for types of clothing or bite + blood marks for injuries, right?
     
    It'd be fantastic for character differentiation to see an expansion on it that corresponds with what kind of body type or tattoos the survivor has. So, maybe a character creation table for a couple body tattoos the same way you might customize a shirt (or however it gets chosen,) or sleeve tattoos if they're a really tough gal/guy.
     
    also! If a survivor has the overweight or underweight traits, they could get noticeably softer looking skin, and maybe contour shadows under their tummy or chest to simulate a belly if they're fat, or shadows to look leaner or frailer if they're thin. Chubby survivors wouldn't have the little rib marks n stuff, thin survivors would have them about as prominent as regular. I think this would really emphasize character differentiation with that same neat little level of detail that has always really charmed me and lots of others with the game.
  4. Like
    Footmuffin got a reaction from EUDOXIO in Body decals for tattoos or body type.   
    So the incoming clothing and bites+blood system has different layers for types of clothing or bite + blood marks for injuries, right?
     
    It'd be fantastic for character differentiation to see an expansion on it that corresponds with what kind of body type or tattoos the survivor has. So, maybe a character creation table for a couple body tattoos the same way you might customize a shirt (or however it gets chosen,) or sleeve tattoos if they're a really tough gal/guy.
     
    also! If a survivor has the overweight or underweight traits, they could get noticeably softer looking skin, and maybe contour shadows under their tummy or chest to simulate a belly if they're fat, or shadows to look leaner or frailer if they're thin. Chubby survivors wouldn't have the little rib marks n stuff, thin survivors would have them about as prominent as regular. I think this would really emphasize character differentiation with that same neat little level of detail that has always really charmed me and lots of others with the game.
  5. Like
    Footmuffin reacted to Nisora in Random Trait Suggestions   
    Parkour (Traceur) (+6) +1 Sprint, +1 Nimble
     
    Fencer (+6) +1 Blade Accuracy, +1 Blade Guard
     
    Tip-Toes (+3) +1 Sneaking
     
    Tinker (+4) +1 Electrical
     
    Quick Draw (+4) +1 Aim
     
    Speedloader (+4) +1 Reload
     
    Masochist (+4) Cannot become unhappy while in pain or bleeding. Ignores accuracy reduction while in pain.
     
    One Arm - (-10) Cannot use secondary slot, or wield weapons that require two hands.
     
    Terrible Cook (-2) Your cooking will never give an increase to happiness. Ever.
     
    Ombrophobia (-2) Panics during rainstorms. (panic while indoors, extreme panic outdoors)
     
    Photodermatitis (-8) Being outside during the daytime causes gradually increasing Hyperthermia, regardless of the weather. As Hyperthermia increases, Sickness and Pain develops as well. Once it reaches Fever and Agony, health starts to drop.
     
    Nyctophobia (-4) Fear of the dark. Extreme panic while outdoors at night, or indoors without a light source.
  6. Like
    Footmuffin reacted to CaptKaspar in Small but Important Suggestions Thread   
    92. Be able to control your character as they climb up/down sheet ropes. Or at least be able to look at whats at the bottom/top of the sheet rope before climbing down/up them. Ideally both.
    I climbed down a sheet rope last night that was at the top of a wall. The sheet rope was facing NW, so I could not see what was at the bottom. There were no less than 10 zombies waiting for me as I climbed down. I saw them there before I got to the bottom, but I was powerless to stop my character from climbing down into the horde. IRL we would first look down before climbing down. If we were climbing down and we then noticed there were zombies, we would stop climbing down, since that's essentially committing suicide.
  7. Like
    Footmuffin reacted to Strats in SPOILERS – Rosewood and March Ridge Community Discovery thread!   
    "This is Judge Matt Hass - on Triple-N"

