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Footmuffin

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  1. Like
    Footmuffin got a reaction from CaptKaspar in Lemmy: Ever considered a "heat map" to govern zombies?   
    Well, yeah. But they've been agitated by the commotion, so they need to go find the food that made the sound, because that sound has to have been food.
  2. Like
    Footmuffin got a reaction from Kitt Frostpaws in Lemmy: Ever considered a "heat map" to govern zombies?   
    Well, yeah. But they've been agitated by the commotion, so they need to go find the food that made the sound, because that sound has to have been food.
  3. Like
    Footmuffin reacted to Geras in Be Able To Rest Without Needing Furniture   
    We need foldable fishing chairs!
     

  4. Like
    Footmuffin reacted to vonVile in Adjust Zombie Balance When Being Pushed   
    I find it unrealistic that I can push a zombie hard enough to send him 2+ cells away and he still has enough coordination to stay on his feet. I know our characters lose strength through exertion, but the zombies in PZ have better equilibrium than a Flying Wallenda crossing a tight rope.
     
    I don't mind if zombies getting knocked to the ground have their rest period shortened if this is added. Zombies that I've knocked down should recover quicker anyways, because they don't suffer from pain or any other standard weaknesses from being pushed to the ground
     
    Also it would be good to be able to connect hitting a stumbling zombie when they're falling backwards. It annoys the hell out of me that when I push a zombie into a corner, it's trying to stay standing animation goes into affect and my attacks don't register. Players should be able to hit a zombie with weapons or pushing at all times. When a zombie goes into that mode, it should be very easy to knock off balanced zombies down even when over exerted.
     
    And since I'm throwing out zombie fixes, when one falls from the second story it should either automatically become a crawler or on a very lucky chance die from brain injury. Its good that IS added that when they hit the ground they lay on the ground before recovery instead of just landing on their feet and immediately return to going after you. All that's left is to add in the damage zombies take from falling.
  5. Like
    Footmuffin reacted to Atoxwarrior in To use local chat sandbox "T".   
    It is a good idea to implement this, I want to use the walkie talkie as a tool of distraction, to place a receiver in the street and in an emergency can say a few words to attract the zombies with noise.
     


     
    also a good idea for when you want to do a diary of recordings, mostly of interest to those who like to give an atmosphere of survival with a back story of our experiences, even for those who would make video on youtube can make good stories with this material, advice or any anecdote record.
     

     
    It would also be great to get Cassettes in houses or warehouses, with recordings of some survivors tell their stories or their goodbyes they could be scattered on the map, would be a good way to get some entertainment in a world without human contact.

     
  6. Like
    Footmuffin reacted to zomboid123 in Lemmy: Ever considered a "heat map" to govern zombies?   
    Something like this is what I mean




    Figure A
    Player spent a couple of days chopping trees, sawing, constructing, barricading, running around and generally making a racket=high heat index
    Figure B
    One day before construction started in figure A, the player triggered an alarm, greatly rasing that tile and the surrounding tiles heat index, which made his construction ruckus all the more dangerous.
    Figure C
    One day before setting off the alarm in figure B, another was set off in figure C. Since the distance is further, there are only warm spots between the two alarms, and the heat has greatly subsided.
    Figure D
    A slightly longer time between figures C and D, but a much closer proximity gives us a similar results to b+c, the heat had subsided but was brought back up again from the alarm at C. Due to the great distance between B and D, the heat has almost gone back to zero.


    Basically noise=attention. If you are making a ruckus, nearby zombies should be vaguely searching for the player, and heat would apply to zombies as well. The increased activity of them searching, pounding, smashing, would draw in even more... This is exactly how it works in the zombie flicks, things snowball out of control.


