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Faalagorn

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  1. Like
    Faalagorn got a reaction from Sedgwick in Flashlight and radios/walkie talkie weight doesn't change when batteries or headphones/earbuds are removed   
    I know that weight system is up for rebalancing/rework later on and that "weight" in-game is the combination of volume and heaviness of the item, but since firearm weight depends on magazine weight, bullet weight and mods and batteries no longer are as heavy as before, shouldn't radios and flashlight/torch weight less when batteries (and headphones/earbuds for radios are) are out?
  2. Like
    Faalagorn got a reaction from Axezombie in Sprinter Apocalypse as one of the default scenarios   
    I;d say placing the scenarios 28 days and weeks aprat would make for a nice easter eggs; there's alredy a mall challenge
  3. Like
    Faalagorn got a reaction from grammarsalad in Small but Important Suggestions Thread   
    It was said somewhere in forums that some improvements for this are planned in a short time, so I'm sure TIS is aware, but good point
  4. Like
    Faalagorn got a reaction from grammarsalad in Small but Important Suggestions Thread   
    1118. Tree branch as a weapon (stone too while at it, see Rust, though I guess It'd need a new set of animation :/)
  5. Like
    Faalagorn got a reaction from grammarsalad in Small but Important Suggestions Thread   
    1113. Club Hammer, Ball-peen Hammer and Wooden Mallet should be usable for crafting
    1114. Car tools should break with use eventually (same as my other tool suggestions)
    1115.  I suggested that for Saw before, but with animations now, both the old Saw and the new Garden Saw especially should be weapons now and so should be Mop (also suggested before)
    1116. Empty Ketchup Bottle
    1117. Bottle should not have caps/corks/etc. on models, as it's funny when you drink or pour them to the ground (unless you actually plan for two different models for them)
  6. Like
    Faalagorn got a reaction from cat enthusiast in Small but Important Suggestions Thread   
    1111. Toiler paper should be a real multi-tool as in real life:
    a) it should be used to contain sneezing (I think some mod allows that already)
    b) it should be used to dry the player
    c) it should be used as a fire starter
    d) potentially should also allow writing on it
    e) it would be funny, but it could also be used as a really low quality bandaid
     
    That alone would make it even more valuable than now!
  7. Like
    Faalagorn got a reaction from grammarsalad in Small but Important Suggestions Thread   
    1103. Cologne should be a (weak) disinfectant
    1104. Comb should be required to achieve some hairstlyes
    1105. Can opener should break for game balance (I know they don't break easily, but so do tools – wasn't it suggested before? I also remember suggesting hammer for the same reasn before)
  8. Pie
    Faalagorn got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1129. I might have already mentioned it explicitly, and I for sure mentioned littering mod but:
    Chip Bags should leave bags usable as container (Neo Scavenger vibes anyone?) that you can hold in hand. Empty pop cans should hold water Empty tin cans should hold water and be able to gather it when it's raining
  9. Like
    Faalagorn got a reaction from grammarsalad in Small but Important Suggestions Thread   
    1133-ish. Ability to wear leashes as a clothing item.
     
  10. Spiffo
    Faalagorn got a reaction from PseudonymousEd in Latest TileZed, WorldEd, and Tilesets (April 7 2021)   
    It seems that no matter what I try, it doesn't want to launch from Linux, here's the error:
     
    The from path is empty and the file is getting created under /home/faalagorn/.TileZed/Tilesets.txt properly. It happens with the pre-compiled version as well as the one compiled from GitHub https://github.com/timbaker/tiled
     
    Might be my system as I'm not on Ubuntu but Arch instead, though the old version seemed to work for me…
     
    It seems the problem is known in other applications as well, but I'm fighting hard to troubleshoot it for few hours now, I'll let you know if I find anything, but maybe someone else has an idea?
     
