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Keshash

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  1. Like
    Keshash reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    Follow up:
     
    IMPORTANT- There are issues that I will only specify in text below this notation since they are easily findable if you where to search for this issue in-game. Since I can't upload more than 4MB of pictures.
     
    -No lightswitch/lights at the Riverside Spiffos kitchen.
    -Entrance doors at the Charms R Us icecream shop are placed wrong.

    I made a whole bunch of marking in the gated community area in Riverside, it's really broken. Also sorry about the many pictures, I've had to make 3 comments now. But that's all I got. Thanks for your time. I hope the devs notice the errors.
     
     
     
     
     
     
     
     
     
  2. Like
    Keshash reacted to halkaze in RELEASED: IWBUMS Build 39.67.3   
    If vehicle hit an obstacle, then fly in the sky. Zombie's blood splashs a long distance. Once you get on the car, then you ride again without moving from the spot, ▲ appears at the edge of the screen. Master key.  
    Items of initial infection are different. Scenario mode
    chips:3
    Saw:1

    Sandbox mode
    chips:1
    Saw:0
     
     
    Below are the contents of the TV/Radio Data.
    I posted similar content before,but I misunderstood many part.
    It is described on the basis of ProjectZomboid/media/radio/RadioData.xml
     
    TV/Radio broadcasting are according to schedule. But All game mode (expect six month later) start at July 9th now. Some game mode should start at July 10th.  (The first week, Survival)  
    Sandbox:Initial infection broadcast start at name="main".  
    TV/Radio part of 00:00 doesn't broadcast when started game. So I proffer some solutions. See picture for more information. This is on the assumption above item fixed.  
    Current:
     
    Plan 1:
    00:00 is broadcasted to 06:00, and 06:00 is broadcasted to 12:00 at name="init_infection". And The first week, Survival start time earlier (Need to leave a long time from 6:00).

    Plan 2:
    All Game mode start time earlier.(Need to leave a long time from 6:00)
    I believe name="init_infection" seem to a Plan 1. but I have no good idea for name="main". (All game mode begin from name="init_infection" )
    After devastation doesn't broadcast. I confirmed with WordZed. it had not been bind name="main". name="Jonas"
    name="emergency"
    name="pastor"
    name="kanibals"
    name="static"
    name="numbers" 
     
    Can't gives skill xp  
  3. Like
    Keshash reacted to trombonaught in Storm-inspired migratory hordes   
    Having seen the impedning weather system that includes thunderstorms crossing the map, I wonder if that system could be co-opted to script a massive horde event.
     
    I am imagining a horde of zeds that spawn at the map's edge and move across the entirety of the map like a storm. Alternatively, I could also see an invisible draw beacon that passes over the map, attracting zeds as it goes.
     
    In the case of the former, I'm not sure how the migration of zeds would interact with standard zed activity. I imagine they would ignore things like moving to empty tiles or forming up with preexisitng hordes. In the case of a sound event or player action drawing them, I imagine that when they return to an "idle" state they would set off again towards their destination on the far side of the map. Once there, they would despawn.
     
    I guess it might be as "simple" as spawning a horde of special zeds who wander towards a map's-edge beacon when they would otherwise be idle.
     
    My intent is for a mid-game event (one to several months in) that has the potential to wreck any fortification anyplace on the map, if it happens to be in the path of the migratory horde. Perhaps there's a way that the path could be drawn over an area of the player's greatest activity.
     
    What do you all think? Other ideas for life post-helicopter (aside from more helicopters)?
  4. Like
    Keshash reacted to Geras in Small but Important Suggestions Thread   
    728
     
    Some % of zombie population should start as active (as opposed to dormant) crawlers.
    They're a bit underused and only created with player interaction and damage dealt.
  5. Like
    Keshash got a reaction from Kuren in Dead of Night / Kitchen Sink Drama - Thursdoid double post   
    No worries. It's on the house
  6. Spiffo
    Keshash got a reaction from Beard in Dead of Night / Kitchen Sink Drama - Thursdoid double post   
    No worries. It's on the house
  7. Like
    Keshash reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.49