    Basically a rated system of noise levels like:

    Extreme Heat: Chopper
    High Heat: Gunfire, Alarms, Large Horde moving(wish the game had a simulation to move and track large hordes moving around randomly around the map at large, they could snowball with this system making nuts "shuffling ocean" tier hordes that you don't want to mess with)
    Mid Heat: Smashing windows, Construction, Barricading, Small Horde moving, Zombie Headbanging, non-gunfire meta events
    Low Heat: Sprinting Outdoors, Melee Combat Outdoors, Zombies Pursuing Player Outdoors


    And it would be a tracked number that both builds and subsides over time; barricading a house or sprinting a short distance wouldn't draw too much heat, but constructing a fortress in the span of a week or sprinting around a neighborhood smashing every window could draw serious heat that could snowball out of control as it draws zombies from further and further out due to the zombie movements causing even more heat in "squares" further and further out. If you got the heck out of dodge and let things cool off for a while it should slowly decay, save zombie/meta/npc activity.
  7. Like
    Footmuffin reacted to EasyPickins in RELEASED: IWBUMS 33.20   
    33.15
    Fixed rendering of usernames and radio/tv text in coop. Added translations for paint symbols. Fixed tv on/off/volume/etc settings not always syncing in multiplayer. Fixed short fence doors blocking sight. Doors with glass/portals don't block sight unless barricaded 3+ times. Made hoppable fences/walls less transparent when standing behind them. Bags on the ground show in the loot window's list of containers. Play door lock/unlock sounds from the player's square, not the door's square, so they don't sound muffled when the player is behind the door. Stop the heartbeat sound after death. Added Mod ID and Map Folder to item descriptions when submitting them to the Workshop to make it easier for server admins to add them to their servers. Fixed endurance recovery ignoring FPS and game speed. Fixed (?) game window getting scaled by High DPI feature on Windows. Fixed exception reading map_meta.bin if the world changed size. Fixed floor-tile stacking when moving floor tiles in multiplayer (won't fix existing moved tiles). Fixed missing words in building-menu tooltips. Fixed carpentry doors fading out and being unclickable when viewed from behind. Fixed fireplaces not having 'fireplace' container type so they couldn't be used for cooking. Fixed outhouse door sprite not being a door. Fixed (?) light-switch packet spamming in multiplayer. Fixed an extra window object being created when a window breaks trying to pick it up in multiplayer. Fixed Unemployed profession only having one spawnpoint in Muldraugh. Added exception handling around randomized building code to stop server crashes. Fixed (?) RDSGunslinger exception. Print a console message on Linux about xrandr possibly being required (in case creating the display fails).  LWJGL uses xrandr to get a list of supported display modes. Fixed sandbox settings not being set to default for new sandbox and challenge games. Limit gunshots, screams and dog barks to at most 1 per day. 33.16
    Fixed attacking zombies through closed "see-through" doors. Fixed issues removing/placing windows.  Ropes can now be attached to window frames without windows. Fixed disappearing posters/flags/etc after moving them. Fixed the tutorial telling the user to hold SHIFT instead of whichever key is bound to "Run". Fixed Deaf trait using Hard of Hearing's tooltip description. Fixed generator sounds not working in multiplayer. Added "clothingstore" alias of "clothesstore" in SuburbsDistributions to fix non-clothes spawning on some clothing racks.
  8. Like
    Footmuffin reacted to That Homeless Guy in Click To Move v0.2 by TTG (33.14+)   
    This mod aims to allow the player to move using the left mouse button.
    By enabling this mod you will move to a location in the same manner as the right click contextual option but by simply left clicking on the desired location.

    This does not remove WASD controls.

    To Do:

    1) Bugs, bugs, bugs.
    2) Add an options menu to toggle it on and off.
    3) Make the meatbag "Run To" while while "Shift" is being held.
    4) Make combat work more naturally with this system.
    5) Make sneaking work with this system.
    6) Bugs, bugs, bugs.

    Latest Update:
    <>The meatbag no longer ignores containers or cancels movement when a container is clicked on.
         Instead the meatbag will try and navigate to a spot beside the container.
    <>Other minor bugfixes.
    <>Code refactoring.


    Known Issues: (This list will change)

    #1) A benign error occurs on starting/Loading a game after you click to start the game.
    #2) Related to #1. The meatbag will try and navigate to "a" location appon clicking to start after starting/Loading a game.

    If you have any questions, comments, feedback, or suggestions please let me know.
    If you do try it and decide to uninstall it Please let me know why. This information helps me make the mod better.
    Enjoy.

    v0.3 coming soon.

