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Posts posted by trombonaught
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IWBUMS 41.44
in News
On 10/8/2020 at 6:58 AM, nasKo said:Ability to chug mayonnaise from the jar now mercifully included.
I had no idea there was something I wanted more than MP until I read this.
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5 hours ago, Aiteron said:
Towing car. Lua mod (alpha 1.0)
Working on a car towing mod. I was able to move the car using lua code (math + physics + developer pain = this mod). Implemented the physics of towing with a tow rope.
Video:
https://youtu.be/hsXFA7XublUThat's freaking amazing!
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On 8/22/2020 at 7:26 AM, Jangles said:
A positive moodle that is gained after getting a good nights rest similar in vein to well fed. Positive effects could be a a slightly slower rate of decay to certain stats like depression, boredom, or even exhaustion, perhaps it could increase running speed slightly. I'd see it lasting for about 4 hours. Could only be gained by sleeping in a bed. Not possible to get it if you took the restless sleeper trait.
This would be awesome, great idea. Would also be helpful as an indicator of how much rest you've actually had. Right now, with only a negative indicator, we have no way of knowing how close we are to being tired again. Having this "positive" indicator in addition to our present "neutral" non-indicator would be grand.
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Totes Emotes
in News
3 hours ago, nasKo said:great to see it all starting to take form.
Love this vid. Really puts a concrete perspective to where MP development is at- hopefully people quiet down about MP after understanding that what you got right now, we don't want haha.
That said, it's also great to see the level of consistency that's been sought after here!
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Shoving off
in News
11 hours ago, nasKo said:Hire devs who are single and have no other obligations, so they don't have to take care of family.
We should just build bots instead.Step 1: create a hyper-detailed reality simulator that requires players to think like people.
Step 2: create self-directing quasi-ai to operate in the simulator where they think like people.
Step 3: put in the ai in robots.
Step 4:???
Step 5: profit.
- Burleon and HestrimChaosbrewer
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I don't have anything to say that addresses your report, but dang, the animations, blood accumulation, and external equip slots have really upped the BA-erry of the game. Your slo-mo gif has given me a new appreciation of it all haha
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PriZon Break
in News
No more worries about zombies hiding under the cover of menu cascades! Woo!
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Man BangleZ
in News
7 hours ago, nasKo said:‘Rockstar’ Mark Wright (so-called as he *used* to work at Rockstar) has therefore been chewing through all our items and rendering them as 3D models that’ll one day be used to pretty up our environments, and your own object-strewn bases.
🙀 I feel things 🙀
- Necromatic_Corgi and DresdenBBQ
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ZedMarkers
in News
Love the pointers but/and having the ability to quickly toggle them on/off would be handy. Clutterwear looks great!
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Love the "lived in" look and the smoother target updates- the latter of which is definitely worth the wait if it means no more/much fewer invisibites.
- GoodOldLeon and gabriel
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Zed Paddling
in News
MP zeds are looking tight. But I need someone to settle something for me... the two posted pics are the same right? I was playing "spot the differences" for longer than I care to admit 😅
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17 minutes ago, Mumbler said:
I'm not entirely sure I'm leaving this in the right place, but since the animation update I find myself unable to begin opening a window while holding RMB. Though a small gripe, having to let go of RMB to open a window breaks the "flow" of sneaking around, in my opinion.
Boosting this. I think I saw it written elsewhere once but bears repeating. Been a while but I still can't seem to get used to it.
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Yay tweaky tiles! Trying to remember what this game looked like a yearish ago without anims/wind swaying/fog etc... and I can't! Small tweak with the tiles but continue along an awesome and significant trend of creating a "lived/living" world.
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7 hours ago, Nativel said:
Falling from where? From roof? From 2-nd floore? From space orbital station? Can you type normally what you done - when character pushed zombie it does not fall out of the wall.
Are you translate your patches from china to albanian then from albanian to english. I'll ask google to add chinalbanenglish language to translate your patch notes.
"Falling" in this instance is used as an intransitive verb, and makes sense if they intend it to imply falling in the most general sense.
Your comment makes sense if you intend it to imply yo mama ain't teach you no manners.