    [New]
    Now always able to start cars in debug mode. Opening the Mechanic UI now happens instantly in debug mode. "Seat Occupied" notification shown in Mechanic UI if someone is sitting on the seat you're inspecting. Added an AllowExteriorGenerator Sandbox option. This allows generators to power exterior tiles, and for example can get gas pumps working after the electricity has turned off. For now it's false by default. Added Mechanic UI cheat command to set exact gas/pressure levels Added a new 'Press 'R' to rotate during construction' tool tip to minimise Sasha's rotation despair
    [Balance]
    Balanced damage on various car parts. Foraging previously caused both fatigue and sleepiness, but the sleepiness has now been reduced. Updated the 'Save cannot be loaded' text before the game for players with Build 38.30 saves to make it more readable. Made microwave/oven ui background a bit darker to improve visbility. Changed IsoWorld.emitterUpdate from OnceEvery to counting milliseconds to avoid built up sounds. Made vehicle travel through forests bumpier compared to open countryside. Nerfed damage to parts when driving off-road. It now also takes into account whether you're in a forest zone, countryside zone etc
    [Bug Fix]
    Fixed mod .tiles sprite property values being wrong (Issue 1376) Fixed more vehicle-related translations. Fixed collision/pathfinding/vision when loading chunks. Fixed Moveables.txt translations not being used in Disassemble menu or inventory window. Fixed player's "Survived For" time, which was increasing twice as fast as it should in MP. Fixed visibility/pathfinding glitch along chunk boundaries. Fixed roof-hiding code not updating when players build new floors. Fixed PZArrayList iterator exception in IsoGridSquare.explodeTrap() Fixed position of skull icon in load-game UI. Fixed map-loading errors when there are unknown types of items on the ground. Fixed nullPointer when uninstalling a vehicle part. Fixed a bug with -dnosave. Fixed a wrong calculation in the CarSpawnRate sandbox option. Fixed car part condition drops while driving not being synced in MP. Fixed game freezing when hundreds of nearby zombies play footstep sounds. Fixed metal-barricade sound not playing in MP, or for IsoThumpables. Fixed missing parts of double doors not being repairable by building a new one over the old one. Fixed keys being put into the ignition leading to them losing their favorite status. Fixed chop-tree action stopping too soon when the player's endurance is low. Fixed radio sine-wave UI updating while paused and at different rates depending on fps. Fixed food cooking for too long once it has been removed from heat. Fixed Hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek. Fixed hood being closed twice when the Use key was pressed with the Mechanic UI open. Fixed failed-to-start engine sound not playing in MP. Fixed some vehicle sounds playing at full volume for distant players. Fixed prone zombies being pushed by non-prone zombies on the client. Fixed solidtrans objects adjacent to window frames (without windows) blocking movement.
  8. Pie
    Keshash reacted to martingee in Community Vehicle Suggestions   
    I do have a few more cars modeled but i think the focus will be on refining what we have and get what we currently have working with the anim build and new importer (so we can have interior views), doubling down and making sure the scale of the cars/characters fit the world and add attachments (in what ever form they take).
     
    Adding a new vehicle isn't just about importing a new model and texture (unfortunately ) there's a few more things to be done so having everything properly fleshed out and working means we don't have to keep going over the same stuff. I mean, we kind of are a little at the moment as we finalise the vehicle build but i'd rather do that with the set of vehicles we have, rather than add five more and have to continually tweak those as well.
     
  9. Like
    Keshash got a reaction from MrCouper in Community Vehicle Suggestions   
    This is a really good thread, such cars would blend right in.
     
