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jgxxxx

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  1. Like
    jgxxxx got a reaction from Johnny Fisher in RELEASED: Build 34.10 - Food Tracker Build   
    Make them weaker? you're aiming to be realistic right?
  2. Like
    jgxxxx reacted to Johnny Fisher in RELEASED: Build 34.10 - Food Tracker Build   
    Well, not really. Because if we put the underweight starting weight down ~10, the normal starting weight down ~15, and the overweight starting weight down ~20, it would still have the same level of difficulty, but make it more realistic, would it not?
  3. Like
    jgxxxx got a reaction from EnigmaGrey in RELEASED: Build 34.10 - Food Tracker Build   
    So far i've lost 12 kg (from 60 to 48) in 19 days by only eating as much as I need to survive. seems fair to me, maybe a bit too fast?
     
    Will there be a difference between male and female? cos 60 kg is not "very underweight" for a girl
     
    And as someone who is underweight irl I can safely say that it doesn't make it easier to gain weight, quite the opposite.
    Also would be nice if the weight loss was exponential so it would be harder to lose weight the less you weighted? 
     
    Nutrition log:


     edit: also turns out you can't open canned chili with a can opener, wish I had known that before starting to starve
  4. Like
    jgxxxx reacted to Svarog in The useless gun?   
    Eh, idk about that, if anything they will make carrying a gun for self defense or robbing them a necessity, other than that NPCs are just going to make the game much harder if their dumbass decides that using a gun is a perfect solution for a zombie problem and they just so happen to be anywhere near your dreamy safehaven. It'll be fun!
    When NPCs come in we'd better have an actual aiming mechanic as opposed to point in a direction and pray that your character thinks of the same thing as you. I wouldn't mind aiming like it was done in Fallout Tactics (when in real time you get a crosshair when mousing over an entity and know what you're shooting at) with more specific options (Aim for specific body part when shooting a human [shooting zeds defaults to head]) available at higher skill levels.
  5. Like
    jgxxxx reacted to Zorak in The useless gun?   
    NPC will fix the ballance just a little bit.
    One of the main problem with guns vs melee is that when you start with lvl 0 you can without a problem lvl up melee accuracy to lvl 3-4 without any xp bonus. And that lvl 3-4 will make you quite good at fighting horde. You cant do the same thing with guns coz ammo is a limiting factor here. Its not only matter of time but also finding that much ammo. You need to spend a lot of bullets if you want to lvl up guns. Another thing is that in melle you have a lot of cheap perks and occupations that give you boost to xp. In firearms you have to pick expensive occupations that give you only aiming / reloading skills or 1 trait (hunter) that is very expensive.
  6. Like
    jgxxxx reacted to Zorak in The useless gun?   
    IMO a small buff to accuracy would be good. Guns have already a lot of cons (lots of noise, rare ammo etc) and the only way to use them without 80% miss chance is to pick right occupation.
    A buff to accuracy at close range and more traits for aim/ reloading would be welcome. So we can create non Police officer / Veteran character with some aiming exp boost (hunter trait is so expensive).
  7. Like
    jgxxxx reacted to Konrad Knox in The useless gun?   
    Build 32.16

    Ok, guys, I'm a pistol user, and I just taught my completely amateur wife to shoot with a .45 colt revolver. A first timer, she's nothing spectacular, but at 15 yards she was able to place at least 4 out of 6 bullets in the general target area.

    In the game the pistol is way hard to use. A 9 mm, at point blank, literally, point blank, I'm shooting 15 rounds into a zombie, my mouse pointer targets the head precisely, then center mass, and not a single hit.  Pistol accuracy is nerfed way out of realistic proportions. Point blank. As in within arms reach of the zed.
  8. Like
    jgxxxx reacted to terrordrone in RELEASED Build 32   
    I would like to suggest editing the OP to include the changelogs of the versions released after the OP was created, so we don't have to look through 25+ pages of comments to find the smaller changelogs. You could do this either by adding the logs to the OP, or linking them in the OP. It wouldn't be that much work and would make life easier for all of us that don't check this thread everyday and still want to know whats new in the game.
  9. Like
    jgxxxx reacted to tommysticks in Unloading weapons and body armor   
    Ability to pull bullets from weapons. I can see people might complain about this because you could increase your reload skill without expending any ammo, but practicing mag changes is a real thing that people do to become more proficient at it.
    Body armor - would decrease damage done from bullets. This would help out in MP.
  10. Like
    jgxxxx reacted to RobertJohnson in The Fishing System   
    Yay ! Finally I did it ! The fishing thread !
     
    First of all : Please remember that this is an early access game, so you can help us here, we listen to you guys, if you have any suggestion about fishing in the game or how it works (like if everyone want QTE fishing, we can do it !), please tell us in this thread !
     
    Let's roll ! (to be a rock and not to rooolllllll... Sorry.)
     
