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Gurluas

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  1. Like
    Gurluas got a reaction from Erkinwine in Having Kids   
    I mean, Sims would be a lot more challenging if a horde of zombies would break into your house and eat your kids.
  2. Like
    Gurluas got a reaction from Milove in BaZil Brush   
    I personally recommend bundling the map fixes for existing areas in 41, and save map expansions for 42.
  3. Like
    Gurluas got a reaction from Carlos Rojas_cu in BaZil Brush   
    I personally recommend bundling the map fixes for existing areas in 41, and save map expansions for 42.
  4. Like
    Gurluas reacted to NagashUD in Bad Red vs. Good Green   
    Sending good vibes to Turbs !
  5. Like
    Gurluas reacted to nasKo in Lone Survivor   
    Hello! The last couple of weeks has had an unusually high number of absentees, by coincidental combinations of gaming conference attendees, long planned family visits, and even an unforeseen emergency hospital stay (that turned out fine, don’t worry) meaning we’ve been running on a somewhat diminished team of late, but that should be sorted out by next week and we’ll be running at full steam again! – so unfortunately, there aren’t any sexy vids or pics to show off. However still we have some super interesting stuff to talk about! However, it’ll likely take the form of ‘lotsa text’ so prepare yourself for that!
     
    41.69
    First, 41.69 (nice) build is still in progress, we’re testing a bunch of changes at the moment and are eager to get it out there, but are still weighing up the cost of disrupting the MP servers with the benefit of the goodies within, and making the call on when we’ll push to unstable and start the release process. We’ll let you know when we know more.
    Here’s the changelist of 41.69 thus far!
     
    https://pastebin.com/ZhRhKVZi

    NPC Narratives
    We figured a good way to give people something real tasty to sink their teeth into regardless of the lack of fancy vids or pics, would be to show off the text results of our Narrative NPC system that we discussed a few weeks back planned for Build 43.
     
    As we detailed in our first NPC ‘meta’ system explanation, we have a powerful narrative event system that can be used to add context driven ‘storylets’ together into a somewhat convincing narrative for NPCs when they are away from the streamed-in world. These would define the goals of the NPCs, as well as evolve their situation so that when the player runs into them they have a convincing backstory, or events can transpire to affect those groups when they are not around for the player to witness. They will also drive events with npcs while the player IS present, leading to interesting generated story events for the player to interact with.
     
    These events set flags on characters, move their virtual presence along road networks and between houses of which all the rooms on the entire map are accessible even when the tiles themselves have not been streamed in. We can add extra data and tags that change the NPCs states and allow them to experience simplified narrative events that will branch and trigger randomly, and each of these events can have numerous outcomes of which we can attach a line of dialogue recounting the event later, so the characters will be able to sit around a campfire and let the rest know their story, or group members can recount the events of an eventful trip the player wasn’t part of, or what transpired at the safehouse while the player was away.
     
    Context sensitive text scripting is used to modify these lines of dialogue to fit the situation. For example, a tag for a character’s name in the dialogue can be substituted with ‘my mother-in-law, X’ or ‘my nephew, Y’ tracking the relationship between the two characters, or even between the character being spoken about and a third character (‘X’s brother, Y’). Other things such as a town location can be substituted where necessary, and there can be variant lines which are picked based on the characters, their flags, or other environmental conditions. Or just raw RNG, to mix things up a bit.
     
    Pat_Bren has been busy coming up with a whole metric ton of varied events and mini narratives, and Lemmy has been integrating these into the event system. There’s a lot more to add yet, but its starting to yield some cool results.
     
    Here’s a few narrative outputs. Full disclosure: some massaging of the results has taken place here, it’s somewhat curated as the system is still capable of some very odd results and the pool is not yet large enough to avoid ‘arrow to the knee’ situations, if we just threw in the first 10 results it’d probably not be so impressive at this stage, so we’ve picked ones with the least overlap — though you’ll likely notice a few repeated statements (in most cases this also demonstrates the variants or alternate paths we have there to mix it up) – our goal is, ultimately, with progressive builds, to widen the library of narrative events and lines to the point where each story feels completely unique (easier to do without voiced dialogue, but we apologise profusely to our translators). 
     
    Please be aware these are still work in progress, and we still need to do some work to make these flow as naturally as possible as if recounted later to another character — rather than as a straight log of events that can seem a bit terse and unnatural, so none of the text is remotely final and we still need to figure out a good balance of information that would feel natural to share to a third party potentially weeks later…
    (It’s very important to note that, at present, these narratives are limited mainly to the meta, and while we talk about how they will impact characters the player witnesses, there is still a lot of work to do in that department. This is all very super work-in-progress, and while a metric ton of work has been done across the NPC codebase, it's still a big job to piece it all together to work as one.)
    Breakdown of a narrative
    Let’s pick one of them and break down how it works:
    As is probably clear, this is all too self-consistent to be completely random. This isn’t just a bunch of random disconnected events triggering one after another, but rather a mini-narrative that is comprised of several related events, each of which has various ways they can pan out and also conditions that can lead to them triggering in the first place, leading to a whole host of other outcomes that will affect the group in different ways.
     