    I'm interested, the current set of vehicle models is the final version or do the developers plan to expand it? I'm not talking about things like bikes and RV, which would require additional systems. I'm talking about normal, usual cars, like most in this thread.
  10. Like
    Keshash reacted to Blake81 in Community Vehicle Suggestions   
    Sorry for necroing this, but maybe we should bring this thread back on top and sticky it now that the Vehicles hit IWBUMS
     
    Ah, the Hilux; the Toyota should've called it ''The Rasputin'', because there's just no way to kill those things. One of my neighbors has one, it's well over 600K miles, and runs better than many newer cars...
  11. Like
    Keshash reacted to Blake81 in [Vehicles Test Server] Spiffospace: Vehicles   
    So, been playing the new IWBUMS for a few days, trying to check on a few old bugs and discovering some new ones. Here's what I found
     
    -HIGH vehicle spawning does not seem to work; or any of the other settings. Checked on the big parking lots of WP as well as the houses driveways, and the amount of cars is pretty much the same for either. (Note: I am playing on 4 months after)
     
    -Batteries could use a bit of a buff; not as invincible as they were before, but not as they are now that their charge goes down like I'm driving a Prius with no gas on an Expressway.
     
    -Headlights are JUST TOO WEAK; just a fender bender against a tree (less than 20 miles) and they are both totalled (from 100% to 0%, both of them). And as someone with a late 90s car who had a headlight-destroying fender bender, I can tell you that the LIGHTS themselves, usually keep working, even after the outer glass and the reflector cone has been fully destroyed. Heck, in my case, the fender snapped, the hood was botched and the outer glass was fully destroyed, yet the bulb still worked. Maybe we can make it so they take a few more hits before totalling, and maybe if you hit a tree on the right side, not having BOTH of them go out.
     
    -Still can't find any keys or Zed near the car, alive or otherwise, even with all loots set to Abundant. And on the nearby house, the pickings have been slim as well.
     
    -The Mufflers are still made of old toilet paper and spit apparently, because they degrade faster than Link's weapons on BotW. A brand-new, Performance one can't stand a trek from WP to RV and back without dropping half the way back. Why has this still not been addressed? It does not make any sense.
     
    -Right now, Sports Cars are pretty much useless; low trunk space, usually just two seats, hard-to-come parts, obnoxiously LOUD. They sound like the early-days cars (read: like rusty lawnmowers). And even on speed, which should be their finest trait, they are not much better than you average lightweight Standard (Rancher or Horizon). Is there really any point to them beyond the ''Running Zeds over with STYLE'' part? And honestly, I can't even think of any advantage they could have over the rest (because extreme speed ain't exactly a desired trait in this game).
     
    -All cars still start with Small Gas Tanks. Shouldn't they start with a Standard tank? As it is, like, STANDARD?
     
    -Does car weight affects performance in some way? So far, I have not found any reason to not stuff my car with Big Seats and a Big Tank if I can find it. I initially wanted to strip down the doors of my Rancher to make it more maneuverable, but after doing so, I found no difference (besides all these bite marks and scratches on my char).
     
    -You still lose your car if you exit the game while inside of it. This bug has been here since day 1 of the car patches, so I am surprised it still has not been dealt with.
     
    -Loot on Car Mechanics is still a bit off; lots of doors, gas tanks, suspensions and brakes (which is good), nary a dreaded Muffler, or Engine Parts, or TIRES of all things. Even Batteries tend to be rare. (Note, all of this tested with all Abundant loot)
     
    That's all for now.
  12. Like
    Keshash reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.45
     