    1) Required stuff (yes, you CAN'T fish with your hands, or you're Bear Grills.)
    A fishing rod Bait Water (and not a rain collector barrel ) Let's talk about the fishing rod, you can find one or you can craft one : You'll need a wooden stick, some twine (or fishing twine), a hook made of nails or paperclip and a knife to craft this all.
    So why use a fishing twine instead of the classic twine ? Well, just because it's more resistant, you'll have less chance to broke a fishing twine than a classic twine.
    The bait now, you have 3 types of bait so far : Worms, Bait fish, Fishing Tackle.
    Worms first, you can find some by digging the ground, they are great to catch a lot of fishes.
    Bait fish now, you can fish them sometimes, or just put a fishing net and wait for them (more info in 2) !) they are used to catch bigger fishes (like Pike)
    And finally Fishing Tackle, be warn with them, they are more used by good fisherman, don't really try them if you're low on fishing skills (oh, did I say there was a fishing skill ? Damn, I need to practise those kind of thread... )
     
    Ok, you're ready now ? The hardest part : right click on water, select "fishing" !
    And then you have to wait... And wait.... And try again... And lose bait, try AGAIN, and wait.... And maybe catch something... Maybe some socks...
    Oh. Be carefull tho, our game have zombies.
     
    2) Fishing net ! (for lazy fisherman, yay !)
     
    You can find them, or craft them with some wire and twine (lot of twine.. 2 FULL twine), then you just put them in water (right click on water, select "place fishing net").
    Then, you just have to... Mmh... What the main thing about fishing ? WAIT ! YEAH ! It's pretty easy, just wait and check your trap sometimes (I give you a clue : wait a minimum of 1h before checking it), be carefull, the more you wait, the more chance it have to break... Check it every 10h or something.
     
    So for now you can only catch fish bait with them, those fishes are used to catch bigger fishes (like zombie sand double headed shark... I wonder how many people read all my stuff entirely.. We'll see with this ).
     
    3) Fishing skills !
     
    Who said fishing not require any skills ? (answer : me as a child)
    The skill is involved in lot of things, like the time needed to catch something, the chance to break the line, the chance to lose the fishing tackle, the chance to lose the fish if he bait, etc.
     
    4) Fishes !
     
    After a lot of researches (I'm not kidding, jeez, I even found this : https://twitter.com/rj_pz/status/454169911166660610 like REALLY ?) we added different type of fishes (7 !), all can be found in Kentucky, yup, let's stay realistic here ! (but don't worry, the system is really EASY to mod, so add your own fishes !)
    They each have 3 size (small, medium and large... I don't know why, but I need a coke now...), and each type have min/max weight/size, so for example, a small trout can be from 10 to 20cm and a medium one from 20 to 30 (this is just an example, I don't remember the exact numbers ).
    The size influence the weight which influence the hunger reduction given by the fish.
    A large fish have more chance to break your line, but will also give you a lot of hunger reduction and give you more xp !
    Once you catch a fish, you can cook it directly, or cut the fillet so it can be used in a lot of recipes, but by cutting fillet you'll lose a slight hunger reduction of it (a slight, really).
     
    6) Dawn and Dusk
     
    You'll have more chance to catch fishes at dawn and dusk... Mmh yup, that's all I have to said here... Don't have any jokes left... Mmh... Well, that was interesting at least...
     
     
     
    Ok, I think I'm done for fishing !
    Oh yeah, for modders, check the fishing_properties.lua file, everything is down there, pretty easy to add your own fishes/bait, right ?
     
    Again, I'd like to hear feedback from fisherman (and non-fisherman) about how realistic is it, do you get the thrill of catching a large fish, is it too boring, too easy/hard ? TELL ME !
     
    Thanks !
     
    And like the dolphins said once : Goodbye and thanks for all the fish !
  11. Like
    jgxxxx got a reaction from PintLasher in Share your safehouse!   
    Merry Christmas
    Christmas eve and I'm all alone, haven't even seen a zombie in months, it's like I'm playing the sims.
    location: http://pzmap.crash-override.net/#0.8227333641499182,0.13144526349513547,144.2901234567902
     

  12. Like
    jgxxxx reacted to RobertJohnson in Steam Release - 16th Feb 2014 - Build 23   
    Hello everyone,

    No Dragons this time... Damn, they'll never let me dev the Dragons....
     

    Please note there's a bug with the Mac version where some people's game world may appear as a big jumbled mess. This should be fixed within the next 24 hours.
     
