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Faalagorn

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Everything posted by Faalagorn

  1. Looks nice; I guess it all could be made into a mode; thogh that'd require some work, not sure someone posts it, but if you do want to try, you can check either the modding section here on forums, or maybe on Discord, as that's where most folks are nowadays at https://discord.gg/theindiestone Sadly the interface revamp wasn't mentioned since 2018 and 2019, tentantively scheduled for before 1.0 back in 2018 and loosly-made WIP in 2019, see https://steamcommunity.com/app/108600/discussions/0/3160848559790468622/ and https://projectzomboid.com/blog/news/2019/07/reloaded/ but we haven't heard since, I guess things like that may start popping slowly after b42 eventually, though I bet that after b42 iwbums release tentantively this year, there will be lots of polishing and deserved break, so I guess it may be not sonner than 2025 hearing about it, if not later, especially as Vehicles will need some love down the line I guess (they wasn't really touched since the https://pzwiki.net/wiki/Build_39 and there are already mods that are based upon the unfinished idea of interactable doors in vehicle you can spawn in debug. As far as crafting goes, that is device interface we might actually see something in build 42, even if not the initial IWBUMS then later, so maybe that? Tomorrow's a new blog post, so we'll see if there's anything new being teased there.
  2. It was teased long time ago for the arcade machines, and build 42 will feature lot of interaction with objects, so I guess it's planned
  3. I like it! The UI overhaul was teased some time ago, not sure how far it progressed since, probably not so much given the effort being put elsewhere, so I guess when it comes, especially when it comes to the inventory and item management, as that needs a lot of love (managing items is counter-intuitive really. I like the immersive UI, reminds me Escape from Tarkov. I guess the corners could be customizable too? Maybe even letting players move the moodles? That in hand reminds me the UI customization from various MMOs. I like the logos for the cars too. Too bad they aren't official else I'd add them on the wiki :D. I also wonder if the team got anything in mind with the logos; we have a lot of companies having logos in the game and more lore coming in build 42, though I don't think vehicles logos are part of it, but I guess we'll seeā€¦
  4. There are emulators that allow you to play x86 apps on ARM, though the performance my sadly suffers
  5. Okay, it works now, I was dumb, and I didn't have the Wayland version of GLFW installed on my system, I also had the wrong path; should be "-Dorg.lwjgl.glfw.libname=/usr/lib/libglfw.so", for those wondering
  6. Out of curiosity, I tried that again, adding the "-Dorg.lwjgl.glfw.libname=libglfw_wayland.so", line to the ProjectZomboid64.json under "vmArgs": [ line, so it looks like that now "vmArgs": [ "-Dorg.lwjgl.glfw.libname=libglfw_wayland.so", "-Djava.awt.headless=true", "-Xmx3072m", "-Dzomboid.steam=1", "-Dzomboid.znetlog=1", "-Djava.library.path=linux64/:.", "-Djava.security.egd=file:/dev/./urandom", "-XX:+UseZGC", "-XX:-OmitStackTraceInFastThrow" ] The game doesn't start, as it throws me this error: ./ProjectZomboid64: symbol lookup error: /tmp/lwjglfaalagorn/3.2.3-build-13/libglfw_wayland.so: undefined symbol: __wrap_memcpy Apparently, it's a bug with LWJGL, but it should be fixed in recent version? Unless PZ runs on the version that predates this fix, see http://forum.lwjgl.org/index.php?topic=7086.msg37031#msg37031 I can try compiling the missing module too, but I wonder if the engine version will be updated with the upcoming builds, so maybe the Wayland will work?
  7. 1226. Update Project Zomboid Modding Tools with the most recent versions from GitHub and add missing tools (some tools such as ItemZed or TranslationZed are not there) and compile builds other than Windows (Linux and Mac).
