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trombonaught

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  1. Like
    trombonaught got a reaction from Necromatic_Corgi in Spiffo’s Speakeasy   
    I like the informal voice of the writing. I think the punctuation does a fine job of helping digest the long sentences, although I'm not sure if that's a problem for translations. 
  2. Like
    trombonaught reacted to DramaSetter in RELEASED: IWBUMS Build 38.15   
    Express bug / suggestion report :
    1.You can dig on graves by using trowel 
    1.Sometimes,grass grows from the graves
    3.Graves still able to be destroyed ( i can hit them )
    4. Floating character on pits ( collision?Please?Or maybe possibility to jump over the pits,when animation overhaul update will be realeased? )

  3. Like
    trombonaught reacted to og42 in RELEASED: IWBUMS Build 38.15   
    With random speed enabled, zombies who become crawlers randomly stand up and move at their original speed then fall back down when they reach the player. 
  4. Like
    trombonaught reacted to RobertJohnson in RELEASED: IWBUMS Build 38.15   
    Build 38.3
     
    [New]
    Ripping dirty or bloody clothing will result in dirty rags. Added radio and tv sounds.  
    [Balance]
    Lowered flies's sound and radius. Now tie flie's sound to ambient volume option.  
    [Bug Fix]
    Now spawn the correct "new" soap (to wash clothings!). Fixed being able to build wooden cross on top of other tiles. Fixed being able to bury corpse on each tiles of the graves. Fixed zombies & players being able to damage the graves. Now run the lua test for each possible items of a recipe. Fixed trying to wash clothings from not a clothing (clicking on soap..) not working. Fixed dedicated server bug with flies sound. Fixed multi trigger radio effects with multiple devices near player.
  5. Like
    trombonaught reacted to nasKo in Spiffo’s Speakeasy   
    Tons going on at the moment, but something of a ‘in progress’ blog. So here’s some nuggets on what our various workers are up to for Build 38 and beyond.
     
    RJ has just released IWBUMS public beta build 38.3 – which remedies the incessant fly buzz around rotten body piles, adds some new of Turbo’s new sounds for TV/radio and corrects various issues around the new graves and in-game memorials. This follows on from last Tuesday’s 38.2 that added some new sandbox options, random selection on zed strength/toughness/cognition and some darkness and nutrition balance. Next up RJ is working alongside RingoD to improve the selection process for solo game map mods – and let you boot up with multiple map mods without players having to create their own combined map mod. The plan is for ChrisW’s cool work on the building floor render code (stopping rooftops and higher floors being hidden all the time) to get merged into the 38 IWBUMS this week too – although this is dependent on a few fixes getting in, alongside improved window-peeking and getting the system working with garage/awning roof structures that the game currently doesn’t consider as being part of buildings. The public Vehicles Tech Test has been getting Yuri love backstage for the past week or so, as he’s been hunting out memory leaks through profiles of different machines running the build. It’s been a tricky process, but it seems like we’ve finally got to the bottom of one of the issues that was hampering FPS – and as such we’ll hopefully be returning to more ‘fun’ updates on the cars themselves, and remedying the MP inventory difficulties, later in the week. Our thanks to EG and Nasko for their help in the performance bug hunt. The Vehicles Tech Test has been going so well that we’ll definitely be doing something similar with Anims when the time comes. MarkR’s got a pipeline toward that locked down now – building on the new model format he’s put in for us, tidying up the work we already had in the can with his technical cleverness, as well as creating a quick tool to aid creation of more complex animation states, implementing ‘layers’ which is like an extra dimension to the current animation system that would exponentially simplify all the remaining game logic stuff that still needs fixing up and tying together. [TLDR: There’s a hell of a lot of technical chat going on, the guy who writes the Mondoids doesn’t really understand it all, but there’s a real push on and we are going to owe MarkR more than a few beers.] We also have another bold Russian, also from the General Arcade stable, currently tasked with improving the PZ online experience. Stas’ current task is to improve how servers perform ‘SaveAll’ – and in turn hopefully address the terror of ‘black boxing’, frozen zeds and map stream pauses. His is a long term mission, it could take a while, but it’s great to have someone of his talents getting in amongst it all.  
    Hopefully more developments on all fronts next week, and clearly Mash’s next map expansion isn’t a million miles away – oh and we’re also back in touch with Zach Beever now he’s finished up his studies about polishing the PZ soundtrack, and maybe a few new tunes too. More on that when it happens.
     