  8. Like
    Footmuffin reacted to lemmy101 in Replace A* with a simpler and more zombie-like algorithm   
    I get your frustration, but we've had this discussion with people numerous (read a ton of) times and it never occurs to anyone why we chose a complicated pathfinding algorithm for brainless zombies in the first place when a more realistic zombie behaviour would take about 1/10th the time to code. (note this is a custom engine - we had to MAKE A* pathfinding support from scratch in the engine)
    Quite simply we've tried non A*  and more naturally TWD looking 'walk straight at things', we've tried lowing the range zombies are capable of pathfinding and all manner of other things,  and guess what:  We'd be currently sitting at 30% on the Steam Store Page and called that awful broken easy game with broken zombies that never ever chase you.
    Thus, again, the Zombie AI pathfinding is the way it is after 4-5 years of development because every other way its ever been tried has resulted in a completely broken game with no threat. It turns out that if you portray zombies completely 100% without any pathfinding skills they are not plausible enemies. Zombies thumping on doors is a quintisential zombie / zomboid thing, but how does a zombie zero in on a door over a wall in the first place if they don't pathfind through that door? There must be some residual concept of a door or they would just walk toward the wall and start thumping that. A wall with a shut door along it would be more or less completely zombie proof as the chance of a zombie walking to the door without stimuli would be practically zero.
    Thus we allowed the residual obstacle avoidance instincts in the brain still to function in our canon. 
    I'm sure we'll experiment in future at ways of improving this and you're welcome to try yourself in a mod but the truth is even if we lower the pathfinding range a tad, or in cases where the pathfinding bugs out, it stops a zombie from pathfinding from outside a building through a door, through the interior and up a flight of stairs, which is the only possible way being seen through a window upstairs could ever result in those zombies being a threat, it can result in complete zombie inability to get to the player in situations you'd expect TWD/Romero zombies to pile through a door en mass. 
     
    The player would be 100% safe upstairs in every building in the game, even with 50 zombies right outside. Even moreso, its probably just being inside a building would be enough to render you completely safe.
    This stacked up against the issues you've posted is no contest at all. Gameplay > Realism unless Gameplay = Realsm.
  9. Like
    Footmuffin reacted to turbotutone in WordZed   
    WordZed
     
    Version 1 - download
     
    You can add custom radio data to the game via a mod.
    The radio data including final translation files should go into "media/radio/" within the mod directory.
    Optionally this simple mod package can be used to get started quickly:
    RadioTestMod
     
    Note: The current version may contain some bugs, which can be posted here when encountered.
     
    Some additional info bits:
    The following spoiler contains a list of channels from the games radio data, if you intend to use wordzed for custom contentavoid these channels unless you intentionally want to override a certain existing channels.
     
     
    The following tutorial video has some information on the operating basics:
     
    Manual:
    Manual.docx
  10. Like
    Footmuffin reacted to Kajin in The Ascent of Kajin   
    Yay!
  11. Like
    Footmuffin reacted to Batsphinx in The Ascent of Kajin   
    Oh hey, we should've posted this earlier.
     
    Kajin is a moderator now!
     
    We all sat down in a big circle, ate some medicinal herbs and waited for a vision of the Divine Spiffo to appear. When the vision apparated it suddenly ran for the chimney, before turning into puffs of orange cloud - which spelled out Kajin's name in big capital letters.
     
    So yeah, all hail the new mod.
  12. Like
    Footmuffin reacted to nasKo in Hello ladies   
    The ladies have finally made it into the animation build! After a couple of weeks of puzzling incompatibilities and glitches across the export chain, we got everyone together and finally winkled numerous bugs out of the system. So now all the female models are working with the animations that’ve been exported and thrown into the PZ mainframe so far.
    As we mentioned before, until the animation build is good to go we’re not going to do Mondoid videos as the time they take to produce/edit/whatever diverts us away from cranking the actual new systems out into the open. That said, we can still show you a few images of the new lady survivors in action.