    [PERFORMANCE]
    Big improvements to multithreaded rendering performance. [bUGFIX]
    Fixed a bug in the thunder : The system roll a dice each day, and you have 1/20 chance of having a "thunder day", though a bug made every day is a thunder day ! So yeah, I know some of you loves thunder, but you'll have much less of them now.. Fixed some farming bugs (mainly plant disapear though you could still water them etc. Thanks Twiggy for the saved game ! ). If you have an item equipped in both hands (e.g. baseball bat) and unequip it, the BOTH hands will now be unequipped. Light switches and lamps should Just Work ™ now. Whether a light switch is on or off is now saved (which required the world version to be bumped). Plus, turning a lamp on or off in a room will no longer turn all the room's lights on/off. Light switches have a higher priority than other objects so they're easier to click on (I figure that's ok since they're so tiny, they won't block you clicking on important stuff usually). Also street lights don't mysteriously shut off after you leave an area or reload your game. And Mash has been busy adding missing switches and lamps to the map. Fixed not being able to click the scrollbar in the options screen when scrolled down. Fixed the Reload difficulty combobox getting repositioned after clicking (it's position was getting restricted to the screen size even though it is in a scrolling parent widget). Made a few attempts to fix weapon-related bugs. The timed action queue would sometimes get broken when firing/reloading while other actions were in progress. Fixed hovering the mouse over the moodles at non-100% zoom. Fixed multiple attacks per attack animation while holding down the left mouse button. This doesn't fix the pistol shooting too quickly, it has a very short attack animation. Fixed the shotgun sprite not rendering while aiming it. Fixed the mousewheel not working in the character-creation screens. The main options screen was getting the mousewheel events even though it was hidden. Fixed the traits list in character creation not scrolling properly after removing traits from it. Fixed dragging tabs out of the character info window. Now when you drag a tab out to a separate window, that window will be toggled by the hotkey. So if you drag the health tab out, 'h' will hide/show just that window. Ditto for the skills and traits tabs. Squares along chunk boundaries were all marked as blocked in the NE or SW directions. Tracked this down after I saw some weird lighting on the ground near a streetlight. Probably affected pathfinding too. Light switches were using 30 days as the electricity cuttoff date when they should have been using the sandbox option (14 days in survival). Ambient light from outside buildings shines through windows and doors so rooms aren't quite as dark at night. The code for this was already in there but got broken at some point. UIElement no longer creates a double-click if the mouse moved more than 5 pixels in any direction from the initial click. Fire fixes:MIssing sprites. Still some missing smoke sprites due to a naming issue in the pack file. The same fire added twice to the global list of fires. Fire objects not getting removed from the square they were on after they burned out. NullPointerException due to fires getting added where they weren't allowed. Characters that were burning when saving the game weren't given fire sprites or light after loading. When a real zombie was turned into a virtual one the fire sprites and light were not removed from it, so when it got turned into a real zombie later it looked like it was burning. Got the molotov weapon working pretty well. No idea if they can be crafted or not. You can see the molotov flying through the air when thrown (It was using a sprite that didn't exist). After throwing, another molotov will be chosen as the current weapon if the player has one rather than switching to some other weapon. The throw physics needs work. Currently, the closer the target, the lower the throw velocity. Crafting stairs bugs fixed. There was a field not being saved that caused crafted stairs to become blocked when trying to use them. There was also a bigger issue that put new grid squares into the wrong location, so when you went up the stairs there was no floor tile at the top and you ended up floating on z=1. The fix for that might break other stuff though. This : http://theindiestone.com/forums/index.php/topic/4571-possible-to-refill-a-bowl-of-water-infinitely/ fixed Fixed crafted items in a bag not being transferred to the main inventory before crafting begins. This is the reason your clothes get ripped when you click on an item in one of your bags to make bandages for example. Fixed farming actions causing the player to walk right onto the plant's square instead of stopping next to the square. Fixed the inventory tooltip being invisible after unpausing the game if the mouse was hovering over the inventory window. Also, hide the inventory tooltip when mousing over the Category column, otherwise it obscures the grab/drop buttons and stays stuck on the last item it was over. Fixed right-clicking on windows with containers behind them. Items in equpped bags show 'unpack' instead of 'grab' buttons. There was a save/load bug that broke this. Fixed glitches with clicking/dragging tabs in the character info window. Fixed the inventory/loot windows sometimes getting "stuck" following the mouse. Fixed the -Game Paused- text being off-center. Fixed the player sometimes getting drawn overtop of objects after coming down a staircase. Fixed skill-book reading times. If you increased the game speed while reading, the book would get read much more quickly. Now every page takes 2 game-world minutes to read no matter the game speed. The player now remembers how many pages of each type of book have been read. In the old system, each book recorded the number of pages read in itself only. That was a problem if you started a new character from an old savefile, the new character couldn't read already-read books. Fixed DrainableComboItem rate of depletion. Candles would not be drained at 60 fps. Unequip items (such as candles) when depleted. The item selection is cleared when switching containers in the inventory/loot windows. Fixed inventory item text being drawn more than once when dragging. Fixed not being able to unequip clothes from the primary/secondary slots. Damage from fire to the player wasn't affected by the speed setting. Fixed mysterious burnt wall tiles sometimes appearing where fires had been after sleeping. FIxed mod resources and savegame thumbnails not loading on MacOSX. Food starts cooking when its internal temperature reaches a certain point, not just when the stove it is in is at a certain temperature. A side effect of this is that food will continue to cook for a short time when removed from a stove. The 'Skill points available' display was changed to handle double-digit skill points better. Fixed an exception when placing a farming plot while it was raining. Also fixed sprites from previously-built items showing up when rotating a farming plot with the 'R' key. Fixed Lua timed action update() method not seeing the 100% job delta. Fixed Lua debugger not centering the source window on a breakpoint. Screen resolutions are now sorted by increasing width and height in the options. Fixed o/p keys in Last Stand challenge 2 working in challenge 1. Fixed the on/off state of building alarms not being restored properly.  