    This week’s Spiffo Speakeasy from Tasma. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. 
  6. Like
    trombonaught reacted to Svarog in long range option   
    Spears are already confirmed to be coming as a part of Animation update. It's also confirmed in mondoids that there will be a lot more weapons both melee and firearms coming with it too.
     

    As far as firearms go though, you can have them be as long range as you want, a single shot coming from anywhere near your base means you're dead anyway (or your base is bye bye) unless you have a military level stockpile of ammo. Guns in PZ singleplayer are good for only one thing and that's distracting zombies, completely worthless otherwise and that's unlikely to change in any meaningful way until NPCs come in.
  7. Like
    trombonaught reacted to Svarog in real perks   
    You do get stronger from carrying stuff in-game. It just takes ridiculously long for strength to raise
  8. Like
    trombonaught reacted to Svarog in real perks   
    I don't get what you mean. It does work like that in-game? The stronger you are the more you can carry and the harder you hit, Organized trait gives more storage space in bags etc.

    Do you mean like having a Fallout like perk system where every few level you can pick something that gives you some extra bonus? If so, that's kind of what traits are there for.
  9. Like
    trombonaught reacted to Svarog in When the power goes out   
    It's a bug and currently it's fixed in newest IWBUMS branch.
  10. Like
    trombonaught reacted to DramaSetter in RELEASED: IWBUMS Build 38.15   
    Also,with pitch black option on and house lighting - character is too dark.

  11. Like
    trombonaught reacted to Lumbo in I have the best idea ever for MP   
    Add a button that lets your character automatically tell things about him in local chat.
     
    Interesting to know about other players:
    - profession (like "Been a carpenter all my life.")
    - stats (like "My friends call me grand chef of the cuisine. Running never was my style. etc.")
    - traits ("Is that you Mom? Can't barely see anything without my glasses")
    - wounds ("I tell ya my fractured foot hurts")
    - until animations get added stuff one has equipped (like backpacks); even when it's visible by animations, items in main inventory are interesting to know for bandits
     
    Bonus points if the mood and panic level one is in affect the enunciation.
     
     
  12. Like
    trombonaught reacted to Margera in Small but Important Suggestions Thread   
    I think all cars should have the opportunity to beep, just the police cars and ambulances, there should be a beep in the form of a siren
     
     
     
  13. Like
    trombonaught reacted to Patrick H in RELEASED: IWBUMS Build 38.15   
    Once i got the sound of flies near corpses it didn't fade away when i got away from them.
    The audio kept looping. A minor audio bug. 

    Thank you for implementing this as a fair indicator.
    Now the sickness won't catch me by surprise anymore
    Praise the flies! 

    EDIT: The ambient volume won't lower the sound of flies.
    EDIT2: The audio didn't actually loop, i was still inside of the range of the corpses.
    I think the range of the corpses causing this is a bit too much, and it seems to persist when indoors.
    Here's a picture of where i was standing. The pile of corpses in front of my base is where the sound comes from.
    (In front of the fences)

  14. Like
    trombonaught reacted to Lumbo in RELEASED: IWBUMS Build 38.15   
    I third this because of priority reasons. The random options are way more important gameplay-wise for me. And fixing sprinters in MP. I asked on Redboid server today who would like random/sprinter zombies and whole server (maybe 20 players) agreed. On the other hand we will wait anyway... xD
  15. Like
    trombonaught reacted to Rekkie in You wanted more snow, you've got more! Enjoy :)   
    @Batsphinx cool beans. It would be a real pleasure working on this, and I'm liking the work Chris is doing to the renderer (I'm sure there's an Unreal pun to be made in there somewhere). Spelunking into the engine was really a result of my work building the mapping tool MoreCellz and working with lot generation code.
     
