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trombonaught

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  1. Pie
    trombonaught reacted to Cidxgaming in Project Zomboid Radio   
    This seems interesting. I would also love to replace the current generic audio coming out of the radios
    talking about "Trump and fiscal spending in the new year "or whatever it says on repeat lol.
  2. Pie
    trombonaught got a reaction from Moose65 in Project Zomboid Radio   
  3. Spiffo
    trombonaught got a reaction from draxo in Project Zomboid Radio   
    Do you wish we had real voiceover for the in-game radio broadcasts? Me too! All the interesting stuff happens in the first week while we're busy fighting for our lives, but who has time to sit down and read it?
     
    To help you out, I'm recording one of the most lore-heavy channels for you to listen to while you play. LBMW has 38 broadcasts, and I'm using a voice modulator to record them all for you myself.
     
    I've got the first few finished and I'm releasing a new one every week. Here's the first to get you started. Hope you enjoy!
     
  4. Like
    trombonaught reacted to getstoopid in Ammo counter   
    I actually use a mod for durability and ammo status but I prefer it to be a mod and not vanilla because I can totally see why someone wouldn't want this. It admittedly does impact immersion negatively.
  5. Like
    trombonaught got a reaction from getstoopid in Ammo counter   
    This game is less about helping you keep track of ammo, and more about laughing at you when you hear an unexpected "click" because you counted wrong.
     
    100% a function like this is more a mod than a vanilla feature.
  6. Like
    trombonaught got a reaction from PoshRocketeer in Ammo counter   
    This game is less about helping you keep track of ammo, and more about laughing at you when you hear an unexpected "click" because you counted wrong.
     
    100% a function like this is more a mod than a vanilla feature.
  7. Pie
    trombonaught reacted to PoshRocketeer in Ammo counter   
    I agree with you, but just saying "unrealistic" is a really bad argument,and makes you come off as a little childish.  Zomboid is not a realistic game in any capacity, and if we removed everything unrealistic there would be very little game left. Please give him actual gameplay reasons.
     
     
     
     
    It conflicts with the design methodology of the rest of the game. You're intended to keep an active count on your ammo yourself, the HUD is designed to be a stopgap to give you only the most necessary information that you couldn't get otherwise. You can hover over your weapon in the hotbar or in your equip slots to see how much ammo it has pretty easily.
     
    If you really want, you can download a plethora of mods that add exactly what you want. Zomboid is designed to be a very modular experience, so tailor it to how you want to play it. I did the same thing when the buggy durability indicator was removed, immediately went and got a mod that added a better one than the original, since I felt it was important enough to be on the HUD. I highly doubt they'll add an ammo counter, since they're adament against a weapon durability indicator.
  8. Like
    trombonaught reacted to DistinguishedGentlemen in Ammo counter   
    I think it's completely fair to want to have the ability to count ammunition for your firearms. However, respecting those that prefer to go on without such a feature I think it should be a mod rather than something incorporated into the vanilla game.
  9. Like
    trombonaught reacted to Laird Thaddeus in Ammo counter   
    Please never do this. part of the fun is counting off the rounds when your surrounded and just hoping you didnt miss count. that click as you run out of ammo you go to reload and find its still in the box so you have to run or switch to old trusty.
  10. Pie
    trombonaught reacted to Fenris_Wolf in Ammo counter   
    I second this...mostly because I'd have to take the time to mod such a feature out.
     
  11. Like
    trombonaught reacted to Fenris_Wolf in Ammo counter   
    Same reason I won't include such a feature in ORGM. Guns simply don't have a ammo counter on them.
     
    Some high capacity rifle magazines may include a transparent strip on the side allowing you to get a approximation of how many remain, but not on older ones, and once theres only a few left in the mag you can no longer see (the transparent strip is hidden by the magazine well).
     
    Pistol magazines often have small holes in the back behind where each bullet sits allowing you to see how many are in there, but you need to eject the magazine to actually see.
     
    For guns that use magazine tubes (pump action shotguns, some bolt actions, lever actions etc) no such feature exists.
     
    Most guns don't even have a loaded chamber indicator telling you if theres something in the chamber. Some modern ones do but it basically just shows you theres something in the chamber...it could be a live round or a spent casing.
     
    The fact you can hold the mouse over the gun in inventory and see the ammo count + loaded chamber is already a realism break.
  12. Like
    trombonaught reacted to Burger_Time in Ammo counter   
    It's unrealistic. Over.
     