    [New]
    Added 2 rear seats for the small cars. Load .lotheader files in threads to reduce savefile load times. Player is now notified when trying to enter and vehicle seat is missing or occupied. Clicking the "Turn Off" or "Turn On" button now closes the vehicle ac/heater UI. Added translations for remaining vehicle menu options. Added context menu option to toggle ISVehicleMechanics.cheat in debug mode. Server softreset now resets vehicle key spawns, container loot and shuts off engines. Increased performance when generating a burnt building. Vehicles don't fade out until plahyer is 15 squares away, or enters a pre-existing building. Equipped umbrellas prevent player from getting wet when out in the rain. Player can remove glass by hand - takes double the amount of time to accomplish than tweezers. Initial Gas sandbox option has now more options (very low, low, normal, high, very high, full). Added a Chance of Gas sandbox option (before that, Initial Gas governed the chance of a fuel tank to have gas), options are: low, normal, high. Updated burnt car texture & added new burnt cars.  
    [Balance]
    Adjusted appearance of the vehicle heater/ac and lightbar UI. Balanced Mechanics XP gain. Increased the odds of spawning the car keys directly in the car/nearby container/zombies instead of on the ground. Increased loot spawn of shovels, cigarettes and lighters. Increased the chance of a vehicle spawning items. Increased the chance of spawning ammunitions in container.   [Modding]
    Can now get HandWeapon.RunAnim with getRunAnim(). IsoGameCharacter now has an avoid damage variable that will negate hitting. getAvoidDamage() & avoidDamage().  
    [Bug Fix]
    Fixed being able to access Mechanic UI while driving. Fixed irregular rear windows by updating Van texture. Fixed exception in ISVehiclePartMenu.getNearbyFuelPump() if a square is null Fixed exception when removing corpses that spawn in vehicle trunks. Fixed exceptions during server softreset. Fixed exception with Use key when checking for doors. Fixed IsoMetaGrid.processZones() taking a long time to do nothing. Fixed overly-long map names appearing on LoadGameScreen. Fixed clicking on 1x sprites that are scaled to 2x. Fixed rendering a 2x sprite attached to a 1x sprite. Fixed pathfinding glitch caused by failing to update a vehicle's poly. Fixed Wire Fence and Big Wire Fence not being buildable with ISBuildMenu.cheat=true Fixed lighting not updating when climbing over a fence. Fixed vehicle keys spawning in water, under trees, or in solid objects. Fixed vehicle hood being open when it is uninstalled or locked. Fixed fake-dead zombies attacking players in vehicles. Fixed digging graves not being allowed on level 7. Fixed double doors being buildable through perpendicular walls. Fixed -debugtranslation not replacing - with _ in DisplayName. Fixed container overlays not updating when rotten food is destroyed. Fixed ItemPickerJava.updateOverlaySprite() not getting called from some places. Fixed ItemPickerJava.updateOverlaySprite() not clearing overlay from empty containers. Fixed vehicles with unlocked doors and full gas tanks not being available in debug mode. Fixed damage to zombies and height of vehicles bouncing at higher framerates. Fixed player being able to build and place objects on squares occupied by vehicles. Fixed the Van using VanSeats texture. Fixed saves from build 38.30 being able to load, problematically, into vehicle build. Fixed small car burnt 02 using the small car burnt model. Fixed various health-panel actions not being possible in a moving vehicle. Fixed radio/TV broadcasts not giving bonuses to all players in splitscreen. Fixed TV broadcasts not always giving bonuses like radios do. Fixed vehicle keys spawning on zombies - they were previously being lost when the zombie dies. Fixed randomized buildings/stash not being spawned. Fixed installing/uninstalling lights & battery not giving any XP. Fixed mechanics XP in MP being given even when the action fails. Fixed grocerystorage garbage being stocked with fresh food. Fixed missing mechanics UI hitboxes for SportsCar. Fixed missing overlay sprite on corner shelf furniture_shelving_01_8 Fixed various map bugs by placing a floor tile on level 0 if there isn't already one Fixed zombie visibility not working right in splitscreen. Fixed car color mask.
  13. Like
    Keshash got a reaction from MrCouper in Simple vehicle accessories   
    What I thought could be a good addition, but maybe hard to add is replacing seats with furniture.
     