    @Lumbo Oh no, don't worry it will be dynamic. An overlay wouldn't give the desired effect I'd be happy with, however objects are a good middle ground, and the framework is already there to support this.
  16. Like
    trombonaught reacted to Rekkie in You wanted more snow, you've got more! Enjoy :)   
    @EnigmaGrey It looks a bit that way doesn't it. No, it's an engine modification. I borrowed from RainManager to form a SnowManager class. I'd like to extend this further and add in more changes to the weather system. The details are not yet layed out, but I'd like to make the snow fall have an impact on existing green tiles, possible have snow fall before the snow tiles kick in. The idea of having a snow blizzard would be nice, this would introduce wind effects among other things. More end-game things
     
    The following classes have been altered in the engine (with 3 new classes added)
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\AmbientSoundManager.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\AmbientStreamManager.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\BaseAmbientStreamManager.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\DummyAmbientStreamManager.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\GameTime.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\LoadGridsquarePerformanceWorkaround.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\SandboxOptions.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\ai\states\ZombieStandState.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\characters\IsoGameCharacter.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\characters\BodyDamage\BodyDamage.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\erosion\ErosionMain.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\erosion\season\ErosionSeason.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\gameStates\DebugChunkState.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\gameStates\IngameState.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\inventory\types\DrainableComboItem.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\IsoCell.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\IsoChunk.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\IsoGridSquare.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\IsoWorld.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\objects\IsoFire.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\objects\IsoSnowdrop.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\objects\IsoSnowSplash.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\objects\SnowManager.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\objects\IsoWorldInventoryObject.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\iso\SpriteDetails\IsoFlagType.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\Lua\LuaEventManager.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\Lua\LuaManager.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\network\GameClient.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\network\GameServer.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\network\PacketTypes.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\network\ServerOptions.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\radio\ZomboidRadio.class
    C:\Users\KITT\Eclipse_Workspace\Zomboid\bin\zombie\scripting\objects\Item.class
     
    P.S. I feel bad for poking around the engine code, but I have a lot of love for this game. Only want to make it the best it can be =)
  17. Like
    trombonaught reacted to Damien Darkside in You wanted more snow, you've got more! Enjoy :)   
    Stardew Valley Winter music?

    Love.
  18. Like
    trombonaught reacted to Rekkie in You wanted more snow, you've got more! Enjoy :)   
    This is something people have been suggesting for a while, so I figured I'd make some special magic happen.
     
     
  19. Like
    trombonaught reacted to cool daddy shark in RELEASED: IWBUMS Build 38.15   
    Can we also have flies sound turned down a tad so it isnt like a jet taking off? I like having the sound there but I also dont like tinnitus.
  20. Like
    trombonaught reacted to cool daddy shark in RELEASED: IWBUMS Build 38.15   
    We really require protection from diseases ingame. There will be situations where people can not exactly just go grab zombie bodies and dispose of them. What if you are boxed in and under prolonged siege? Since the military will be in the game go further and implement gas masks/face masks and gloves? Even disposing of rotting bodies is going to be hazardous especially if you have to bury/burn a pile of them. We also need more diverse graves because 5 bodies for 3 tiles wont cut it if a group goes on a zombie murder spree and needs to bury 200 zombies. If it came to that graves would be turn redundant and symbolic and people could get more done just by making molotovs and burning down the neighborhood.
  21. Like
    trombonaught reacted to Zorak in RELEASED: IWBUMS Build 38.15   
    Thats why they need to increase bite / scratch chance vs players without any clothing. Also some good jacket that reduce bite / scratch chance would be cool.
  22. Like
    trombonaught reacted to DramaSetter in RELEASED: IWBUMS Build 38.15   
    Each  "hitbox" of the grave can consume 5 bodies :/
    fix it plez

  23. Like
    trombonaught reacted to RobertJohnson in RELEASED: IWBUMS Build 38.15   
    You can wash your clothes with soap and water.. Sorry, didn't mention it in patchnote
  24. Like
    trombonaught reacted to NagashUD in RELEASED: IWBUMS Build 38.15   
    Flies should come on corpses after some time  ?
    Reducing the flies sound area size would be great as well
  25. Like
    trombonaught reacted to Blasted_Taco in RELEASED: IWBUMS Build 38.15   
    Finally TV programs do something!
     
    Also, if its not intended to die (because come on everyone would die by  corpses instead of actual shambeling corpses), then whats the intended effect? Be ill and have nausea?  Can it get to a point that you get used to the smell? 
    Does standing inside a house with lets say 5 corpses inside intensifies the ill effect?
     
    Also last thing, is there any type of visual que outside of the soon   animations to know your clothes are bloodied up? If the zombies go for a groin shot like they always do, i will have to change pants?
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