    This should stand as the last technological hurdle for the getting the anims out into testing, although there could possibly be some multiplayer sync issues to work out that would make us consider a single player anim branch initially if that were to turn out to be the case.
    Since we’ve been focused on getting the female models working in-game for a fair wedge of the last little while we still have some of the ‘tying in’ of the new animation and combat system to finish off. There’s still a fair few fixes and things to add ahead of us too, but getting the women into the game was by far the biggest.  So we’re definitely edging much closer to getting this stuff out there to you all but, as usual, will refrain from putting a specific ETA on it.
    Build 35 IWBUMS
    The release of the combat/anims/clothing build will open up the path to plugging in the big pile of work we’ve done for our remaining feature milestones. It will also, meanwhile, provide coders like RJ with a deluge of fun new jobs like zoning the ‘career zombies’, adding in new weapons, sounds etc.
    As such, in the remaining time before the anims go in, the Build 35 IWBUMS will be used to do lots of ‘small job, big impact’ jobs that we’ve been meaning to do since forever – many of them community and mod team suggestions that’ve been stacking up. As IWBUMS public beta testers are aware – from build 35.9  zombies will be able to tear down sheet ropes, while in future builds we’ll tie sheet rope breakage and fall damage to player weight and attributes.
    We’ll also be finally letting towels dry, giving some foods a thirst value, making rotten food disappear rather than be a permanent fixture – that sort of thing. It’s basically ticking off a bunch of ‘small stuff’ that’s been nagging on players in one big go before the animations arrive with all the extra (and awesome) potential that they bring. If you have any such suggestions,like this one nudging us towards tying the ‘E’ button to TVs and channel changes, then please drop ‘em in the forums.
    Insomnia
    Just a quick note to say that PZ will have a presence at this weekend’s Insomnia gaming event at the Birmingham NEC, and a few members of the team who aren’t banging upcoming builds with spanners will be present on the Sunday and Monday if you want to come over and say hello.
    This week’s topless survivor by Eden404 of Steam. 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! Okay thanks bye!
  13. Like
    Footmuffin reacted to nasKo in Protect the Spiff   
    Hey all, let’s get down to Mondoidin’
    IWBUMS 35
    The public IWBUMS beta test for the first Build 35 features remains going, with RJ pushingversions 35.4 to 35.6 over the past week. We’ve forced the nutrition system to ‘on’ and also upped the rate of sleep disturbances for extra feedback, in amongst the fixes and smoothening. There are also new skill books, metalwork recipes, sounds and an experimental link-up between carrying a watch and the UI digital clock.
    RJ will still be adding to the build and balancing away (the various different wall strengths need some attention) but will also be turning his attention, alongside Writer Will, to add a Rimworld-style ‘Show info’ option (as suggested in this forum thread) for useful in-game objects so that new and existing players can be sure they’re aware of all relevant actions open to them, and the dangers associated.
    ANIMS UPDATE
    Progress has been good on the animation system front, but super-irritatingly the lady survivors and lady zed meshes and clothing that were exported and deposited in the central development strongbox have snagged an issue – and will likely need a re-export to ensure they don’t look like nightmare fuel.
    This isn’t a blocker to getting it all sorted, we’ll still be working on other necessary parts of the anims system, but it’ll likely be a massive ballache for poor old Martin the Animator to go through it all manually re-exporting it all. Sorry Martin, but your pain is for a greater good. :’(
    MAP UPDATE
    Mash continues with her work on the new residential area that’ll be found to the South of Muldraugh. When pressured for something visual to entice survivors she proffered this image of a local community centre, where you can see the upper floor of a library with study rooms, a gym, kiddie area and whatnot.

    TURBO STUFF
    Turbo is ticking stuff off his entertainment/boredom system ‘to do’ list, and has decided to use the opportunity to bring in a long-term computer-y side project into the game alongside the video-tapes, books and CDs you’ll use to entertain yourself in long-term lonesome situations. He’s also got community translations running through the radio/TV system, which will be available as selectable toggles in the options UI alongside credits to the relevant translation teams.

    Thanks all, we should have a more exciting blog for y’all next week. Have a good one.
    This week’s featured image by Akhil of House Gabe. 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! Thx all.
  14. Like
    Footmuffin reacted to Hydromancerx in Share your safehouse!   
    An Oil Rig converted into a base. In the process of someone moving in with me so its a bit disorganized. I am looking forward to the final setup where all the stations are full.
  15. Like
    Footmuffin reacted to _Gold_ in Storytime   
    I love being weird, unless there are children or doppelsoldner drug friends hanging around my house. However this doesn't prevent them from noticing the strange things that try butt chocolate. I'm a curious hadephobic pagan who buys people from Japanese traffic-rings freedom, that is
     
     
    Changed to Hadephobic for funniness (sorry footmuffin)
  16. Like
    Footmuffin reacted to Keshash in You got red on you - Mondoid   
    Because:
    "Please note that zombie attacks disabled for testing purposes"
  17. Like
    Footmuffin reacted to RoboMat in General Creativity   
    Well ... I am still working on my ASCII-Strategy game. Here's a small gif showing the new (and still very basic) AI battling against itself. The system I use basically mocks player input which means the game doesn't care wether a character is controlled by the computer or the player which makes it easy to turn the whole system on and off (and also reduces overall coupling).
     