    EDIT: It seems that I solved it by commenting lines 77 to 111: https://github.com/timbaker/tiled/blob/zomboid/src/tiled/BuildingEditor/simplefile.cpp#L77 to https://github.com/timbaker/tiled/blob/zomboid/src/tiled/BuildingEditor/simplefile.cpp#L111
     
    so the following lines are gone:
     
    // foo.txt -> foo.txt.bak QFileInfo destInfo(filePath); QString backupPath = filePath + QLatin1String(".bak"); QFile backupFile(backupPath); if (destInfo.exists()) { if (backupFile.exists()) { if (!backupFile.remove()) { mError = QString(QLatin1String("Error deleting file!\n%1\n\n%2")) .arg(backupPath) .arg(backupFile.errorString()); return false; } } QFile destFile(filePath); if (!destFile.rename(backupPath)) { mError = QString(QLatin1String("Error renaming file!\nFrom: %1\nTo: %2\n\n%3")) .arg(filePath) .arg(backupPath) .arg(destFile.errorString()); return false; } } // /tmp/tempXYZ -> foo.txt tempFile.close(); if (!tempFile.rename(filePath)) { mError = QString(QLatin1String("Error renaming file!\nFrom: %1\nTo: %2\n\n%3")) .arg(tempFile.fileName()) .arg(filePath) .arg(tempFile.errorString()); // Try to un-rename the backup file if (backupFile.exists()) backupFile.rename(filePath); // might fail return false; }  
    with this code gone, I made sure the respective files are in tiled/share/tilezed/config/ directory (I copied the one that were created before), that way it works by not looking for the files from the home directory. It' It seems that looking for files there is broken for me for some reason
     
    It's a very hacky solution, so a proper fix would be welcome (especially as I see there's a "might fail" code. I might take a look and at least post an issue on GitHub if I won't forget
     
    EDIT2: While it allows the program to run, it can't save anything. I gotta troubleshoot the issue further it seems… The old version works fine with saving.
     
    EDIT3: It turned out to be more complicated; it seems that the software can't write to my home folder sometimes, this also happened for me with the old version. I saved stuff in /tmp temporarily, and it seems to work! Something worth to take a closer look indeed, but at least I got to run stuff on the latest version.
  11. Spiffo
    Faalagorn got a reaction from TrailerParkThor in Add in the ability to Disassemble more items.   
    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.
  12. Spiffo
    Faalagorn got a reaction from TrailerParkThor in Peeking and indicators   
    There's a look around/peek mechanic in Cataclysm: Dark Days Ahead, so it can be looked/compared into.
  13. Like
    Faalagorn got a reaction from TrailerParkThor in Bathtub filling with rainwater   
    Spares were surely made though, would be nice to have them as item even
  14. Spiffo
    Faalagorn got a reaction from TrailerParkThor in Giving Those Cool Arcade Machines A Use   
    Actually, it's planned with the electrical overhaul, here's an old video when it was being experimented on with:
     
  15. Like
    Faalagorn reacted to BraunF14 in Inconsistent Interior Detection   
    So after some testing this afternoon, I've come to understand a few things. And with the lack of answers on other threads and other sources found via online searches, I figured I'd post some of this here in hopes that it may be of use to someone.
     
     
     
    Let's get down to what I've found"
    -Pillars DO NOT matter. no ifs ands or buts about it. they hold no relevance to how an interior may be recognized. It seems that this is an old wive's tale in the realm of PZ discussions online. I won't go into all of the ways in which I tried things out to come to this conclusion, but the smoking gun is that interiors can be detected with the complete lack of pillars on any corner even in complex-shaped homes.
     
    -Concave vs. convex shapes seem to hold no relevance in recognition so long as that shape is on the same horizontal level
     
    -Sheet ropes are going to f*** your s***. Ok look yes it's probably the greatest of all zombie killers. A Z-level and some fabric and you're totally safe. So I've come to find that adding, and especially removing, sheet rope is going to wreak havoc in the code to determine if something is inside or not. This may also have to do with the coding around floors/ceilings as removal of these items is necessary while creating those types of entry way. There's really a lot to go into with this one as I did some of the testing with creative mode features. From what I can tell, having an empty floor tile with a sheet rope going through it to the z-level below adds a flag of sorts to that tile and possibly to the ones adjacent to them. I think it is tiles adjacent as adding walls perpendicular to sheet rope exit setups will not allow you to add sheet rope after the walls have been constructed. There's a lot of investigation into the effects and ramifications of these features and I believe that a lot of the code work involved has to do with something that pertains to this.
     