  13. Pie
    trombonaught reacted to Burger_Time in Ammo counter   
    NO.
  14. Like
    trombonaught reacted to duh7 in Car overall   
    Cars have simplifed mechanic as game focus on diffrent stuff than them. There are mods that can cover up what u want.
  15. Like
    trombonaught reacted to Deceptive Pastry in Can't figure out how ISEmoteRadialMenu is pulling table from another function.   
    I did a lot of file searching. Turns out this function:
     
    function ISEmoteRadialMenu:new(character) local o = ISBaseObject.new(self) o.character = character o.playerNum = character:getPlayerNum() ISUIEmoteConfig:readFile(); return o end  
    Links to another file, ISUIEmoteConfig, which contains the ISEmoteRadialMenu:init();.
  16. Pie
    trombonaught reacted to nasKo in Unused lipids/protein code   
    IIRC it's something we were experimenting with back when we were adding nutrition, but ultimately dropped that aspect for the time being.
  17. Spiffo
    trombonaught reacted to TheMitu97 in [41.73] Radio scripts broken? (Minor spoilers for radio transcripts)   
    • 41.73
    • Singleplayer.
    • Host.
    • No.
    • New save
    • Reproduction steps:
     
    I might sound a bit technical explaining this thing, sorry in advance. According to RadioData.xml file, there are some other scripted radio transmissions that should occur after it's done with the main script, like Jonas brodacasts on LBMW frequency for example. Thing is, they never seem to initiate for me, no matter what. In fact, every single radio frequency seem to stop initiating any scripts after finishing with "main" script. Even tried testing it using debug mode, fast forwarded roughly 2 months after end of the "main" script on each frequency, and none of them ever initiated any scripts. The most notable example is Classified M1A1 frequency, which according to script file, should transmit strings of numbers during first days, but it never does, because it is tied to a "numbers" script instead of "main", which causes this frequency to stay silent forever and never broadcast anything. 
    Of course, I might misunderstood the script thing, and they might be actually supposed to happen at random, but at the same time it doesn't make sense for some of them, like Jonas for example (he references recent McGrew message, which should place it sometime after Jackie's broadcasts end).
    So my final question is - are these scripts supposed to take very long time to initiate, or they're simply broken? 
  18. Pie
    trombonaught reacted to knightshousegames in Small but Important Suggestions Thread   
    In places where you received severe lacerations or deep wounds, it would be cool to see scars after the wound heals, so as the run goes on, your character looks more beat up if they've survived many battles
  19. Spiffo
    trombonaught reacted to knightshousegames in Small but Important Suggestions Thread   
    Have weight differences between characters matter when the player runs into a zombie. If the character is overweight and strong, they should have a decent chance of just trucking that zombie over, while if the character is underweight and frail, or weakened by being tired and hungry, have them have a chance to bounce off the Zombie and fall over more often.
  20. Pie
    trombonaught reacted to nasKo in Farm of Fear   
    Let’s get something out of the way first then. Ugh. We feel so unclean doing what we’re about to do. SORRY. SORRY EVERYONE…
    All the other games were posting Steam Awards links like that, so we did too. Don’t vote for us if you’d rather not, but if you do – well click on the above massive intrusive image and that would be swell.
     
    So, back to business, we released some final-ish fixes for the current stable build yesterday – the changelist for which can be found here.
    There may well be another smaller patch, early next week, with some other minor changes – namely a few small anti-cheat measures, a fix for some modded textures and a bit of metal walls weirdness that still needs addressing.
    B42 FARMING
    This week we’re going over to Blair, and his current mission on overhauling our Farming system. Now, priority number one is to get things more tactile and animation-led with farming: when you use a watering can we want it through a direct mouse-click and not a maze of sub-menus.
    Away from this, however, we are also making the overall system more complex, varied and interesting. Elements of this already coded into the 42 mainframe include:
     
    Plants have growing seasons, and for most crops there are one or two optimal planting months. You’ll be able to read the best month to plant your crops on the back of seed packets, and if you plant at the wrong time of year you’ll get a reduced yield, and perhaps the risk of producing sickly plants. Appropriate plants, such as Potatoes, can be planted using the vegetable itself. You’ll be able to dry seed Corn and Peas to preserve them for planting next year. Plants can accumulate slugs and snails for the player to deal with – either using looted pest control, or perhaps using a folksy remedy. Nearby slug repellent plants such as Rosemary will help too. Rosemary is one of several herbs added as well. They tend to grow more quickly, and when harvested are knocked back a few growth stages –  and then can be harvested again later. The herbs you pick can also be used to propagate new herb patches while they’re still fresh, and can be dried as well. We are expanding the need to water your crops to houseplants. Potted indoor vegetation that players find in the world will now be living – similar, but not identical, to crops. They need to be watered, can fall victim to diseases, and will become visibly unwell before they die and become a dried husk. This also means that they will be another cool signifier of the days that have elapsed since the beginning of the Knox Event – since in time all the plants in homes, shops, the mall etc will wither and die. Elsewhere, we’ve been seeing what animals look like without their clothes/skin on. We’re thinking that these look realistic but a little too fatty and should have a little more muscle on show – but it’s interesting nonetheless.
    These past two weeks we’ve also made a lot of progress with getting the previously shelved fire system back on track, including the ability for the game to have liquid-looking Molotov fire FX on the ground. The actual visuals are going to be fine-tuned and improved soon, so we’d rather not share images of it, but rest assured it’s going to be pretty cool.
     