    For example, exchanging some seats in a van for a generator and a fridge. 
  14. Pie
    Keshash reacted to arkahys in RELEASED: IWBUMS Build 39.67.3   
    It seems that long post aren't read by some people. I'll try to do shorten posts and more often, may help to the snake biting its tail, so pages on topic, then don't read all, so repeat same things who make more pages...
    I get again key diseappear on MP while doing quickly "click on ignition to remove key > use [Key] to exit car" Because translation I'am not sure to understand sense, I totally agree If it is the way that hire wire is too simple. actually on Spiffo Space problem is to find batteries and gaz, not at all key (or hire wire) to manage to start cars. I think that IRL if infection occur, that should quite more inverse. the need of same skill to start a cerise wagon and a Cop car is weird.
    Then at least if not increase skill required (as was nerfed some version ago), then could have difference of skill requirement according to car.  such as : familial=2 < commercial=3 < sports=5 < civil cars=7. then even at low skill could find a simple car to drive, and later when more skillfull, can try on a more powered or usefull car.
    The firsts Spiffo Space in games month, all cars was stripped, with all stuff just around cars. That's not really a good view of a zombie apocalypse.
    The system to XP is first unsintal and install give XP. but majority of player only unisntall. IRL, it's more difficult to install a part that unistall it, then A solution could be very good for all of this : Give (very) more XP by install than (and/or less, to balance) uninstall. Then players will by themeslve not leave all parts of car on the ground !
    annoying right click... long... sub menu... to  choose... part.... to ... install. The mechanic window should react as an inventory window :
    Drag and drop an item from inventory to the mechanic window install it 
    Drag and drop an item from mechanic window to inventory remove it (and put it in the selected inventory)
     
    Aside vehicles (soon)
     
  15. Spiffo
    Keshash reacted to Joris in Warning: don't be Runescape   
    Hi,
     
    My conclusion: be careful not to overwhelm the (new) player with entire lists of items, skill levels and crafting recipies. In fact I think it already is too much! Instead, change the inferface to hide skills, items, recipies and other mechanics until later in the game or if the player asks for it.
     
    I think this is crucial for your game to be a growing succes. And I feel I have to tell you, because your current audience (loyal game testers who embrace every addition to the game) might not see the danger.
     
    I started playing PZ in 2014. Back then the game was full of bugs and technical limitations but it was more intuitive than it is now. Recently I got back to this great game (so after 4 years) and these are some of my impressions:
     
    - The character screen shows so many (ex-) jobs, perks and tweaks all with corresponding statistics but I mostly don't know what they mean so I skip the min-max-ing stage in fear of unpurposely making a permanent mistake. Let's just start a standard game.
    - Opening the skills tab, it shows more than just a crafting skill. In fact crafting is seperated into electricity, metal working, and carpentry. Realistic perhaps, but worrying... and after 2-3 hours of play I'm still at 0xp.
    - Browsing through the skills catalogue: 'create smoke bomb'; 'create smoke bomb with timer'; create smoke with proximity'; create bomb#2 with combination #4; etc. etc. while I don't even have the skill level for it. Where do I even start? Do I need this?
    - I notice that I can use the sink to fill a pan, but not use the pan to fill in the sink. That means that apparently I've come along many electrical and craftable objects but simply didn't notice how to use them. We're >8 hours later and I haven't seen a single bush to forage. And no, I'm not going to read a wiki or other manual to play a game.
    - Wait, did I say foraging? Trapping and fishing? Am I supposed to grind through all these skills in order to survive? Is this Runescape? XD
     
     
    Enough complains: please change the interface and hide some mechanics for new players! I just want to invite friends to this game, but with the current first impression they won't be convinced.
     
    Thanks!
     
    Joris
  16. Like
    Keshash reacted to Kuren in Vehicle IWBUMS   
    As I've said in previous topics, The vehicle build really adds a lot to the game My only suggestion now would be make it so the generator can at least hook up items right next to it (in the open, without a building or wall), allowing me to have a fridge on the go with my Franklin lol (That and let us put a generator in a seat of a car or the trunk ), Also that and more wilderness trails  So much fun lol, All I can really say is I love it all and I can't wait for what's next You guys and gals are the best
  17. Like
    Keshash got a reaction from Elorh in Small but Important Suggestions Thread   
    206. Add an indicator of how much the wound have recovered. Something like:
    "Torso:
    Scratch (Fresh/No indicator/Skin almost regrown)."
    Or maybe just "Scratch (2/3 healed)". Or percentage.
  18. Like
    Keshash reacted to arkahys in Simulate a belvedere view.   
    We build a big tower (so 7 levels). to know what we can see.. but can't see more than level 1, except the isometric gap due to elevation, so to the north-West.
    When we aiming, we can see further. It would be very nice if this shift increase with higher floors...
    exemple : each level add a tile length egal to the number of level, to the actual view length :
    level 1 : 0+1= 1 tile more level 2 : 1+2=3 tiles more level 3 : 3+3=6 tiles more level 4 : 6+4=10 tiles more level 5 : 10+5=15 tiles more level 6 : 15+6=21 tiles more etc....  
     
    build high tower could be more usefull and rifles with scope x8 finally could be too.
  19. pillow
    Keshash reacted to trombonaught in RELEASED: Build 38.30   
    Other than pie from a dev meaning your report has been received, I don't think any of them have any particular meaning. Nor do I think they should! I love the ambiguity.
     