    Note: this mod currently uses it's own scripts and does not overwrite existing game files. This means it should survive updates for the foreseeable future and shouldn't have any clash of compatibility with other mods unless they overwrite certain files themselves. (No problems so far)

    I would warn players to try this on a meatbag you don't hold any love for as the move to system in PZ can be somewhat awkward at times if you aren't used to it. This might get you killed if you are used to WASD.

    You can currently find the mod through the steam workshop in the link below.

    steamcommunity.com/sharedfiles/filedetails/?id=600699360

    Non steam DL Below
    Click To Move v0.2.zip
  9. Like
    Footmuffin reacted to ShuiYin in DistributionXposed v1.1   
    DistributionXposed 1.1for Project Zomboid Build 33
     
    At first i was making this mod to understand the item distribution of the game. I am using this to see the real distributions and what items are labeled what by adding an item on all distribution locations with the name of item matching its distribution code.I find it funny that clothe racks in stores all over muldrough contains nails and batteries and so i made this mod to see exactly what container is that (turns out to be ["All"]["Other"]) i have traveled all over the place with this mod on and its a quite interesting journey Lol. Im sharing this tool with all my fellow gamers and modders enjoy
     
    Gives the ability to see item distribution code of all container in game world. eg. When you open a zombie corpse you will see an item labeled "AllInventorymale", when you get a bag you will also see its item distribution code.
     
    Uses for player:
    1. Player will know exactly what container they are opening eg. is it labeled garage storage or maybe mechanic metal shelves.ere
    2. They will know by trial and error where good loot drops from what container (even if they read the distribution files they still cannot know for sure where the item will spawn but with this mod you can be 100% sure)
     
    Uses for Modder:
    1. Gives an easy way to distribute your created items because i give separate my files by location. eg you want to add pizza component than just look at my restaurant.lua section
    2. As above modder can see which containers are used a lot and which are not, what is the different of ["All"]["Sidetable"] and ["Bedroom"]["Sidetable"] and many other similar stuff. You can even distribute inside bags that you find in the game.
    3. Modder can know how many instance of an item is distributed every time they add an item to a table. eg you may place only 1 item but you will get "All Icecream" (5) (the 5 shows how many rolls are done on every item in that specific container type)
    4. Modder will be able to distribute items in Microwaves and Stoves and some other stuff normally undistributable.

    Note: There is 1 item that i still cant find the distribution tag (Barbecues). 
     
     
     
    Download link:
    http://pz-mods.net/gameplay/DistributionXposed/
    Steam Workshop link
    http://steamcommunity.com/sharedfiles/filedetails/?id=604586928
     
    This mod will not be possible without these people, Thanks
    1.Robert Johnson: Developer, modloader and stuff
    2.Robomat: Many times in my mod learning Robomat answers help me understand how to mod.
    3.Hydromancer: The Hydrocraft mod is the one that i dissassemble to inspire me to do this (the distribution location is not from the Hydrocraft mod tho, its direct from the suburbdistribution thing)
     
    Version History



  10. Like
    Footmuffin got a reaction from Rabisco in Commonly Suggested Suggestions   
    I stand as living evidence to the contrary, Rathlord. I hold the two drinks as separate and uniquely enjoyable products. Coke and Diet coke tends to have a sweeter, acidic, and more carbonated taste than Pepsi, which has a more noticeable cola flavor and tastes less carbonated. I like Coca-cola, and I also like Pepsi.
  11. Like
    Footmuffin got a reaction from Rabisco in Commonly Suggested Suggestions   
    Nasty fact: Did you know that human feces actually contains THC precursors? It's the reason Jenkem intoxicates users. And no, since urine contains plenty of sodium and urea, drinking it will actually dehydrate you faster and harm your liver.
  12. Like
    Footmuffin reacted to Kirrus in Dealing with depression and moodswings   
    cialis! It's anti-spammer rule
  13. Like
    Footmuffin reacted to Ontogenesis in Dealing with depression and moodswings   
    So I realised I never actually wrote something for this - sorry for that, been very busy recently. Short essay incoming.
     