  8. 1218. Add Jay Chicken NPCs (they don't seem to spawn and the Jay Chicken Hat hat is only obtainable from foraging)
  9. 1211. Add missing icons and spawns to Antler Boopers, GoldStar Boopers, Furry Ears, Hat Arrow and Hat Knife, they already have models and spawn with foraging. 1212. Add missing icons to bunny suits. 1213. Add unique icon for garter. 1214. Further lower weight of jewellery. 1215. Differentiate clothing weight more. 1216. Add more spawn locations for Leather Trousers and Skinny Leather Trousers 1217. Nerf the Long Denim Shorts a little (they offer the same protection as Denim Jeans or Jeans)
  10. I think I suggested it way back, or maybe I didn't but yeah, it would be nice 1203. Ability to add maps as a fuel (actually, it would be nice if whole fuel system was overhauled, every item should have a melting point and some energy which I hope will come down the road with blacksmith) 1204. Ability to add paddings and rip fingerless gloves. 1205. Ability to wear oven mittens. 1206. Visible 3D items when held in hands (should be doable now that almost everything has a model) 1207. Obtaining worms and some forage materials from harvesting grass (some mods add it already) 1208. Boxing gloves should havefer protection but slow characters fighting speed (or transferring items, if possible). 1209. Differently colored scarves should have different names ā€“ I assume they are made out of various materials, since they have varying insulation. 1210. TV shows watched should could as VHS watched for training materials and vice versa.
  11. 1195. Automatically use the eating with fork or spoon animation when spoon or fork is nearby. 1196. Add extra unhapiness and/or speed when eating with fork or spoon. 1197. Allow eating on plates for extra bonus 1198. Allow eating on tables for another extra bonus. 1199. Show Bullet protection on Protection screen 1200. Add option to show numerical (not bar) for things like insulation on clothing (and other bars as well, preferably as an option to be toggled). 1201. Allow to cut leash for leather straps.
  12. 1193. Ability to dig up for worms directly instead of constantly digging plot and removing it (unnecessary clicks). 1194. Ability to check traps in the similar way the farming works now, i.e. activate and then check it all (same with baiting).
  13. 1180. Underwear should have a category different than other clothing, such as "Underwear" instead of "Clothing" to make it easier to sort. 1181. Dice and Playing Cards should not be labeled as junk, they are usable. 1182. Razors should be labeled as "Appereance" and not as junk, they can be used to change hairstlyles. 1183. Empty Beer Cans are labeled as "Water containers", though they can't keep water (Empty Pop Can and Empty Tin Can are called "Material").
  14. I mentioned that originally back in 2016 here: would be nice to have it in game eventually Also, here was my small suggestion about renaming "rotten" to "spoiled": https://github.com/TheIndieStone/ProjectZomboidTranslations/pull/388
  15. CDDA have a very realistic and advanced system for weight/size/length, including pockets. Not saying Zomboid should as advanced (though I wouldn't mind it), but can be looked for inspiration for anyone wandering.
  16. Not sure how long ago did you tried it, but that has changed since. Keep an eye on how things goes with Valve's Steam Deck as they are going full-blown Linux for gaming with KDE on it!
  17. You seem to not have skill points left. Luckily the concept of gaining skills was scrapped in build 41
  18. Spares were surely made though, would be nice to have them as item even
  19. Actually, it's planned with the electrical overhaul, here's an old video when it was being experimented on with:
  20. There's a look around/peek mechanic in Cataclysm: Dark Days Ahead, so it can be looked/compared into.
  21. Seems like a bug, only hunder is reduced. @Pandoreais this something known?
  22. Here's the list @Geraswas referring to: Though I instead starting to keep things updated on Wiki here: https://pzwiki.net/wiki/Tiles so it's more up to date, but keep in mind it's not yet updated to 41.51/41.52 where some new items were added to the disassembly list.
  23. You can also wash items in the bodies of water. Or you can find a well
  24. Those are great suggestions, I've been thinking to suggest some of them, but I think I never did since they were introduced. ETS2/ATS should be a game to see how the cruise control should be implemented.
  25. You should be able to run the attached tools just by running them normally, there's an updated version here: https://theindiestone.com/forums/index.php?/topic/35239-latest-tilezed-worlded-and-tilesets-april-7-2021/ and source code here: https://github.com/timbaker
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