The game would correctly save whether an alarm was on/off, but would only set it to 'on' when reloading a game.  Because of this and because the on/off state is initially randomized every time a game starts, over time more and more buildings would get alarmed.  When loading an old savefile, the status of alarms will be reset to a reasonable amount.  This should only affect buildings that haven't been explored yet.  You'll see the total number of alarmed buildings printed to the console. Clicking the 'inventory' button will toggle the loot window in sync with the inventory window, in case one was visible and the other was not. Fixed multiple raindrops and rain splashes on single tiles. Fixed randomly seeing through walls.  If you ran right along a wall, you could sometimes see inside the building.  This also seemed to happen when climbing through a window. Fixed animation issue with zombies climbing through windows, they would appear to teleport forward for 1 frame. Fixed the text-entry box drawing text when it's parent was collapsed.  If you use the NecroForge mod you'll know what I mean. [NEW STUFF]
    Added mouse-over highlighting to combobox choices. Added 'walk to' timed actions before using a water source, using a stove, or grabbing items off the ground. No more refilling your bottles from across the room. When clicking on a container in the world, that container will be highlighted in the loot window, but only if the container is in the loot window. Previously, some other container (or none) would be highlighted even though the clicked container's contents were in the list. Added a 'layout manager' to remember the size/position/visibility/pinned state of the various game windows. It remembers this at each different resolution. All the info is saved to layout.ini in the user's Zomboid folder whenever the game exits during the new OnPostSave event. Added mouse-over highlighting to combobox choices. Restored the old pulsing read damage indicators in the health panel. Made the character-trait tooltips easier to read in the tabbed character window. You can now build light sources, for now only one : some planks, some nails + a torchlight and here you go, a 4 directions torchlight on a wooden pillar, don't forget to turn it off when you leave your base as it drain energy ! Also don't forget to change the battery some times.. Note : This is fully moddable, you can do light source with everything you want, including fuel you want (or no fuel but just a life, like for candle, but those are planned already ), don't hesitate if you have some question on it ! Campfire context menu now has submenus for "Add Fuel" and "Light" so you can choose exactly which inventory item to use. You already could choose the item for "Add Fuel". When pausing the game, all the in-game windows are hidden so you can't click on them while using the option screen. Less clutter too. A progress bar shows how long until food is cooked, and how long before it is burned after cooking. You need to expand the food item in the inventory window to see the progress bar. When filling dirt/gravel/sand bags from the ground, only 1/4 of the bag is filled each time. Submenus let you choose exactly which bag to use. Also, the player must walk next to the spot when filling a bag. Campfires are a bit nicer. They have an actual animated fire sprite and will set the player/zombies on fire if stepped on. Light cast by the fire goes on/off as it should.  Adding fuel to a campfire increases the amount of time it will burn as well as the light radius.  A new file camping_fuel.lua lists the different fuel types and how much burn-time each is worth. For modder's, nested Lua tables in mod data are now supported:Keys may be either number or string.  Only string was allowed before. Values may be boolean, number, string or table.  Only number and string were allowed before. The game will write all of its console output to a text file ~/Zomboid/pzlog.txt in addition to the console. A new OnResolutionChange event fires when the screen size changes.  This is used to update the layout of the various option screens gracefully.  The option screens are not so small on 1024-pixels-wide or smaller screens. Zombies will (usually) wander away from a window they just climbed through.  This was done to fix the jumping in/out of a window repeatedly, although that still happens sometimes. Any item that can store water will now show a 'Pour on ground' context menu option.  This means that bottles of Mayonnaise, bowls of soup, etc, can be emptied out. Custom maps now supported.  You can create a mod, put one or more custom world maps into the media/maps directory, and they will show up in the map selector screen when creating a new character.  They will only show up for enabled mods.  Savefiles remember which map directory the world came from, so if the mod gets uninstalled or disabled, you won't be able to play that savefile. [bALANCE]
    Changed things in the torch lighting, first all light source are a bit stronger (candles, lighter and torch light), plus the torch flicker is now much more realistic. [EASTER EGGS]
    Only a real Sir know how to moonwalk... [TRANSLATIONS]
    Fixed Turkish translation. [OS X Changes]
    OS X now uses Java 7, meaning you'll need OS X 10.7 or later to play. Sorry for the inconvenience, but we needed the OS X package updated to work with recent Java and OS X 10.6 and below uses Java 6. Contact Rathlord if you're using an older OS, he may be able to show you a workaround. Java is now packaged with the game for OS X. Java version on computer is no longer relevant. OS X can now use the Launcher Mod posters now function on OS X Mod sprites now function on OS X
  13. Like
    jgxxxx reacted to lemmy101 in IWBMS RELEASED: Build: 19 - The new 'iwillbackupmysave' Branch   
    Congratulations Indie Stone forum member. You have been promoted to official tester of Project Zomboid. 
     