    What ulfstein talks about is very interesting. The biggest predictor of a relapse of depression is in fact the number of times you been depressed before - the more times you have the higher the chance it will happen again. One attempt at explaining this is a concept called 'cognitive reactivity'. Essentially what this means is that you build an association between negative thinking patterns/behaviour and feeling low, such that even transient or mild low mood can activate the same thinking patterns you have when depressed (if you want to read more, google 'Teasdale differential activation hypothesis'). In this way depression comes back much easier. One way we might teach relapse prevention to people is to change your relationship to your thoughts (also called meta-cognition, or your thoughts about your thoughts) and to not accept their meaning straight off the bat or get caught up in them. Cognitive Behavioural Therapy (CBT) does this implicitly by decentring you from your thoughts, but other approaches such as mindfulness does this explicitly. What's interesting is that ulfstein sounds like he is doing a lot of that; not getting fighting or ruminating on his thoughts, or making judgement of what comes into his mind. In this way thoughts pass without getting stuck there. A bad day stays as a bad day without necessarily building the momentum into full blown depression.
     
    Every experience of depression is unique. As a psychologist I believe there is never not a reason to be depressed. The basics questions I ask and formulate is: why them and why now? I tend to lean towards different ways of understanding it depending on the person and what they bring. For example, someone older with recurrent depression over many years I might want to explore their life story/explanations/theories and see how they view themselves, and perhaps lean towards a narrative therapy approach with mindfulness based relapse prevention. This is because it is less likely that there is life event that has triggered their depression, as explained above, and so examining someone's current life in detail for a clue to the 'trigger' of depression might be less fruitful. Likewise, they might have a clear stressor in their life causing it, such problems at work. Again though, this might be complicated because they might have inadvertently caused it. Best example of that is that someone who tells me they have been bullied in the last 6 jobs they have... the probability they are running into bullies so consistently is very low, so it is more likely they have problematic interactional patterns.
     
    Though I digress. Every person's depression is unique - in terms of the causes, experiences (e.g. symptoms) and meaning. One person's depression means they are a failure, or worthless, or unloveable, or that they are not good enough and so on. However, there is much variation in the 'depth' you need to help yourself. The basic way you can understand depression is what is called a maintenance cycle in CBT. This looks at the things that maintain a depressive state in the current moment and tackles these first. One analogy for this is that if you see a man hanging off a cliff, you help him up first before asking how he got there. This can include rumination (the constantly going over of memories or problems with no end - it's like the mind is trying to problem solve but there are no solutions), which is both unhelpful (as it achieves absolutely nothing, not to be mistaken with actual problem solving) and has a strong negative impact on mood. It might include activity levels - i.e. how much you are 'doing' during the day and impact on mood. Depression leads to inactivity, and inactivity leads to more depression (the so called negative spiral). In addition, some activities might make you feel worse (most common: watching TV, because it feels pointless and people usually ruminate during), and some might be missing (most common: socialising, because they say they won't enjoy it anyway). What you decide to do moment-to-moment affects how you feel, and turning this into micro choices can be a very powerful tool. Avoidance (including emotional, situational, and cognitive) is the big thing in both depression and anxiety - often it causes more problems due to the lack of facing other ones. Sitting down and planning problem solving is useful here. Another CBT approach would be start to analyse your thoughts and behaviours and understand their impact on you. You might then do some basic thought challenging to better react and handle situations, this involves examining the truthfulness of both the contents of your thoughts and the conclusions from them. Drugs and alcohol almost always have a negative impact, especially as they act as emotional avoidance, as well as disrupting sleep and causing hangovers. I might also look at some other factors such as sleep (where sleep hygiene would be useful) and diet (not eating and eating the wrong things will make you feel worse).
     
    After this you might want to examine further in your history to see where these negative beliefs about yourself, others and the world. I say afterwards because this can resemble rumination ('why me?') if done poorly, which is why therapy can be helpful. Sometimes they can be linked to childhood, such as parental expectations (e.g. getting depressed having a set back at work - when you had it taught to you that you were only worthwhile if you were succeeding). You might then want to think about seeing if you want to believe something different in your life.
     