    To show this, you’ll see another branching version of this same narrative in the list of outputs above, starting with ‘Just before the shit hit the fan, Joe got sick’. Though it sharing the specific phrase ‘shit hit the fan’ text was a coincidence, it could have equally started with ‘Just before things got really bad’ or ‘Before all of this’.
     
    Narratives have natural end points that can end that narrative, or instead they potentially lead naturally into another if relevant. In other cases they can set flags on characters or groups that will lead to other events, or even other narratives, having a chance of triggering on them in future. This is the way the narratives can ultimately serve as larger building blocks to make longer character stories that flow into each other convincingly.
     
    So back to this demo narrative above:
     
    “Just before the shit hit the fan, my sister Annie got sick.”
     
    As detailed before, we generate the starting NPC groups from various families, with some other elements to mix things up. In the first event of this narrative, we pick an appropriate member of the household to ‘get sick’. This will set the first constant within this narrative that will be referenced and used throughout.
     
    Then the second event in the narrative is thus…
     
    “We tried to take her to the hospital… but the highway was blocked with traffic.”
     
    This event will trigger the characters of the group (however it was generated) including the unfortunate Annie, to set a goal to travel to the Louisville hospital. Wherever they are in the world, a path will be generated along roads to that location. Even though the characters, nor a vehicle, are streamed into the world, and they exist virtually in the ‘meta’, we can randomly assign them an appropriate car and start them moving at approximately car speed along the roads enroute to Louisville.
     
    If the player were to cross paths with this virtual ‘radar blip’ of these characters, it would spawn in the car with them inside, moving in the correct direction at the appropriate speed, and the more direct vehicle controlling AI would take over with the same destination in mind.
    This event can play out in various ways, hitting the military blockade, crashing the car, getting stuck amongst a group of zombies.
     
    Getting stuck in traffic has various outcomes, including for example a car-jacking attempt, or the person being carried turning in the car. Some of these may lead to more generic events or narratives, or may continue the main mini-narrative to a further conclusion.
    Assuming all this carries on within the virtual meta world, they will make their way until they hit one of the traffic jam zones on the highway, which in this case causes it to trigger the next event in the narrative.
     
    “By that time we realised it was too late, the car was blocked in, there was no way out. We had to abandon the car and make our way on foot.”
     
    Alternatively, it could be they managed to drive back home, or get through the jam and onto the next problem. But, in this case the narrative branches to this outcome. We flag they have lost their car, and are now on foot. 
     
    We set their goal to still be heading toward Louisville hospital, however now they are flagged as on foot and the group’s ‘radar blip’ move at a much slower rate along the road. If a player intersected with their journey, we’d spawn the characters all on foot, and the AI would take over from there with the same pathing goal.
     
    Now they are on foot, this opens the door for other events linked to this narrative to fire that wouldn’t be possible within a vehicle. One such event that can randomly trigger is a worsening of the health condition of whomever was chosen to be the sick one, which is what happens next.
     
    “Annie was real bad, her fever was getting worse. Bryan, her husband, had to carry her.”
     
    True, at this time we don’t have any way to ‘make this real’ should the player happen upon this group, since we don’t have support for characters carrying others at the moment. We hope to add this, and should we do this, then when we spawn the characters in the flesh we would set them up as appropriate to the event – but regardless, at the moment these narratives in particular take place way too early for players to actually intersect with, so we can take a few liberties in these particular narratives anyway.
     
    Notice Bryan is referred to as ‘her husband’, which is automatically generated using Annie as the context character, and the code examining the closest relationship between these two characters. We could instead have an alternate line of dialogue using the speaking character (Annie’s sibling) as the context and it would instead read ‘my brother-in-law, Bryan’, finding the shortest link between the speaking character and Bryan was through Annie. We plan for this to be expanded in future to automatically modify based on all manner of things, such as character opinion, and/or character’s traits (My idiot brother-in-law, Bryan, for example) though this may not be present in the first iterations of the system.
     
    So now, we have flagged that the ‘illperson’ is being carried, and is being carried by Bryan. This opens up the potential for new events to be triggered, and indeed that is what happens. Poor Bryan.
     
    Again, some choices, what they do with the zombie Annie and Bryan, there could be a third victim in attempting to put them down. These branches are, relatively, painless to write, and can be expanded on far into the future. It means we can have many small narrative threads, ones that last days, or ones that last months, that thread in appropriate events to steer the story in believable directions, with written or designed outcomes that make sense and feel like a real story, in a manageable and expandable way.
     