    -Walls do not need to be fully constructed in order to make something an interior. This is huge actually and I never see it talked about. You can fully isolate yourself from the outside and it's harsh climate by using only framing. In the pictures provided next, you'll see that the first and second floor now register as an interior even though they are only framed walls. I think I might have a before and after. Either way, framing works as complete walls. Whether or not it increases temperature resistance after being fully built is another topic altogether. This fact seems to be one of those other old wive's tales you hear about online sometimes. Well now you know!
     
    -Placed floors vs constructed floors. Ok so this one's kinda big. Essentially there is no significant difference. You will have the same result either way you build your floors. Still highly recommend constructing a floor with planks as a baseline and then adding placed floors additionally. I think that's the requirement anyways. But reason being is... well we'll get to that at the end because I fixed my interior problem and I'll tell you how to too!
     
    -You do not need adjacent floors on the inside and outside of your home for it to register interior. It is not reflected in the pics attached that I've uploaded to my Steam, but I've removed the exterior border floor tiles you see on the second floor. I re-added them as I quite like a safety blanket in case I manage to drunkenly jump out a window. But I did some testing with those exterior border tiles and it actually led me to the full solution for fixing interior detection... and that is priority.
     
    Lower floor fully registering as interior with only framed walls
    https://steamcommunity.com/sharedfiles/filedetails/?id=2551279526
    No rain here which is a huge massive update from my first post. This is where I sleep for god's sake!
    https://steamcommunity.com/sharedfiles/filedetails/?id=2551279588
     
    So here we go. Here's the fix!
     
    Rebuild. And rebuild CLEAN I'm not even kidding. Take your original idea and gut it. Remove your furniture after moving all your stored items somewhere. Remove the walls. Remove the ceiling if you have to, but if you've already made it just keep it unless you're still running into issues.
    I'll go into a little detail after this but the guaranteed solution is just to start from scratch and do a "clean build". So I highlight that term because the coding around construction is shaky at best. You're going to have to really baby the game into giving you the interior that you wish to define. So gut your interior, destroy the walls, and start from the outside-in. After about 2-3 hours of testing, deleting chunk files, reloading, and hammering away at just about anything I could to jog the game into realizing I had an interior built - it came down to just a clean build, exterior first. I'd left all my floor and ceiling tiles for ease and to be a sort of guide (although I had a very good idea of the dimensions of my building anyways). I only redid the walls after gutting all my floor transitions like sheet ropes. Guarantee you'll come out clean. If not PLEASE PLEASE PLEASE respond to this post and link me a zip of your world file. I'll jump in and take a look at your constructions and see if I can get it to recognize an interior. And that's really it. Now onto the explanation
     
    There seems to be a pre-programmed glitch in the construction process that gives a 1-2-3 priority setting to each tile. This can be observed by building a number of items on a single tile and attempting to destroy them. The game has it's own idea in which item will be the first in line to be destroyed and the results are inconsistent. Sometimes the floor will be chosen first before a corner pillar or a wall. Sometimes the wall first, etc. Beyond this, a floor transition like a flight of stairs or sheet ropes will add a flag to nearby tiles. This inconsistent categorizing of constructions into appropriate layers and flagging them appropriately in the code (somehow) is a definite issue in getting the game to do what you want it to do. Among other factors, I think that I can actually fix just about any interior registering issue in the game now. Feel free to share your issues and let's see if we can fix them together.
    I want to note that I was willing to take this one to the bitter end as this is one of the more challenging runs, settings wise, of PZ I've done and by far the longest I've survived. A lot of time went into gathering the materials for just this modest extension into the lake so far. I was not willing to give up on it all because the winter freeze would cause my base to be all but inhabitable. Thanks for your time reading! I hope that I've cleared some stuff up for all of you.
  16. Like
    Faalagorn reacted to nheve in Build 41.52 - Problem with Sheets   
    Hello.
    Ive noticed that in the newest update something is still a bit weird in how the Sheets behaves, and how our character can interact with them.
    Yes, as the update notes said - you can now disassemble the curtains to get Ripped Sheets material (though shouldnt it be more than just 1? or maybe just whole Sheets item, as in previous builds). The problem is, that when you try to disassemble the Sheet (not the Curtain) from your door - you cant do that. But when you try to disassemble Sheet from window - it works properly. Seems like the doors are just missing this behavior?
     