    Sometimes depression goes away by itself (called spontaneous remission), other times you can tackle the cause yourself either by removing the problem or using self-help, another option is therapy. The type of therapy will vary depending on the formulation of your depression, though the big recommended first line of treatment is CBT (protocol driven CBT is often offered first... though I am not a particular fan of this). The list is endless, but might include mindfulness based therapies (I'd argue are better for relapse prevention), dynamic interpersonal therapy (if you think interpersonal patterns are a key part and are prepared to explore this), cognitive analytical therapy (another good interpersonal one - especially for the times when interact in a way which doesn't feel like yourself or is how you were once treated), acceptance and commitment therapy (probably better when you also experience significant anxiety as well), behavioural activation (now a part of CBT but also an approach in of itself, recommended for severe depression), psychodynamic psychotherapy (long term therapy, better for long term problems or if goal directed therapy is too intense) etc.
     
    Generally for anything, you need to notice and understand before knowing what to change (i.e. formulate). Doing this will help you pick the most effective thing, as what works for others may not work for you because it might not be related to the depression you get. It's like saying you want to get fit and then get bombed with advice; the best thing is someone to make a bespoke program with you depending on your strengths, weaknesses, current knowledge and experience. You might even have a very particular idea of what 'fit' means compared to others. Your goals for change will be your own. 
     
    Like I said before, if you have any specific you wanted to ask I am happy to attempt to answer, thought I cannot guarantee I know. I hope something in the above wall of text is helpful.
  14. Like
    Footmuffin reacted to nasKo in Mondoid Reposts   
    Evening all, it’s starting to feel like we’re on the exit trajectory in terms of getting Build 33 out for public consumption – so let’s make that the first order of the Mondoid.
    IWBUMS 33.8
    Build 33.8 has just been released,  and if you want to give it a whirl then you can join in on the IWBUMS beta channel (details here), and submit any issues you discover on the bug tracker.
    As you can see in the patch notes, it’s bug fix central – but the biggest change is that to finally defeat the snaps and crackles that people were hearing we’re now running everything through FMOD Studio rather than only the key ones we wanted to play around with.
    This means we have more control and management overall, while also killing off the pops. It also means there might be a smidge more balancing required before we release properly, so please provide feedback in the thread if needs be. In other news, the helicopter is now a bit less ‘Eye of Sauron’ too.
    MP IMPROVEMENT WORK
    While we concentrate on the particulars of the main game we’ve got the gallant chaps at General Arcade working with us to improve the MP experience, because we’re aware that launching a Steam server is a much more involved process than many would like.
    Now that they’re in the cut and thrust of development, and good progress is being made, we’re comfortable enough to report that Serge and Gennadii are working on a co-op mode that’s launchable in-game, and that other players can join directly. While it’s unclear what practical player limit there may be, the plan is that a manual server launch and set-up will no longer be necessary for small co-op groups.
    They’re also working on (and if you’re of a technical mind then here comes the science bit) UPNP / NAT Punchthrough to get rid of the need for port forwarding. Ports are also being simplified, so server/client/coop will only use one port and map data will be transmitted through Steam/Raknet directly instead of a separate data transfer port.
    This means that, outside of disconnects, we’re also aiming for a positive impact on issues like map streaming breaking down. We’ll see how we go with it, and it’s all work in progress stuff, but it’s all really exciting and we’d like to thank our favourite code ninjas for all their hard work so far.
    THUMPY ZOMBIES
    Up until now roaming zombies have generally felt the urge to thump on any doors and windows they walk into, even when they haven’t seen or heard the player. This activity is a regular talking point, and although we see it as a part of the hardcore Survival experience in 33.8 we’re experimenting with it a little and as such in Initial Infection and The First Week zeds will only get thumpy when they’ve been alerted.
    There’s also the new ‘Environmental Aggression’ zombie lore option in Sandbox for those who prefer to set their own world/zed state. Beyond this, we’ve also got a few other ideas that we hope will maintain the awesome feeling of roaming zombies barrelling past your house while you hold your breath inside, while not actually nerfing the game too much. All feedback appreciated on the forums!

    This week’s featured image from Ragnar over on Steam. The 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.
  15. Like
    Footmuffin reacted to EnigmaGrey in RELEASED: Build 33   
  16. Like
    Footmuffin reacted to RobertJohnson in RELEASED: Build 33   
    33.8, yay!
     