    The ‘quests’ that we have with our story generation will likely fit in line with this above narrative system. Is a character split from their loved ones, on their way to another town to find them? Maybe you can help? We’re hoping for a more organic structure of interaction and transaction with NPCs that emerges from this narrative system and leads to some really cool and believable stories being told with our NPCs.
     
    Header Image pilfered from a previous blog out of laziness, sorry! Centralized Block of Text has nothing more to say today, bye bye!
  6. Like
    Gurluas reacted to SamKing in Digestive system is needed (and reproductive system)   
    I believe the goal of this game is to be as realistic as possible. But that won't happen if they don't implement a food "digestive system" for the character. Where it would be necessary to urinate and everything, even vomit. Friends I introduce the game to always ask me if this is possible when I say the game is realistic.
     
    Thinking about human body systems, it would also be interesting to have a reproductive system, where it puts us to deal with the situation of a pregnancy in the apocalypse. All this would probably be 18 and should be disabled in default mode, and enabled in series + in settings.
  7. Like
    Gurluas reacted to CKyHC in Milky Milky   
    animal breeding? :О.......Will they add human reproduction too?))
  8. Spiffo
    Gurluas reacted to EnvyDemon in Mod Spotlight: Azakaela   
    Guess I never thought I'd be mentioned in a dev diary, but what can I say except you're welcome Aza
     
    (Also congrats)
  9. Like
    Gurluas reacted to Petoxeye in 41.68 Released   
    Lamp Issue is not yet fixed

     
    its supposed to look like this (notice the yellowish tint
  10. Like
    Gurluas got a reaction from trombonaught in Holy Cow   
    Wow, everything so far sounds absolutely amazing! Build 42 will truly be epic if you can do all that. I was sad when Blacksmithing was canned, it's good to see we're getting a proper full tech tree! I am 100% on board with it, go for it! :3
     
    I also hope and kindly request that build 43 has tameable foxes. :3
  11. Like
    Gurluas got a reaction from Irken Empire in Holy Cow   
    Wow, everything so far sounds absolutely amazing! Build 42 will truly be epic if you can do all that. I was sad when Blacksmithing was canned, it's good to see we're getting a proper full tech tree! I am 100% on board with it, go for it! :3
     
    I also hope and kindly request that build 43 has tameable foxes. :3
  12. Like
    Gurluas reacted to WhiskeyTangoFoxX in Holy Cow   
    From the post itself, these things can be balanced for singleplayer, which also means they can be balanced for small groups. PZ is a super configurable game so I doubt that they're going to suddenly stop there.
  13. Like
    Gurluas reacted to Irken Empire in Holy Cow   
    One question, can you add white mushrooms/common mushrooms/champignons whatever you wanna call them in stores and fridges? We've got lots of new foods, and exotic ones like meat dumplings, sushi etc. but there are no champignons, It'd be nice to have acces to non poisonous mushrooms without foraging for them in the early game.

    Also about power pylons please give them a buzzing noise, I don't think it would matter how loud they are, power pylons are in rural/forest areas so they would only attract closer-ish zombies and make mini hordes under it, would be a cool sight in the fields/open grounds, also it's a sign that society as we know it is still somewhat alive, till it isn't a month later when power goes off and world gets owergrown. The game Into the dead 2 has some levels where you've got objectives to run under power pylons which gives you these end of the world creepy vibes as the world is still somewhat alive with reanimated corpses shambling throughout the forest trying to get you and through the game lore telling you that this whole "end times"  thing isn't only happening in the US but globaly.
  14. Like
    Gurluas got a reaction from CaptKaspar in Clean Rain   
    It takes a while for the water to get rid of pollutants. Even now IRL in many countries you cannot just drink rainwater, it is dangerous. A cool mechanic would be if after a year or so the drinking water was no longer tainted.
     
    Also while we're at it: Please let snow fill rain barrels.
    The caveat is, that you need to warm it up for it to turn into water.
  15. Like
    Gurluas reacted to Pandorea in Area around the campground is still unforageable   
    This is a known issue. New foraging areas are being added / worked on still. 
  16. Like
    Gurluas got a reaction from CaptKaspar in Having Kids   
    I mean, Sims would be a lot more challenging if a horde of zombies would break into your house and eat your kids.
  17. Spiffo
    Gurluas got a reaction from LaCreatura in Area around the campground is still unforageable   
    Yeah I have my base there too, all the forest areas should be foragable.
  18. Like
    Gurluas reacted to Jesse in Functional Gas Masks   
    I also didn't find anything about this on a quick search, so I want to make a topic about it too.
     
    So throughout the game you can find clothing pieces that cover your face. I feel that having a face covering should provide protection from corpse sickness depending on what the covering is. Most importantly, I feel that the gas masks you can find in this game should provide immunity to corpse sickness while they are worn. It only makes sense to me, and would boost the usefulness of gas masks when dealing with large piles of corpses.
     