- numbersixthecat, agreubill, Fyrdraca and 1 other
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ParaZedics
in News
Just had to share from the new post (not yet listed here):
Added a “Delete All” button next to “Loot all” button for trash can/bins, clicking this will permanently delete items from the container. (Please note: this is quite ‘gamey’ currently, and is a first iteration. We will improve on it as we go along.)
Made many previously unmovable objects movable: benches, bunk beds, carpets, canopies, bar stools, counters etc.
Helmet attacks change: before zombie attacks could potentially make helmets fall and also you get a hit. Now if the helmet falls, the current attack won’t connect but the next one will.
Once a timed action is done (reading book, cooking, crafting..) it’ll auto-cancel fast-forward. Cancelling a timed action via ESC will also cancel fast forward.
These are HUGE. I'm much more a sucker for little quality of life tweaks than I am for big features. These four back to back- amazing!!! Thank you 🙏🙏🙏
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1098. Make reading great
Reading in MP is not the most engrossing experience. More often than not, it involves asking other players to protect you while you go afk to make dinner in real life.
What if we had a little mini-game for nominal reading speed boosts, to keep players "in" the game? Could be as simple (visually) as one of those timed button presses- a little reticle could bounce left to right in the reading progress bar, with little targets appearing occasionally- hit lmb at the right moment, and maybe you can skip a page.
Not a fan of mini games in this game generally, but then again I'm not a fan of an absence of gameplay either 🤔
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Bag n’ Tag
in News
On 4/19/2020 at 6:14 AM, Burleon said:This is the moment to release Multiplayer, trust me,
Going to go out on a limb here and say, I think they know 😂
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I think this system would be likely to receive an overhaul on the next big development phase, which I believe is hunting and trapping. Definitely hearing you in general, and I think devs are aware!
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8 hours ago, nasKo said:
In team news we are also delighted to be welcoming General Arcade’s Andrei to the team on this coming Monday, who will be aiding Zac and the ‘MP Godfather’ Mark in their quest for Build 41 anims integration. We believe that an extra pair of hands will be hugely beneficial in the process of finally getting MP into the hands of our survivor community and also kicking the final polished Build 41 out of the door to public.
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Different Mac issue than above!
I have no monochrome zombies (yay!).
However, fog is my deadliest opponent. When the fog rolls in, I have minutes before my comp overheats and shuts down. Any advice on what settings I can lower/disable to combat The Fog? This may not be new to this update, been a while since I was on.
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Hey boiders, I've had old friends come back to the old MP game to play around before the big MP update (so they can appreciate the changes). And we're looking for your ideas.
We play with 3-6 people at a time and are looking for a way to make the group cohere and work together better. Right now, there's little risk to the MP group/party-style gameplay, as, if someone dies, they just load up a new char and jog back into the group. This has people taking risks/playing individually, without much pull to work as a team to problem solve.
We're trying to think of a collaborative goal to encourage protecting the newer players, taking smarter risks, adding more pressure to gameplay etc. We've tried some different things in the past but nothing's gone well enough to stick. Our favourite so far is "if anyone dies, restart the game- or burn a spiffo," but the temptation to cheat (i.e. just keep playing) is too great 😅
Any suggestions or brainstorm fuel is appreciated!
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7 hours ago, Fantasminha said:
Strong zombies would have normal speed, vision etc... but are very strong, so they hold the player much better than common zombies, making hard to escape, and deal more damage to the player and structures.
Recently infected would be very fast, have good vision, hearing and smell, with time they become common zombie and then weak zombie.
weak zombie are, well weak, they have the lowest stats and are very easy to kill (this already have in the game, but the player cant manage to know who is who)
Observation: Zombies could become more rotten with time. recently infected would have a white/red color, common zombies the green color and the weak zombies a yellowish to black color.
I think all of this is in the game already 🤔
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Taking aim
in News
1 hour ago, nasKo said:one Louisville and the other not,
🤔
- Geras and GeorgeWillis
- 2
In'Sync
in News
Posted
It's freaking gorgeous. And a great showcase of things like the windblown trees, evolved cutaway system, zombie anim and sound enhancements, weather development in general, etc. Sad that the new players who jump on when MP hits will have missed the really cool ride of seeing it all come into place.