    Reworked all the sounds on FMOD studio, so no more popping, better sound management, but may need more balance... Lowered number of window wind/rattle (inside ambient house) Added sandbox options to make zombies thump only if they're chasing/heard a sound (still enabled in 6 months/survival) Handle a mix of players with Deaf trait w.r.t. sound. Fixed wrong burned-sprite for carpentry fences. Fixed alarms sounding forever on the server. Added /alarm server admin command to force an alarm to play in the current room. Fixed some ambient sounds not considering the number of coop players. Fixed gunshot ambient sounds not working in multiplayer. Fixed one of the gunshot ambient sounds never getting chosen. Fixed flickering when in the Lua debugger. Fixed health-panel errors when spamming right-click actions. Fixed client sending sounds to server when it shouldn't. Fixed null point exception on server. Fixed some outdoor chairs showing "Remove Bush" in context menu. Fixed generators only powering levels 0,1,2 no matter which level the generator was on. Limited the time the helicopter can circle the player's location. Fixed argument order with button colors. Berry, mushroom and other crafting fixes. Crafting UI displays spices and poison already added to a recipe. Crafting UI displays poison icon next to known poisonous ingredients. Fixed "Can of Mushroom Soup" being called "Unknown Mushroom". Fixed already-added spices being saved without the full module + type. Fixed poison detection level being clamped to 5 instead of 10. Lowered thump sounds number Updated Linux FMOD binaries. Throw an exception if fmod.dll version doesn't match fmodintegration.dll. Changing volume options affects already-playing sounds. credits changes Fixed client world lighting not being in sync when joining a server. Fixed mushroom/berries can't be add in the recipes via right click
  17. Like
    Footmuffin reacted to nasKo in Mondoid Reposts   
    Good Mondoid to one and all. Here’s all the latest on the comings and goings in West Point and in Muldraugh…
     
    33.7 IWBUMS
    A giganto-fix update to Build 33 full of RJ and EP tweaks and corrections has just been released on the IWBUMS public test beta channel. If you want to join in the fun then you can find IWBUMS details here, and you can submit bug reports via the bug tracker on our forums.
    The 33.7 patch, fix and polish overview can be found here but the highlights are performance improvements, FMOD sounds balance, crash fixes, bizarro building randomization nerfing, ambient birdsong at correct times of day, Linux build corrections and the re-addition of Zach Beever’s amazing new menu music. Those ‘surprise!’ silent burglar alarms should be a thing of the past too.
    “Myself and Tim have been fixing like crazy lately getting stuff up to a release quality” explained RJ just now, when pressured for comment over Skype. “33.7 should see a fix for some of the performance issues and the crackling sounds that testers have been reporting. Then there’s also a load more sound balance, the remastered menu music is back and we’ve also made a big dent on bug reports in the tracker!”
    Meanwhile Turbo, the final of the three 33 code plotters, has a raft of his own fixes and tweaks that will most likely be appearing in a 33.8 later in the week. This will cover translations, controller support for the new movables and radio systems, split-screen play fixes and ways to improve legibility in general broadcasts and split-screen chat.
     
