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Patrick H

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  1. Like
    Patrick H reacted to Blasted_Taco in Zed Snacking   
    Fuck the NPCs, give me a game mode where there is only skeletons and you can only damage them with blunt weapons and they seek to take your calcium.
     
    I just imagine a modern Necromancer came to Kentucky to fuck shit up.
     
    No, seriously, give us the option to have only skeletons, i need dis.
  2. Like
    Patrick H reacted to nasKo in Powerdoid   
    Hey all. IWBUMS-centric Thursdoid this week due to the release last week, but elsewhere Mark and the guys at TEA continue their work for future PZ versions. With that in mind, then…
    SPIFFOSPACE RETURNS
    What with the release of Build 40 onto the wider IWBUMS beta last week, this Thursday we reopening the TIS-curated Spiffospace server for general testing and Community Megatest events.
    This server, based in France, has no password and can be found by anyone running the beta (access details here). For server-related feedback and to keep tabs on what’s happening please use this thread.
    We especially need feedback on the new chatbox and chat functionalities, any player-side oddness you notice while our admins play around with their new spawn systems and fixed-up safehouses, and (most importantly) feedback on any operational differences from the stable Build 39 version if you’re logging in from a distance.
    IWBUMS BETA 40.11
    We’ve been seeing some great feedback from people who’ve tried out our storms, snow and fog – and have now just released IWBUMS beta version 40.11. This is primarily a tidy-up version that updates our FMOD sound engine and also removes some installation clutter in readiness for the new build system that Bitbaboon Steve has been making for us behind the scenes.
    This version also contains EP’s rewritten C++ version of ZombiePopulationManager system. This governs the placement and movement of zombies when they’re not on-screen, and should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers.
    Elsewhere this version should fix up some MP connection issues players have reported, polished the repositioned main menu and tackled a few problems related to the new driving traits.
    IWBUMS NEXT
    As seen above, it’s something of a rudimentary ‘background stuff’ IWBUMS that’s away from direct view – but we already have a few cool things in the can for implementation next week.
    First off Yuri’s reflective car windows are going into the test build tomorrow, while Turbo is also reworking the player temperature functions that have come in with the weather build to make it more appropriate and take into account player exertion/activity, nearby sources of heat like campfires and the more general health implications of hot/cold. There are also some bugs caused by different day lengths that once addressed could fix up some of the strange temperatures being reported at different times of day.
    POWER PLAY
    Another feature that should make it into the next IWBUMS build, or at least an early version of it, is a new approach to how the PZ map’s electricity supply is managed.
    The PZ bug repository has plenty of entries that deal with fridges, freezers and generators – often caused by the fact that it’s all coded around the game checking to see if the power has been turned off globally whenever food is looked at and the game updates. There is no global ‘power network’ beyond the on/off toggle that occurs when your game decides to cut the electrics – and the electricity shutdown has always been something that’s needed some polish in-game.
    EP, then, is currently improving this and making it so that the power falters more realistically – letting power be on/off in different towns instead of everywhere at once, and having the game log all power on/off events (both map-wide, and with individual generators) so we can finally eliminate some of the weirdness that surrounds food rotting and/or staying fresh when it’s slipped the net via a generator running out of gas, or a fridge that’s been hooked to a generator after the electric shut-down without being opened.
    The bigger picture of this, however, is more interesting. By marking out different ‘Power Zones’ in the WorldEd mapping tool then we (and modders, and server admins) can cut the power to different areas of the map – and of course restore it.
    It opens the door to making the power shutdown ‘event’ more organic (and initially explicable) through short-term and localised blackouts, and also have different areas and blocks within the same town or city lose/regain power while the power network fails. While we put this into the game, we will also consider stuff like lights flickering and suitable sound effects to better explain exactly what’s going on to new players.
    This week’s mannequin zed from Krust. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  3. Like
    Patrick H reacted to Faalagorn in When unsuccessfully dismantling items, character speech should be used instead of plain text   
    May be a suggestion, but seeing it's probably an omission, I decided to post it as a bug instead.
     
    When dismantling items, a text is being shown over character head. Normally, for those things a character speech is used (can't read book yet, already know the knowledges from book or in the recent build, inability to get out of car).
     