    As such, you will now have access, if you should so desire, to much more frequent, but likely or potentially much more broken versions of the game, if indeed this is of interest to you.
     
    We're getting to the point where we're increasingly needing much faster feedback on builds of the game, and the official test group of PZ is still something we want to be highly secure to minimize the risks of leaks. Say once there is a highly broken NPC build we need to test, the worst thing in the world would be for that to leak given all the hype and how broken an initial version would likely be.
     
    So we've been in a paradoxical situation where we need the testers group to be small, but the feedback instantaneous and numerous. It's a difficult situation. On the flip side, we don't want people outside the inner community from downloading a beta branch and getting angry at screwing their save or new bugs, or what have you. Between a rock and a hard place which puts undue pressure to play the game way more than is fun on the testers (unpaid volunteers from numerous time zones that we have no right to demand the time of), and as well as denies us the prompt feedback we require if we post at a time of day few testers are about.
     
    So say hello to the 'iwillbackupmysave' branch of PZ. This will quite literally be updated as the current tester branch is, with exception to any future 'high risk' versions introducing stuff we really don't want out there in a broken state.
     
    Anyone who wants to share details on how to get on this branch, please respect our wishes and forward people to this post and insist it is read in full before any downloading commences.
     
    Before participating, please read the following bullet-points and scream I AGREE at the top of your voice at the screen:
    I accept by playing the game on this branch, at some point I am almost certainly going to hit crippling bugs, and potentially lose progress or worlds. I will therefore back up any saves I deem important (located in C:/Users/<Username>/Zomboid on windows systems, and Macintosh HD:/Users/<Username>/Zomboid on Mac. Alternate platform mods please edit add your platforms here? I will not get angry or complain of any bugs, or remark that 'this build is more buggy than the last one!' - That is the entire reason it's on this branch. I will not pass this beta password around arbitrarily, and if I do will make clear that prospective testers read this post IN FULL before they start. I will not stream or record youtube videos intended for mass consumption unless explicitly or generally given the go ahead by an indie stone member or moderator. Permission only applies to particular versions, and must be regiven for every new update on this branch. I know what the console window is, and on the event of a crash I know to post the text therein on this forum, and not just say 'it crashed!' Right. We good?
     
    Right click Project Zomboid in your Steam library and select "Properties". Navigate to the Steam Beta tab and input the following password:
     
    iaccepttheconsequences
     
    This should unlock the new branch, that you have to select from the dropdown menu.
    If you've ever watched Twiggy's stream and got jealous that he has access to something you do not, then this is your time, as by and large, the builds the testers have been getting historically, now you can to. 
     
    This will allow us to have much wider and faster feedback on general updates, while allowing us to concentrate on wider more in-depth, focused and crucially less time-pressured/demanding testing with the testing team. Hurrah!
     
    Changelist:
     
    [bUG FIX]
    The weak trait will now reduce your max capacity. Fixed the weird lighting in the church. Fixed the brown wooden stairs textures in carpentry menu. Fixed some bugged walls (where you could loot through them). Craft food from rotten ingredients will give you a rotten food as result. Now save the unhappy and boredom level. The Anti-depressants now reduce the unhappyness (effect is not immediate, it take some times). Fixed lighting issues / holes in world draw errors. If you click outside the delete save modal dialog in the world selector, it'll disapear. Fixed the fire saving/load bug. Fixed a bucket/garden spray can duplication bug.
    [PERFORMANCE]

    Fixed memory leak causing OOSs on some systems. Performance changes / improvements (no promises, including the demo, with the numbers we're talking chances are it'll take a few to get most of them sorted). Tweaked the camping code to make it much more efficient.
    [NEW STUFF]

    Added inventory icon for berries bush. Added various tooltip (pills, ...), to help the new players. New items ! (include lovely spiffo burger by our cutie pie Mash !). New recipes : Box of things, explaination : You can now find box of nails (you also have screws, bullets...), right click on it and select "open" will give you 100 nails AND if you have 100 nails, you can also right click on it and "put in a box" to move them around easily. [bALANCE]

    When you make an item, we set the condition of the result item with an average of the used items condition, and not just the lowest condition. Tweaked the number of berries in a bush. You'll now have much more chance to find stuff (including axes and hammer) in the West Point toolstore (in front of the sea horse coffee). Time to start a fire in a oven increased. Tweaked a bit the fire spreading (it spread more... "The roof is on fire, we don't need no water let the..." Erm.)
    [MODDERS]