    WHITHER CREATIVE?
    At the moment we’re continuing to work toward getting Creative into build 33 and still have a few more bits and bobs to do on it. There is, however, a noticeable complication that could have an impact on exactly when we release it.
    The complication, which is a pleasant one in the scheme of things, is that once Creative is released and people are building their schools, offices and hometowns – they’ll want and expect their creations to survive in all future builds.
    There is, however, an impending development we’re making which will make a pretty huge visual change to the game – something we’ve mentioned before in Mondoids as ‘Mash’s Secret Mission’.
    When it emerges there will be a dilemma, as a part of it has involved a lot of organizational changes which will likely result in save incompatibilities. If it’s necessary then we’ll provide the previous build for legacy saves, but that won’t help in Creative Mode where people who’ve been conducting huge building projects could suddenly find their architectural prowess nuked from orbit.
    So this leaves us in a tricky position: release Creative into the current Build 33 with peoples’ buildings under threat in the near future, or introduce Creative Mode simultaneously with Mash’s Secret Mission in a reframed Build 34? Increasingly we’re leaning towards the latter option, which (hopefully) would go into public testing once final hurdles have been vaulted – and not long after the existing Build 33 goes fully live. This testing may be in the form of an official 34 IWBUMS, or it could potentially have its own branch as our early MP builds did.
    [On top of this there’s also the consideration that the more stable Build 33’s TV/Radio/FMod/etc become, the closer to public release it feels – and it feels counterintuitive to suddenly pile in a shedload of new Creative bugs.]
    In short then, whichever way it happens, Creative will be coming as soon as it’s ready AND player creations can last for years. If it so happens that everything that’s currently in Build 33 is stable and ready for wider public consumption then there’s no point in keeping it in IWBUMS, and then (given that it’s predominantly separate members of the team working on it) we can get this reframed Build 34 into public testing fairly soon afterwards.
    Given the long wait for the Build 33 IWBUMS this probably wouldn’t be a bad thing and, even though we’d be slotting an extra build in beforehand, it shouldn’t really get too much in the way of the animation/combat update that would now come in 35. What with Creative, the Secret Mission, General Arcade’s MP improvements, the new Animation system and everything beyond all lining up it should make for some exciting times as we move into next year.
     

    This week’s featured image from Sonicus over on Steam. The Centralised 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.
  18. Like
    Footmuffin reacted to Okamikurainya in Share your safehouse!   
    Does that mean I'm fort-unate? It has not been fort-old if my fort should be fort-aken.
  19. Like
    Footmuffin reacted to Batsphinx in RELEASED: Build 33   
    It's almost like the TV isn't telling the truth!
  20. Like
    Footmuffin reacted to _Gold_ in Word Association Extra   
    baby burn (someone had to do it)
     