    Also, another weird behavior of Sheet is that you cant pick them up (both from window and doors), with pick up option - like you can now pick up the other Curtains. So basically, when you placed your Sheet on the door or window - its stuck there without possibility to disassemble it or move it.
    Heres some screens in case:

     

     
    Please look up into it, developers, whenever it will be possible for you. Thank you for the great work with new updates, and still working on the game. It generally feels like the critique, that you sometimes receive, isnt really deserved. And its sad to see that sometimes people dont want to acknowledge, how much the game changed (for the better) over the years - and how much work was needed to achieve this effect. Lets respect each other, and how the opening text ingame says - 'dont get mad, get involved. let us know on our forums...'.

    Thanks, and wish you all nice day.
  17. Like
    Faalagorn reacted to numbersixthecat in It's Coming to Roam   
    To add to that, you can also try Linux. I use both os on a daily basis for work and I have to say that, for games that run natively, linux is typically much more efficient in terms of memory usage. On my laptop, 16gb of ram, the difference in stuttering for memory hungry applications is incredible between Ubuntu and Win10. You might have worse results for games that are heavily GPU-limited if you have an nvidia card, but that is not the case for PZ. Forget about using Wine, in this case it's rather inefficient.
    Just my 0.02 €
  18. Like
    Faalagorn reacted to Nebula in It's Coming to Roam   
    You are still under constant supervision, my friend :), don't be naive and welcome to Orwell's world.
  19. Like
    Faalagorn reacted to Azer60 in Map making bugs I found   
    Hi guys! I just wanted to report some map bulding bugs I found will playing the game. Hope this can help and keep up the good work with the game!




  20. Like
    Faalagorn reacted to Scheid in Open doors with animation   
    I apologize in advance for my English, it is not my first language.
     
    My suggestion is a set of animations to open and close the door, so that the character has to take the knob to turn and open it slowly making less noise, with some doors creaking, or open quickly with more noise, to give more suspense than is behind her, i also feel that it is very easy to outwit zeds by making a horde enter a house and easily with a button to close them inside gaining a very easy time, as this would be a more challenging task.
     
    I feel it would bring much more challenge and excitement to open each door.
  21. Like
    Faalagorn reacted to Optimism in Additional Loot In Zombie Backpacks   
    Hello, Zomboid players! I have a small immersion qol suggestion that I think would be enjoyable and could also be reasonably balanced. Right now in-game, there's various zombies that can spawn with backpacks (satchels, school bags, duffel bags, hiking bags, and big backpacks), which are quite a nice find, but it's always bothered me how few of these backpacks spawn with anything of note in them! It makes it difficult to imagine what it was used for by its unfortunate owner before zombification. 
     
    Therefore my suggestion is as follows: More backpacks should have unique loot tables based on the former occupation of their zombified owner.
     
    Below are a few sections describing different zombie types that can spawn with backpacks and my suggestions for goodies or junk that should be able to spawn in their bag.
     
    Office Worker Zombies (Spawn with satchels or duffel bags): These poor folks were the white collar backbone of rural Kentucky before the Knox event, so it seems only natural they should carry some office supplies in their bag, along with some occasionally more interesting loot...
     
    Common Loot Items
    Pencils and pens Glue, scissors, rubber bands, adhesive tape Sheets of paper and notebooks Books, magazines, newspapers Rare Loot Items
    A bottle of bourbon (for those weeks when your Friday feels like a Monday) A random skill book of beginner or intermediate level (Maybe they had a hobby at home!) Coffee (It might be their turn to fill the pot at work)  
    Hiker Zombies (Spawn with hiking bags): Sometimes you spot these unfortunate campers outside of the more urban areas of the map. While I know their stories usually spawn with some food items, I think a hiker with a backpack should carry some of their own nonperishable snacks and maybe a few other useful items for roughing it. Let's gather around the campfire and groan our zombie song...
     