    My personal system though:
    Heart = like
    Spiffo = super like
    Pie = good practical idea like
    Pillow = more or less playful pillow to the face because you made a bad joke, delivered bad news, or made a comment I really don't agree with.
     
    *EDIT* Hahahahaha thanks to the four people who have since pillowed this comment
  20. Spiffo
    Keshash reacted to Jere in PvP damage - sound   
    When you take damage from a player I think it would be nice to hear a noise, similar to when a zombie scratches you, as a notification that you were hit.  
  21. Like
    Keshash reacted to SonaGX in RELEASED: Vehicle Test 41   
    I really don't want them to overdo the vehicle parts.  Almost every car in existence has brakes on each wheel (disc or drum) and I really don't want to have more parts where I need to know, is this a left disc / a right disc or a rotor or is this a left or right drum kit?  The problem with making it too complicated and having too many parts is that on servers where loot doesn't respawn you are at the mercy of what loot spawned in at 100% at the beginning of the game.  More parts might make a slightly more immersive experience, but becomes more of a pain than it's worth, especially on MP servers where other players may have already snatched up all the good cars / parts.  The principle is the same for taking parts of other cars, except add in the chance to considerably damage them along the way.
     
    I don't mind the idea of having, say a radiator, but making each and every part match real life is realistic, but it will destroy gameplay.
  22. Like
    Keshash got a reaction from DramaSetter in Climate Change   
    What are the white dots on the debug map in thunderstorms video? The points where the lightning hits or what?
     
    Also, it would be pretty cool if there were radio broadcasts about incoming storms.
  23. Like
    Keshash reacted to Lightning Flash in More Variation in zombie speeds and timeline.   
    I was talking in the Discord a few days ago and a lot of people were suggesting ideas for more varied zombie speeds. Right now there are: Shamblers, Fast Shamblers, and Sprinters.
     
    A lot of people would like to see more options like: Slow Shamblers, Joggers, Slow Joggers and Very Slow Shamblers.
     
    Slow and Very Slow would resemble the zombies from films like Dawn Of The Dead (1978) and shows like The Walking Dead. Slow Joggers would also resemble TWD zombies from seasons 1 and 2. Joggers would make be a zombie that isn't necessarily faster than you in running speed, but faster than you in walking speed.
     
     
    AS for the timeline, I'd like to see more variation in how long we can set the game after the outbreak. The furthest we can set it is 12 months, but honestly, I'd like to see more options such as from 1 year to 20 years after the outbreak. Early versions of Erosion from when it was still a mod shows the erosion resembling almost twenty years of overgrowth, or rather looking pretty overrun with nature, which I thought was honestly really cool.
     
    While most people generally won't play long enough to make it to twenty years, I believe it should be there for the people who DO want to see how long they'd make it in a world where everything is pretty much rotten, even the cans of food (though cans and MREs implied to be found by survivors would still be found).
     
    https://i.gyazo.com/1a4575554dafe0131aefb8809f3d85a8.png
     
     
     

  24. Like
    Keshash got a reaction from Jason132 in Storms and Studies   
    Wow, the shader and lightning work on Storm car ride is astonishing. Truly, one of the most atmospheric things in game. Looks like something out of Darkwood. Really looking forward to experience it.
  25. Like
    Keshash got a reaction from trombonaught in Storms and Studies   
    Wow, the shader and lightning work on Storm car ride is astonishing. Truly, one of the most atmospheric things in game. Looks like something out of Darkwood. Really looking forward to experience it.
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