    atom
  21. Like
    Footmuffin reacted to Jela331 in RELEASED: Build 33   
    Great. Now my map isn't anything special.
  22. Like
    Footmuffin reacted to _Gold_ in RELEASED: Build 33   
    It's here....
  23. Like
    Footmuffin reacted to RobertJohnson in RELEASED: Build 33   
    Released!
    [NEW STUFF]
    FMOD: New sound engine!Tons of new sounds and ambient! (fridge buzz, water drip, birds...) New random music algorythm: some weird music will start at night to give a creepy ambient! Proper 3D sound! The helicopter will now circle around a player, you'll need to hide (forest or house) for it to stop! Added an ambient volume slider in the option. New randomized buildings:Some buildings will now be burnt, looted or already barricaded. Some will have specific professions loots Made world more alive, some windows/inside door will be open. New main menu!Allowing to custom your difficulty settings easier. You can choose a difficulty for the world/zombie and then for your starter/character. (need more balancing) Choose from "The First Day" to "6 Months After the Apocalypse" (hard early game), and don't forget our hardcore Survival (hard late game!) Then select if your character will start with some bonuses, such as items or xp multiplier! New trait: herbalistWith this trait you can find medicinal herbs by foraging. They'll help you fixing your broken bones, your stomach disease, etc. Some will require to be transformed in poultice with a mortar and a pilon! Now each new game a random berry/mushroom (yay mushroom!) will be poisonous, same for multiplayer and only the herbalist will know which one you shouldn't eat. Not a herbalist? Take care when eating berries Radios TVs Moveable furnitures! (icon is on the left) Balanced zombies grouping a bit, start game should be way more easier (no zombies thumping at your door when you spawn, less zombies around you, etc...) Added sandbox options to make zombies thump only if they're chasing/heard a sound (still enabled in 6 months/survival) Added /alarm server admin command to force an alarm to play in the current room. Added farming mag to learn the mild flies cure Added electronics mag to learn how to make and add remote trigger Added way to learn remote controller v2 and v3 in electronics mag PZServerSettings edits INI as well as SandboxVars.lua. Save players every minute instead of every 2 seconds. Active translation mods will be loaded when joining a server. Added a context-menu item to show the remaining water in a Rain Collector Barrel. The info is shown by a tooltip. The menu item is displayed only when the player is close to the barrel. Zombies that fall from a height fall over and take some damage. Added buttons to enable/disable mods. Double-clicking still works. Added warning about Workshop items not being displayed when Steam is disabled. The URL button in the Mods screen opens the Steam Overlay to a mod's Workshop page if it has one. PZServerSettings reads/writes servertest_zombies.ini (i.e., the advanced zombie population options) The Maps= line in a server's INI file may contain multiple maps separated by semicolons. Previously, the only way to combine maps was by creating a new map with a map.info file that referred to the other map directories. Added MaxAccountsPerUser to limit the number of accounts tied to each SteamID. If this number is zero (the default) then there is no limit. Admins may create any number of accounts for themselves. [FIXES/BALANCE]Canned food now appears as food and not "normal" item (can't be eat tho, need to be opened first) Crafting UI displays spices and poison already added to a recipe. Crafting UI displays poison icon next to known poisonous ingredients. Fixed watermelon sliced/smashed weight Possibly fixed multiple copies of other players appearing in multiplayer. Fixed speed of falling not considering framerate. Reduced movement rate when going up or down stairs. Fixed OpeningHours sprite bug. Fixed flickering when in the Lua debugger. Fixed health-panel errors when spamming right-click actions. Fixed some outdoor chairs showing "Remove Bush" in context menu. Fixed generators only powering levels 0,1,2 no matter which level the generator was on. ProjectZomboid exe prints any exception after running the main() method. Fixed an exception with footstep sounds when the player was falling. Fixed lighting flashes not working when shaders were turned off. Fixed clicked-on worn clothing not being used by a recipe. Fixed a number of issues with using the bundled Java Runtime Environment on Linux.
  24. Like
    Footmuffin reacted to EnigmaGrey in The Silver Lining of NPC Delays Etc   
    Sorry, I'll never subscribe to the "customer is always right" paradigm, Global. They can certainly be wrong or manipulative, or simply trying to excuse being rude with false praise.
    While some posts are useful (e.g. "Where have we done a bad job communicating, if they think that?") despite their negativity, it's not an excuse to leave your customers ignorant or fail to address their concerns. It's not respectful to assume that customers can't take a discussion of their points, particualrly not when they come onto a game development forum for that specific purpsoe.
    If I make a mistake, I expect the sales represenative to explain where I went wrong and how to avoid it in the future, not pat me on the head and condescend to me, in real life. You should, too, considering one of the main benefits of being part of an indie project is that there's little-to-no PR or filter between staff and customer.
  25. Like
    Footmuffin reacted to EnigmaGrey in The Silver Lining of NPC Delays Etc   
    Sorry to build off your post, Sooner535. Seems like everyone else beat me to the response this morning.

    This is what I mean above about additional content. The systems, in one form or another are mostly in place, but they're only loosely utliized right now. As the bigger things get done, I'd expect more recipes and crafting options to be added. Having winter be a real threat (right now, it's main negative is that it just slows you down) and balancing some of the rarer loot spawns to enable players to adequately prepare for this (canning, gas siphoning) would also be a big help.
    Expanding clothing options requires the animation update meant for build 34; TV and Radio is meant to give a less passive alternative to skill books and provide lore the PZ world sorely needs. In the future, with NPCs, they may even provide lures and quests, not to mention long-distance communication.

    Another aspect to add to Connall's post: it's much easier to balance a small number of guns, either their stats or distribution, than dozens or hundreds of them. PZ isn't meant to be a focus on fire arms and the detail they'd require in greater number, so it's better left to modders. Instead, we seem to have gone towards more archetypes (pistol, shotgun, varmet rifle, hunting rifle). We'll probably get a revolver, an automatic rifle, and serveral other types by the end of it, but it won't be to the same scope as ORGM.
    This, I hope, is answered with number 1.
    So long as you play with distribution on, and maybe turn up their response to sounds, they shuold still move around the map. Check your Advanced Options. There'll be limits, though (I think the maximum sound response is 1000 tiles). You may want to consider re-enabling respawn, but increasing the length of time it takes for a chunk to be unseen and the frequency at which they respawn. Patrolling is very effective because of this. The above is what this system is meant to fix.
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