    Now load "Item_...png" instead of "item_...png" in the mod loader. The mod directory can now be different of the mod ID for the mod loader. New event : "OnFillContainer" // Every time we fill a new container with item, param : room name, container type name, the container just filled. New event : OnChangeWeather // Every time we change the weather, triggered in lua, param : the new weather (string).
    [TRANSLATIONS]

    Updated translation : Russian, French and Polish. Added few new things to translate : http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/page-2#entry43568 [bUG FIX]
    No longer possible to equip a two handed weapon if it's broke. Some world convert fixes (still have some crash on certain save Will do more). Fixed a lot of farming bugs :When you harvest a plant, click on another (even dead) to have the last clicked plants vegetables (I fixed this for all the other actions) Some plants disapear. Fertilizer. Other minor fixes. Fixed sand bag walls : They were not hoppable and not acting as a wall. (now they block you, not your vision, and you can climb them). Fixed alarms saving. Fixed the mod loader bug (I thought we already made a hotfix for that, apologize !). Fixed the temperature of items after the electricity shut-off. When crafting an of item of food - its age will be dependent on the average age of the foodstuffs that went into the recipe. What's more, if any of the food you used was rotten - then don't expect the results to be particularly edible either! This is a fix for crafted food that 'cured' the rot of what went into it - ramen etc The loot found on zombie bodies is no longer dependent on the room/area in which they were 'killed'. General UI polish. Ripping something into bandages that's inside a container won't have the side-effect of ripping up the clothes you're wearing. (Sorry!). Some typo fixes. You can now destroy non-player made stairs. Fixed bunchs of XP books bugs :No more xp reset if you stop/restart to read the book. Page read will be reset to 0 if you finish to read them (thanks gekkobear ). No more multiplier reset in the middle of the skill. No more "can't read last page bug". Hand made construction will now drop some materials used to build it if destroyed. Fixed the weapon tooltip. Food will also become rotten inside if put inside zombie body. Fixed a bug in the calcul of the rotten food when it was in a container you never open before. Some reloading fixing by our lovely Stormy ! Fixed a bug where the name of the plant wasn't in the info box in case of dead plant. [NEW STUFF]

    You can now find sand bag, gravel bag and empty gravel bag, you can click click on them to spill sand/gravel on the ground, adding a sand/gravel tile where you want. These bags can be used 4 times before giving you an empty bag, which, with a shovel can be filled with sand, gravel or soil by clicking on the right tile on the ground. Some new items : threads, garbage bags, gravel bag, watch, wooden glue... Not all of this item have a purpose right now, but they will really soon, that's why they are already in game. (think about people who already explored a lot of things, when this new items will have an utility, they'll have hard time to find them..). Added gravel bags walls in the carpentry menu (under "Fence sub menu). Fertilizer for farming (this was not really "new", but bugged and the fertilizer weren't spawned) : Use it up to 4 times on your plant (no more ! or it'll die...) to reduce by 20hours the next growing phase. Added a tiny icon (like the little orange round for the equipped item) for broken weapon. Empty gravel bag and garbage bags are container (you can equip them), they are big but with a really small weight reduction. Changed crate crafting: level 2 carpentry allows for rough/crap crates, level 4 lets you build proper ones. Player-created floors, like walls, now have three different textures to match your carpentry skill level. You can now pack 50 seeds into a seeds package - so it now works like boxing up nail. Campfire will now look like it’s alight when fired up. Some containers (school bag, plastic bag ...) will now have items spawned inside. A purse might contain lipstick etc. Berries will now rot. New message added to demo to underline to players that you start off infected. Crops in farm areas now have a chance to spawn corn. The container tooltip (for plastic bags, school bags..) will now display the icons of the 3 last items added inside it. 2 new traits : Lucky and Unlucky, they will influence thing as loot rate, chance of break your weapon, chance of success in fixing it... Fixing System ! Yay ! http://theindiestone.com/forums/index.php/topic/3735-the-fixing-system [bALANCED STUFF]

    Up a bit the loot rate of sand bags. Rain collector change : You now need to be carpentry lvl 2 to build a small rain collector, and then lvl 4 to build the big one (the current one). You also need garbage bags to build them now. Up the loot rate of the hand shovel (required for farming). Increased the likelihood of discovering tent pegs Lowered the potential for alarms to sound once the electricity has shut itself off. Name of a rotten food will now be displayed in red. [MODDING]

    Added a setCustomColor(ColorInfo) for IsoObject.
    [TRANSLATIONS]

    Updated French, Polish, Italian and Russian translation.
  14. Like
    jgxxxx got a reaction from American Steel in Share your safehouse!   
    Merry Christmas
    Christmas eve and I'm all alone, haven't even seen a zombie in months, it's like I'm playing the sims.
    location: http://pzmap.crash-override.net/#0.8227333641499182,0.13144526349513547,144.2901234567902
     

  15. Like
    jgxxxx got a reaction from chthonic in Share your safehouse!   
    Merry Christmas
    Christmas eve and I'm all alone, haven't even seen a zombie in months, it's like I'm playing the sims.
    location: http://pzmap.crash-override.net/#0.8227333641499182,0.13144526349513547,144.2901234567902
     

  16. Like
    jgxxxx reacted to RobertJohnson in The Fixing System   
    Hello, here is how the fixing system for you item and weapon works, it'll be in the upcoming version.
     