    Finally, another quick bump for the Spiffo plush that Makeship are creating for us – which is something that the community has been asking for since forever.
     
    If you want one you’ve got two weeks to put your order in.
    In case you want to give it for Christmas then Mash has also created a certificate of gifting intent that will hopefully come in useful.
     
    This week’s road-side (well, centre) picnic from Athena. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  21. Pie
    trombonaught reacted to VikiDikiRUS in How to make a (re-)texture pack   
    1) Open TileZed 
    1.2) Select "Tools -> .pack files -> Pack Viewer"
     
    2) Select "File -> Open .pack"
    2.1) Go to \Steam\steamapps\common\ProjectZomboid\media\texturepacks 
    2.2) Choose "Tiles2x.pack"
    2.3) Select "File -> Extract Images"
    I recommend you to select "Each tile as separate image" [Warning: There are more than 9900 tiles!]
    2.4) Press at "..."
    2.5) Choose any empty folder
     
    Modify tiles as you wish
     
    3) Select "Tools -> .pack files -> create .pack file" 
    3.1) Select any folder where you want to save your texture pack
    3.2) Name the texture pack as "Tiles2x"
    3.3) Select "Output texture size" -> "2048x2048"
    3.4) Press "+"
    3.5) Choose the folder with your modified tiles
    3.6) If you have chosen "Each tile as separate image" at 2.3) step, uncheck the box.
    3.7) Press OK
    3.8) BACKUP VANILLA TILE2X
    3.9) Put the modified "Tiles2x.pack" into \Steam\steamapps\common\ProjectZomboid\media\texturepacks 
     
    Profit!
     
    Russian Version [Русская Версия]
     
     
     
  22. Spiffo
    trombonaught reacted to Aluren in Is there a way to restore a character or server with the backups?   
    Managed to restore the backup and got everything back to normal
  23. Spiffo
    trombonaught reacted to TheUltiM8Guy in Why infection is bad for gameplay + suggestion for new gamemode   
    1. Zombie lore is based on Goerge Romero's zombies (unless I'm wrong, but I remember The Indie Stone said that their zombies are based around someone else's zombies), so yeah bite = death. Also if zombies won't be that dangerous, what will be? What's the point of the game then? It's not The Long Dark that enviorement would kill you. If you want an advice for survival then use Murphy's law (If something might go wrong then it will go wrong) and just be paranoic in general, that should help you survive.
     
    2. You have never broken a bone in PZ, have you? Slow healer and low first aid can be a pain in the ass if you have broken a bone. I once died because of that. I didn't have enough supplies and my leg was broken.
     
    3. You aren't a hero. You are not meant to be epic zombie slayer, your death are ought to be regular and non cinematic. Why? Because game's aim is realism and not arcadeness. If you would like a sandbox-zombie-slayer game then I guess 7 Days to Die is for you.
     
    4. In order not to sound too pesimistic I have to say that zombies smelling your blood and becoming more agitated because of that is a cool idea.
  24. Spiffo
    trombonaught reacted to getstoopid in Why infection is bad for gameplay + suggestion for new gamemode   
    Well that's basically the main idea of the game... in a real zombie apocalypse you wouldn't run around, shouting and shooting at everything that moves because IF you'd get bitten it would be the end of you and you know that. And that's what this "zombie apocalypse sim" is all about - how does everyday-bob cope with the situation, when does he get sloppy and how will he go out...
  25. Like
    trombonaught reacted to nasKo in Mod Spotlight: Throttlekitty’s Tiles   
    Good day, ragged survivors! If you’re a connoisseur of the wonderful world of community maps, you’ve probably already come across Throttlekitty’s Tiles mod, which many of the maps use. The mod adds dozens of new tiles to let mappers’ imaginations run free – and for players to use to decorate their bases.
     
    Throttlekitty’s tiles tend towards the believably mundane: fire extinguisher holders for walls, oil and gas tanks, dumpsters, coffee and sewing machines, fuseboxes, bench grinders and vices, along with some Fallout-style walls made from junked cars.
    Not only has Throttlekitty made all these tiles, but they also are very active on our official Discord, helping new and experienced mappers and modders to make the creation of their dreams, and you may have seen them thanked by some of our previous mod blog interviewees.
     