    Obviously a gas mask won't help you if you stand in an enclosed room with a running generator, that would be an issue of not enough oxygen. But for keeping out the flies buzzing around a pile of dead bodies? I think a gas mask should work just fine for that. I'm honestly surprised there are no mods for this already. I actually want to learn how to mod this game just to solve this.
  19. Like
    Gurluas reacted to Big The Dave in [41.65] [Multiplayer] Single-person Dupe with Backpacks   
    Version 41.65 Dedicated Server
     
    It's possible for a single person to dupe items in Multiplayer using a satchel, duffel bag or other carriable container placed on the ground.
     
    Steps to reproduce:
     
    Place Bag on the ground with items in it. Log off the server.
     
    Log back in and retrieve items from bag.
     
    Log off and on again.
     
    Items should now be in both your inventory and in the bag.
     
    If you try and take the items again, or place your items into the bag, they'll 'merge' into one and undo the dupe.
     
    This can be done to consumable items to effectively give a single player an infinite supply of anything.
     
    I've included a video demonstrating this below, including the merging of duped items (Server choice blacked out). It works with non-admin players too.
     

    2022-01-12 13-42-20.mkv.mp4  
  20. Like
    Gurluas reacted to Sedgwick in Add the (stale) condition to food, similar to (fresh) and (rotten)   
    I see a lot of newer players especially getting confused about food that has boredom/unhappiness and they aren't sure why, as it's safe to eat.
     
    Pizza (Fresh) is pretty clear, Pizza (rotten) is too, but then you just have Pizza. If you happen upon the food after it goes from fresh to stale, you may not realize it was previously (fresh) as not all food has its current condition listed, like Chips.
     
    I think adding in the text for food that was fresh but has gone stale would make this a lot easier to understand at a glance. Oh, this pizza makes me unhappy because it's stale, and not just because maybe my character hates pizza?
     
    So FoodName (Fresh), FoodName (Stale), and FoodName (Rotten) would help describe what's going on here. Thanks for your time!
  21. Like
    Gurluas got a reaction from gabriel rodrigues brandao in Build 41 - Released!   
    Congratulations on the release!
     
    I hope build 42 will have animals, I want a pet fox! :3
  22. Like
    Gurluas got a reaction from fcolley3 in Bohemian Rhapzedy   
    You can't expect sound designers to finish MP faster, that's not how it works!
     
    I for one love and appreciate the new sound effects big time! I am also waiting for multiplayer but I'm not gonna bitch when we get cool new content. I am excited to hear what snow sounds like.
     
    The animals are also great!
    Are Foxes are one of the mammals?
     
    I really hope tameable foxes will be available when animals come out properly someday.
     
  23. Like
    Gurluas got a reaction from gabriel rodrigues brandao in Bohemian Rhapzedy   
    You can't expect sound designers to finish MP faster, that's not how it works!
     
    I for one love and appreciate the new sound effects big time! I am also waiting for multiplayer but I'm not gonna bitch when we get cool new content. I am excited to hear what snow sounds like.
     
    The animals are also great!
    Are Foxes are one of the mammals?
     
    I really hope tameable foxes will be available when animals come out properly someday.
     
  24. Like
    Gurluas reacted to fcolley3 in Bohemian Rhapzedy   
    Claps hands enthusiastically....wonderful wonderful post. Thank you so much for giving us "single player" players something to be excited about. It feels like it's been a long time since new features and updates have been directed toward the single player gameplay. Not at all complaining. I/we are being very patient as the team concentrates on getting multiplayer out the door. I've watched for months as the posts get louder and louder regarding  "When Is Multiplayer Going To Be Finished?" After a while it gets pretty annoying. It's understandable that at some point you would want to direct all resources toward getting this feature finished. Maybe you'll be able to take a breath afterwards. True, I have missed the updates and new objects that I use to wait for each week but, I'm sure you have noticed that there has been no growling and hissing coming from the single player group. We appreciate all your hard work and dedication and recognize that the world does not revolve around us. 
     
    Again let me offer accolades to the Noiseworks people for their great work. Loving every bit of it and looking forward to enjoying these new sounds in my game. Hat's off to the PZ team for reaching out to Noiseworks to continue their efforts in making Project Zomboid the greatest zombie/survival game there is. 
  25. Like
    Gurluas reacted to HestrimChaosbrewer in IWBUMS 41.44   
    Anyone else liking the creepy look of the new fog improvements? Also, thank you to the devs for their continual dedication and work on PZ! I get that there's some of us in the community that want MP and NPCs right now, but I still believe it's worth letting the devs take the time they need for implementation, bug fixes, QoL improvements, etc...

    Don't rush greatness and for goodness sake's anyone reading this: don't rush the devs on finishing everything promised for PZ 1.0.
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