    Common Loot Items
    Peanuts, sunflower seeds, or beef jerky (I find it hard to believe a hiker with their own backpack wouldn't have some dry snacks!) Water Bottle Tent pegs Notched wooden plank, lighter, or matches Sturdy sticks A paperclip (Dean said to always carry one!) Kettle Tea bags Rare Loot Items
    A copy of "The Herbalist"  A saw Some medicinal herbs  
    Student Zombies (Spawn with satchels or school bags): Kentucky's graduating class of '93 really did have it rough. I imagine students would carry lots of various knick knacks, many of which aren't immediately useful, similar to what you can find in a school locker.
     
    Common Loot Items
    Pencils and erasers Glue, scissors, adhesive tape Sheets of paper, notebooks, or a journal Books, magazines, comic books Baseball, basketball, football, golf ball, or tennis ball Earbuds, headphones, CD player, or video game Rare Loot Items
    A baseball bat, hockey stick, tennis racket, or golf club Chocolate, chips, or another nonperishable snack A lunchbox with some random food items (suggested by Tails)  
    Bandit Zombies (Spawn with large backpacks): These zombies can be spotted in rare road events after more time has passed since the Knox Event. They would be much worse news if they hadn't gotten themselves infected. A former bandit should carry some ammunition and/or various survival items.
     
    Common Loot Items
    Ammunition boxes: .308, 5.56, or shotgun shells Maps Some canned nonperishable food and/or TV dinners Water Bottle or Alcoholic Beverage Cigarettes Lighter or matches Flashlight or Hand Torch Batteries Rare Loot Items
    Tactical Walkie Talkie Molotov Cocktail  
    McCoy Lumber Workers (Spawn with satchels): These guys are a lot more common now that McCoy's is less safe. Since they were hardworking lumberjacks before the infection, their satchels could carry some woodworking gear.
     
    Common Loot Items
    Wood Glue Saw Box of Nails Rope Safety Glasses Rare Loot Items
    A spare Hand Axe A bottle of Beer or Bourbon  
    Military Zombies (Spawn with Military Backpacks): These men and women died for their country, but it'd be a shame to let Uncle Sam's gear go to waste! Military zombies with backpacks should carry some of the most valuable loot for someone with a character focused on firearms. (suggested by Tails)
     
    Common Loot Items
    Ammunition Boxes: 5.56 Various weapon attachments Hunting Knife Spare M16 magazines Spare M14 magazines First Aid Kit US Army Walkie Talkie Rare Loot Items (These should probably spawn attached/holstered to the zombie rather than in the backpack, but would still be nice to see)
    M16 Rifle or M14 Rifle An M9, M1911, or D-E pistol  
    I could probably go on and on, but I think that's a good place to stop to let curious eyes judge my suggestion. Let me know what you think about the idea, and feel free to suggest some changes of your own if I forgot a type of backpack zombie.
  22. Like
    Faalagorn reacted to RockHand in Folding Long Sleeve Shirts   
    Would be really cool if they allowed you to roll up clothing items. It will allow your character to cool down when they sweat a lot and stuff. It could be a similar mechanism when you use the bandana. It just changes the look on the character slightly.
  23. Like
    Faalagorn reacted to jwrul in thirst reduction from partially used watermelon   
    After using a watermelon to make a few fruit salads, the hunger reduction of the remaining watermelon decreased as it was used up, but the thirst reduction remained the same.

  24. Like
    Faalagorn reacted to EnigmaGrey in Jumps n' scares   
    Engine, existing map, and map tools were never built with it in mind.
  25. Spiffo
    Faalagorn got a reaction from TrailerParkThor in That the character can urinate. That the toilet is used.   
    While there's no plans to add defecation, urination and personal hygiene (though it got stretched to include cleaning recently), there's a quite advanced mod for defecation that was even mentioned in blog once: https://projectzomboid.com/blog/news/2018/07/zombies-in-the-mist/ - nothing for urination but I don't see reason why it couldn't be modded though.
     
    As far as toilets goes, it would be nice if they could be sit and even slept on, that would give situation such as having to barricade yourself in a toilet like these an interesting use, especially as there are places where there's no chair available readily. https://youtu.be/UhTQ_nMpBW8?t=629
     
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