     

     
    P.S.: Sometimes it feels like I'm not really making progress so it is actually quite nice to see how much the game has progressed since the last time I posted here ^^
  18. Like
    Footmuffin reacted to bekkar in Share your safehouse!   
  19. Like
    Footmuffin reacted to nasKo in Career Zeds   
    With Martin the animator’s great big anims export ongoing (the one necessitated by an update to the way the visible backpacks, blood overlays and layered clothing are going to work) we haven’t got a great big exciting new vid for you this Mondoid, but perhaps we can extrapolate a little deeper from what we’ve already put on show. Namely, the introduction of different sorts of zeds.
    Zeds who were once people who collapsed while at work, and rose again wearing their uniform, carrying their work tools and can (most likely) be found shambling near to their place of employment. We introduced survivor corpses, ‘occupation’ homes, pre-barricaded homes and the like back in Build 33 – and having this sort of variation in zombies will let us double-down on this.


    [Please note we’ll be adding a lot of dirt and blood splatter to clothing. These are WIP images.]
    ‘Career’ zombies will not be common, but if you spot a policeman zombie in the horde then you’ll know there’s a high chance he’ll be carrying a police radio and a firearm. If you head into a restaurant and notice a chef zed in the kitchen then it could well be carrying a high quality knife. Likewise, workmen zombies at in the McCoy logging will carry a high chance of having decent tools and axes in their inventories. The hope is that you’ll feel an element of risk and reward when you spot a Career Zed in a huge crowd, and weigh up the pros and cons of trying to separate it and take it down.
     


    It’s still unknown just how much of Martin’s work will be going into the first animation build, we’re not sure whether backpacks-on-zombies will be in there for example. As we go along, however, then zombies with severed limbs will clearly have less chance of scratching you. In terms of firemen zeds, meanwhile, we can populate areas around burnt out buildings with them – to suggest that they were called out to the fire during the opening days of the outbreak when the occupants had been laid low with sickness.
    And, of course, if you so choose these are all clothes you can strip from the bodies of the deceased and wear yourself. The impact the new system will have on RP servers online will, hopefully, be quite profound. Likewise, that feeling of excitement you feel when you’re playing online or off, and you see the zombie of a recently turned survivor. For the first time, we’re hoping, that the horde will be able to give you an enticing risk/reward amidst all the sneaking around.
    More next week, but before you go (and because it’s always nice to have moving images) here’s a quick video to show the new trees that are going into forests. It’s mainly a visual thing, sure, but we hope you agree that it’ll be a cool addition for those who favour wilderness survival. [Please note we’ll likely play around with line of sight a bit more than what’s shown in the video]

    This week’s featured image from FIRE over on Steam.  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! Okay thanks bye!
  20. Like
    Footmuffin reacted to Teesee in Stabboid   
    ETA often stands for Estimated Time of Angering, unfortunately. 
  21. Like
    Footmuffin got a reaction from Keshash in Stabboid   
    They don't give ETAs, since it tends to cause issues. So don't expect any, and if they give one, don't be surprised if it turns out to not pan out?
  22. Like
    Footmuffin got a reaction from Föe in Stabboid   
    They don't give ETAs, since it tends to cause issues. So don't expect any, and if they give one, don't be surprised if it turns out to not pan out?
  23. Like
    Footmuffin got a reaction from xXxFANCYCAPYBARA36xXx in The Truth Game   
    Blubbery, like everything else in my life.
     
    What's your go-to expression of frustration?
  24. Like
    Footmuffin got a reaction from xXxFANCYCAPYBARA36xXx in The Truth Game   
    Developing a game, I think.
     
    If you were asked to completely contradict your entire moral code in exchange for the resources and security to fulfill every single one of your wishes for the rest of your life, would you do it?
  25. Like
    Footmuffin reacted to Fuji in General Creativity   
    Did a thing to test out a new painting program, bonus points if you can guess the movie

    Used this: https://krita.org/ recommend checking it out if you're into that kind of thing.  It's free and way better for drawing things than Photoshop or Sai in my opinion.
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