    The current text when the character fails dismantling uses a different mechanic and is surrounded by star signs and uses a different font that is hard to read. It also seems to disappear quicker? It would be nice if those text could be replaced with the unified speech text.
  4. Like
    Patrick H got a reaction from Shinjitsu noDeshi in Is PZ Ever going to get finished?   
    I consider the car update to be the biggest update yet. We should praise them for the car update.
    The second contender being the graphics update. They're slow with development, but they're just an indie developer team. We can't expect huge monthly patches.
    The map expansions felt SUPER refreshing too.
  5. Like
    Patrick H got a reaction from Vyn Halcyon in Is PZ Ever going to get finished?   
    I consider the car update to be the biggest update yet. We should praise them for the car update.
    The second contender being the graphics update. They're slow with development, but they're just an indie developer team. We can't expect huge monthly patches.
    The map expansions felt SUPER refreshing too.
  6. Like
    Patrick H got a reaction from Leoquent in Is PZ Ever going to get finished?   
    I consider the car update to be the biggest update yet. We should praise them for the car update.
    The second contender being the graphics update. They're slow with development, but they're just an indie developer team. We can't expect huge monthly patches.
    The map expansions felt SUPER refreshing too.
  7. Like
    Patrick H got a reaction from trombonaught in Is PZ Ever going to get finished?   
    I consider the car update to be the biggest update yet. We should praise them for the car update.
    The second contender being the graphics update. They're slow with development, but they're just an indie developer team. We can't expect huge monthly patches.
    The map expansions felt SUPER refreshing too.
  8. Spiffo
    Patrick H reacted to Shinjitsu noDeshi in Is PZ Ever going to get finished?   
    I hope they never finish PZ, but rather, keep enhancing and fixing it forever.
     
    Selfish of me, I know... 
     
    Shin
  9. Like
    Patrick H reacted to Minnigin in Adjust sizes of Type/Category Bars   
    I don't know if this has been suggested, I assume if it has it'd been incorporated into the game already since it's such a tiny thing. Categories are usually one word, their tab seems too large to me.
     
     - prevents you from seeing full text of some items, mostly just stops you from seeing the stack amounts 
     
     - solves the problem
     
    I would actually prefer the ability to adjust the sizes myself but a 50/50 would also suffice.
  10. Like
    Patrick H reacted to Minnigin in RELEASED: Vehicle Test 41   
    this mail box here : https://map.projectzomboid.com/#0.575263538811096,0.29971166512249153,765.5060249838983
    should probably go here : https://map.projectzomboid.com/#0.571564224113326,0.29997763471912786,531.6014062388183
     
  11. Like
    Patrick H got a reaction from FinestHops in Instant exhaustion foraging 'feature'   
    Yeah, i get that they want to add difficulty to the game, which is fine.
    But this is just downright stupid.
  12. Like
    Patrick H reacted to Lightning Flash in Sandbox Options Thread   
    I was gonna make this a small suggestion, but I'd actually like to see other suggestions people might have themselves, but I'm going to post mine here as well.
     
    One thing I'd like to see is an expansion on the sandbox options. I know there are now options like being able to choose random options and such, but I'd personally like a more detailed system for the zombie lore, specifically the zombie mortality and reanimation. Right now, it stands at 0-30 seconds, 0-1 minute, 1-12 hours, 2-3 days, 1-2 weeks, or never. I'd like to see more options for it for people who might like a certain set to play with. For example, I'm playing around with the sprinters and roleplaying something like 28 Days Later, with infection mortality set to 0-30 seconds, and reanimation instant.
     
    The thing though, is that infection mortality seems to lean more towards 0 seconds, meaning the moment you are bitten or just infected in general, you instantly die. I'd like to see more emphasis in the sense that we could choose a specific setting for perhaps 10 seconds or 30 seconds. Also, it seems that reanimation seems to occur 10 seconds after death, rather than instant. Though I assume this is done so the game can properly code and render that the character is now dead and will become a zombie. Either way, it would be nice to have more options in terms of time for mortality or reanimation to take hold.
     
    Another suggestion I had is for a different type of random option for the zombie lore, where instead of it randomly choosing a single option (randomly chooses sprinters or walkers), it will create a random setting that plays out all settings and characteristics in all zombies, meaning in a single game, you will actually come across groups of zombies that will have sprinters, walkers, or joggers; some of them may have superhuman strength and are fragile, or are weak and thick-skinned. In the case of infection, it could also work in the sense that some zombies could randomly give you a "strain" of the sickness that kills you in 20 seconds and reanimates you 24 hours later, while another one gives you a "strain" that kills you 2 days later and reanimates you instantly. Creates a sense of further chaos because you're dealing with all kinds of dangers and never truly know.
  13. Like
    Patrick H reacted to FinestHops in Instant exhaustion foraging 'feature'   
    Please stop this madness. Instantly becoming exhausted after foraging once is just insane. At most, foraging after a couple times being exhausted would be fine. There is no reason why this should be a thing. I thought this whole time it was simply a bug until I heard otherwise. For the love of all that is gaming, remove the "instant exhaustion" in favor of something that makes sense and as more purely based on skill level. 
     