    It may need to be balanced in the couple of days, after some testing, please use this thread to talk about this, ask question, suggest... And not to talk about my horrible english skillz (use PM for this, so I can answer in French )
     

     
    1) The fixing.txt

    Each fixing is define like a recipe, here's an example (not balanced, it's just for the purpose of my testing) :

    You can find this file in the script/ folder.
     
    module Base
    {
        fixing Fix Axe
        {
           Require : Axe,
           
           Fixer : Woodglue=2; Woodwork=2; Farming=2,
           Fixer : DuctTape=2,
           Fixer : Glue,
           Fixer : Nails,
        }
    }
    What does this mean ?
    Require : Axe Simply the required item to fix.
    List of fixers Every Fixer : you add is an item used to fix the Required item (here, an Axe).
    First fixer give you + 50% condition (here Duct tape), second 25% (here Wooden glue) and 10% for every other in the list.
     
    Now, you can also use Drainable item to fix, for example the Duct tape, here by adding Ducttape=2, I'm gonna use 2 times the Duct tape (and because it have a 0.25 use delta, i'm gonna use 50% of it).
    But if the item is not a Drainable (ex pistol=2), I'll need 2 pistols to make my fix.
     
    Also, you can add skill requirements for each fixer, for example the Wooden glue will require a level 2 of Carpentry (woodwork) and a level 2 of Farming (still an example ), BUT you can still try to fix your item with the wooden glue with no wood work skills, but you'll have great chance of fail !
     
    2) Condition

    When your weapon condition reach 0, it break, meaning you can't equip it anymore, his name change (for "Broken itemName") and a small icon (red cross) is added to show you again that this weapon is broken.
     
    Every time you successfully repair your item, the condition will up, depending on the fixer selected (reminder : first fixer + 50%, 2nd = +25%, others = +10%).
    But it also take in count the number of time you already repaired the item, an example :
     
    My axe have a condition of 0, a max condition of 10.
    I repair it one time with wooden glue, my new axe condition is : (condition max - condition) * 25% * (1 / number of time repaired) = 10 * 25% * 1/1 = condition (0) + 2.5 (round to 2).
    I repair it a second time with duct tape, my new axe condition is (condition max - condition) * 50% * (1 / number of time repaired) = 8 * (50% * 1/2) = condition (2) + 2.
    Etc.
     
    3) Chance of fail
     
    You have a base chance of failing of 5%.
    Everytime a skill is required and you are below, we add 30% for each missing skill level.
    We also add +2% for everytime you already repaired the weapon.
    But we remove 3% for each skill point above the required skill level.
     
    So for example, if I try to fix my axe with the wooden glue (require a carpentry level of 2) and having 0 carpentry skill, the chance of fail will be : 5% + (2-0) * 30%, resulting in a 65% of fail.
     
    A fail mean you gonna use the fixer (for example use 2 times the duct tape), and maybe result in a condition -1 of your weapon.
     
    4) Luck ?

    2 new traits have been added, Lucky and Unlucky.
    A lucky trait cut by 5% the chance of failing the repair, while unlucky add 5% of chance to fail. (so if I have 50% chance of fail, with the Lucky trait I'll have 45% chance of fail, but with the Unlucky trait 55%).
    Those traits will also be used for other stuff (chance of loot, chance of lower the condition of the weapon when hiting something, etc.)
     
    5) Current fixing
     
    This is the list of the current fix you can do :
     
     
    As you can see, a pistol require another pistol, meaning if you have 2 broken pistol, you can merge them in one with 50% of it's condition
  17. Like
    jgxxxx reacted to PlasticandRage in BETA BRANCH RELEASED : 07/12/13   
    Please. Please. Please. Please.___________________________
                                                                           Please.Please.Please.Please.
  18. Like
    jgxxxx reacted to Dr_Cox1911 in Dxtory not picking up PZ (Project Zomboid)?   
    Dxtory works just fine on my end! The problem is: Don´t start PZ through Steam! It´s the steam-overlay or especially the api-integration TIS uses that causes this problem (atleast my investigation shows this, other games with the same api suffer from the same prob.).
     