    We wanted to find our more about Throttlekitty, so we scrambled our way through a building filled with new and interesting objects, and managed to find a bloodstained notebook featuring an interview with the famous tiler themselves! Take it away, TK…
    Throttlekitty
    Who are you in real life? Tell us a little about yourself.
    “My name is Joel, and I work at a small indie studio making games, primarily doing rigging and some character art. I’m a long-time gamer and occasional modder as well. I’m at my happiest when I can put on some noisy music and just make things. I have a recent obsession with using AI to create images, very exciting times in that regard!”
     
    How did you first discover Project Zomboid? Why do you like it?
    “I remember passing on the game a couple times, but I’m very glad I did eventually give it a go, though I really don’t remember when, it was many years ago now! I love everything zombie-related, and Project Zomboid hits a lot of the marks: just the right mixture of grit, desolation, panic and hope. I think what I appreciate most is how detailed the games systems can be, without feeling overbearingly tedious, or like you’re playing off a predetermined checklist of things to do.”
     
    Tell us about your tileset. How many individual tiles are there? Can you talk us through your process of making a single tile? What references, if any, do you use when making your tiles?
    “I think I’m at a little over 100 assets released right now, not counting variations and overlays. I didn’t think it was so many already, and there’s still never enough! I built up a good workflow using Autodesk Maya and Adobe Photoshop to make my tiles; I try to do as much as I can in 3D to keep things simple for myself. To match the game style, I keep the models and textures from being overly detailed, and I use a toon shader to pick my colors in a way that I would when doing traditional pixel art. I constantly do renders while I work, to make sure that what I’m working on is on-target for the game.”

     
    “On the 2D side in Photoshop, I’ll add hand painted details, dabbing in additional grunge or highlights, along with some basic compositing and color corrections before setting the final tilesheet layout for use in the game. As for reference, I’m usually making something based on the real world, so I’ll pull up images of what I want to make, and use those as a guideline. I find avoiding 1:1 copies a lot more fun anyway, and working in the confines of smallish pixel art makes the whole process a good challenge overall.”
     
    How did you get into making tiles for PZ? Have you made artwork for other games before? Do you have any training in art/drawing etc.?
    “I’ve been an artist my whole life, so doing graphics mods is something I always gravitate to. No particular training, a person’s growth in art is a very fluid ongoing process, I think!  I’ve done similar mods for other games in the past, I did a fair bit of it in Oblivion way back. Sometimes I’ll get the itch and make little personal projects for myself too.”
     
    You’re known for your helpfulness towards other mappers. Can you tell us about some of the mappers/modders you’ve aided, and the projects you’ve helped with?
    “It’s hard to keep count! I tend to be a very technical person, I like to dig deep into how things work.  I know that not everyone wants to spend their time that way, so I’m always glad to pass along interesting tidbits that I’ve found along the way on Discord or wherever. Plus it’s always great when someone else is trying to push the limits a little further, brainstorming is fun! Other people are doing the same too, communities are great for that. I generally stay away from jumping into others’ projects, I’ve a pretty full plate most of the time.”
     
    Your tiles have that unique “PZ” look. Is that hard to achieve?
    “Thanks, and it did take some work to get my tiles matching Mash’s style, seeing as how they come from 3D, and not pure 2D. I mentioned using a toon shader before. With my scene lights set up a particular way and with simple modeling techniques, I found that I was able to match the shades and palette quite nicely. A big benefit is that I get all the facing directions for free, and it can be easier to make more complex assets that would be difficult in traditional 2D.”
     
    Your tiles are very varied, from new walls and containers to piping and industrial equipment. Is there a specific type of tile you enjoy making the most?
    “I think I like working on pieces that say ‘I’m going to look awesome in your base, please loot me’ the best, and I should make more of those! I’ve made most of the industrial kits to help fill out those types of spaces.”
     
    Is there anyone in the PZ community (or beyond) you would like to give a shout-out to? Which mods or maps (or tilesets!) by other users do you enjoy or find interesting?
    “Oh jeez, practically everyone is making all great maps lately, it’s hard to keep up! Special shout-out to Daddy Dirkiedirk, Dylan, and Commander, always inspirational!”
     
    What’s next in your tiling plans? What’s the dream?
    “My Big Plan is making an absurdly large map for Zomboid! I jump back and forth between that and making new tiles. I wanted ways to make the locations look more interesting, and eventually more unique. One problem about big open world games is that there’s never ever enough art assets, so any way I can push that further helps.”
     
    Thanks to Throttlekitty for answering our questions! You can find their tileset here.
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