    Simple really....
     
    example numbers. 
     
    baseEnergy 100
    baseForagingCost 60 (makes it once without instant exhaustion at base level)
     
    energyLeft = currentEnergy - (foragingLevelMultiplier * baseForagingCost) 
     
    Then assign an energy used reduction per level. Maybe at level 2 a reduction thats enough to get 2 shots without exhaustion but not enough energy for more. 
    Then each level after would be a smaller energy reduction equaled out to achieve a goal of X amount of times total at a certain higher level. 
    So say you want the max to ever be able to do is 10 times... take the energy needed for 8 times and apply reductions for skill levels 3-10 so that by skill level 10, they can accomplish the 8 times. 
  14. Like
    Patrick H reacted to Ʀocky in Buldings for Wild West   
    Hi, here from time to time I will attach buildings that will be added to the server "Wild West", I will be glad if someone adds their own buildings that I will also gladly add to the server 
     
  15. Pie
    Patrick H got a reaction from Ʀocky in Buldings for Wild West   
    I'd personally LOVE a themepark. Imagine the possibilities....
    Imagine what furniture we could take back home. Imagine how well we could reinforce said theme park..
    Imagine what sort of crazy bases we could create at said theme park.
  16. Like
    Patrick H got a reaction from Geras in Better looking storage areas/crates idea   
    I signed in just to like this post.
  17. Like
    Patrick H got a reaction from Veromaye in Better looking storage areas/crates idea   
    I signed in just to like this post.
  18. Like
    Patrick H reacted to Neutz in Better looking storage areas/crates idea   
    I thought id put this here just as a suggestion as well. I made these for my map but i think they make certain storage areas alot better than just piles of wooden crates. This is a supermarket for Eg.
     
    These pallets appear full when they have loot on them and empty when no loot just like normal store shelves, It wouldn't take much to implement and its only a small idea but it looks alot nicer and more immersive than a huge pile of huge wooden crates
     
    Hopefully something similar can be done for the vanilla map.
     

  19. Like
    Patrick H reacted to NagashUD in Released: Vehicle Tech Test build   
    Is it me or the vehicle sounds are gone ??
  20. Like
    Patrick H reacted to halkaze in RELEASED: Build 38.22   
    bug: can't see.
     

     

  21. Like
    Patrick H reacted to ditoseadio in RELEASED: Build 38.22   
    38.20 has sound lag! 
  22. Like
    Patrick H reacted to Svarog in Container Suggestions   
    A: Put in some code that would allow defining exactly what items are allowed in a container. Kinda sorta like the Keychain works but for specific Items as opposed to an entire Item category.

    In the script it could look like this

    OnlyAcceptItem = ItemID:MaxAmount;AnotherItemID:MaxAmount,

    Possible use? Toolbelt that when held in inventory could act like the Keychain (Always equipped) but it only has slots for Hammer, Screwdriver, Nails and whatever.

    Gun holster, as above but only allows a Pistol and maybe some extra magazines.

    Ammo belt for holding Shells

    B: Also Replace the thing in the lua code that makes Keychain always equipped with a check for a script variable being true That would be nice.

    AlwaysEquipped = true;
     
    Edit: Either that or add a bunch more slots that can be used, more the better, possibly with customizeable display name.

    Quick Access and general Inventory Decluttering are the main goal of what I'm suggesting here. There is space on that window to have a bunch of stuff equipped.

    C: I would also honestly add a thing for only allowing items in a container only up to a certain weight so I can't shove half a bed into a Hiking Bag.
  23. Like
    Patrick H reacted to Necromatic_Corgi in Thursdoid Rising   
    If we don't get this I'm going to quit this game 4 lyf.
     

  24. Like
    Patrick H reacted to tommysticks in Thursdoid Rising   
    Please consider adding this vehicle, as it would not only add to realism, but also overall awesomeness.
     
    Thank you for your time.
     

  25. Like
    Patrick H reacted to Krabe in RELEASED: Build 38.22   
    Vehicles :(?
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