    EDIT: When starting PZ through the exe and not through steam your "hours played" does not rise and you can´t access the steam overlay of course!
  19. Like
    jgxxxx reacted to Dreadhawk177 in About rotten food   
    Is there any easy way to see how long a food has until it rots? Also, rotten food should be able to be used as fertilizer in the future (duh) and I too find it somewhat annoying when I need bowls and I have 3-4 filled with rotten soup. Do I eat the soup or find more bowls??
  20. Like
    jgxxxx reacted to RobertJohnson in BETA BRANCH RELEASED : 07/12/13   
    OP Updated, I do HOPE all the drama will be gone... Already lose 30min of coding to update it, so please please please please please (x10000), don't make me change it again (except if you have any spelling/grammar fixes).
     
    I try my best (beleive me or not) to keep this updated, but as I already said, I do like 10 or 20 things a day, so sometimes I'll forgot stuff (I read a post saying hand shovel is hard to find, I up a bit their loot spawn, it take me 2min and I forgot to update the OP...).
     
    For the people who said "You're on Steam, you must be pro..", come on guys, we're on steam since less than a month, can't you give us some times to adapt ? This is the 2nd patch note and I feel if it's not perfect everyone will be on me... Writing patch note is not my first job, I'm trying my best so everyone can be happy, even if it's losing more than 30min to re-write my patch note (at first, this one was only for closed beta, so it was a bit messy, I thought it'll be ok if I post it here... Damn I was wrong.. ).
     
    Anyway, tell me if you find anything weird in this patch note or if you have idea.
  21. Like
    jgxxxx got a reaction from MottSpott in Share your safehouse!   
    Merry Christmas
    Christmas eve and I'm all alone, haven't even seen a zombie in months, it's like I'm playing the sims.
    location: http://pzmap.crash-override.net/#0.8227333641499182,0.13144526349513547,144.2901234567902
     

  22. Like
    jgxxxx reacted to Batsphinx in Just wanted to say…   
    Back when my line of work was a lot more journalist-y I’d do a lot of interviews with Executive Producers, Senior Marketing Vice Presidents and all other manner of other glorified mouth-pieces for the big publishers. Whenever they brought out the old “of course, we’re doing this for the community – they’re who matter!” line I’d start to roll my eyes. I wouldn’t stop rolling them until I’d asked my killer ‘DLC plans?’ question.
     
    I don’t want to be like that guy – the guy who talks about the value of a game’s community without once visiting it, and praises it as a part of some bullshit boardroom checklist.
     
    Without Project Zomboid’s community (without you - the person reading this – whether you’re a lurker or a regular) times could’ve been so much darker. We owe you a ‘thank you’ so massive it’s almost impossible to deliver. Your testing, your enthusiasm, your friendship, your shared passion for the game… it means more than I can convey in a simple forum post.
     
    I’m not going to whitewash the bad stuff. Two years ago TIS self-inflicted some wounds from which it took an age to recover and gave ruffians ample room to play, and I know that the fabled ‘winter of no content’ was tough on us all. (I don’t think we ever answered the question of what constitutes a ‘white knight’ and what constitutes a ‘troll’, but we certainly seemed to get closer to the answer than most…)
     
    So, before the Steam Early Access launch potentially stirs things up, I wanted to say thank you. To our moderators, to our regulars, to our lurkers, to our critics, to our fans, to those who dip in and out… everyone. Thanks for giving a shit about our zombie game.
     
    Speaking on behalf of all of the Indie Stone, all of our contributors and anyone else who’ve found themselves strapped onto this rollercoaster for the past couple of years – it wouldn’t have been the same without you, and it’s entirely possible that it couldn’t have happened at all.
     
    We’re really appreciative, and we’ll always do our best to do right by you – however we can.
     
    You started this. You incubated the PZ infection.  You'll forever have our thanks.
     
    LOVE Y'ALL
  23. Like
    jgxxxx reacted to Rathlord in Zombie spawning might need some work   
    It's the Sadist AI Director that's intended to balance gameplay and keep you from being able to just sit in a house in the woods for 14 years without anything happening. You may not agree with it, and it may still need some balancing, but that does not a bug make.
     
    I've been playing this game for almost 3 years now, and while I'm not always right, you can rest fairly assured that most of what I say is factual. I'm not trying to be rude- but I do know what I'm talking about. If you think it needs balancing, that's fine and you can feel free to discuss it (and we do, fairly commonly). Zombie behavior and density gets balanced on a weekly/monthly basis from community feedback.
     
    I'm just trying to make clear that it's a balance issue, not bug.
  24. Like
    jgxxxx reacted to gardzielpl in Steam Beta release - 08th Nov 2013 - Version 2.9.9.17 (0011)   
    Story about sad man...
     
    This little sad man counting on you!
  25. Like
    jgxxxx reacted to rastie in Steam Beta release - 08th Nov 2013 - Version 2.9.9.17 (0011)   
    Yea my save did the same thing.  Big black square that I couldn't walk into at lumberyard.  I walked towards warehouse and I believe the textures stopped streaming or something cause I was trapped in about a 30x30 box with nothing but black around me I couldn't walk into.
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