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trombonaught

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  1. Like
    trombonaught reacted to Kirrus in In My Garage   
    I thought movement speed's pretty realistic right now, but we'll see, as it becomes nesc. May spread out the map a lil, but it's based on a real-world location, so only somuch can do.
  2. Like
    trombonaught got a reaction from Axex in In My Garage   
    The upside to this is it gives me more time with my Indestructo-Trombo-Tower-3000-Zed-Proof-SuperFortress. I love my MP base in the GoodOldDayzPvE server, but I imagine vehicles and animations will each require server wipes D:  D:  D:
  3. Like
    trombonaught got a reaction from Livio Persemprio in In My Garage   
    Bump on this. People can move CRAZY fast right now, but it is necessary given the size of the map. Hoping for a huge sprint nerf when vehicles hit the game.
  4. Like
    trombonaught reacted to tommysticks in In My Garage   
    The link got me... I'll just bow my head in shame.
  5. Like
    trombonaught reacted to EnigmaGrey in In My Garage   
    Then don't get hyped. Please, for the love of all that is good in this world, stop even trying to get  hyped up about things.
     
    Hype is bad. Expecting things to come imminently and desperately waiting for them does no favors.
  6. Like
    trombonaught reacted to Axex in In My Garage   
    Are we going to have a change of player speed when the new anims + vehicles hit?
  7. Like
    trombonaught reacted to EnigmaGrey in In My Garage   
    Not every dev blog is going to be sexy. Development is therefore accurately portrayed.
  8. Like
    trombonaught reacted to Kirrus in In My Garage   
    Here, this link will provide the secrets you seek, my young padawan
  9. Like
    trombonaught reacted to EnigmaGrey in In My Garage   
    Marketers hate him! Scienmagists on the Internet have found a revolutionary new way to avoid disappointment that is helping gamers of all ages tough the wait out! CLICK HERE TO LEARN MORE
  10. Like
    trombonaught reacted to Geras in Multiplayer Challenges   
    Online leaderboards!!!11
  11. Like
    trombonaught reacted to ChatNoir in Multiplayer Challenges   
    Yes, especially 'Opening Hours' would be great to have as a multiplayer version.
  12. Like
    trombonaught got a reaction from Necromatic_Corgi in RELEASED: Build 37.14   
    MULTIPLE DISPLAYS FOR FILL WOULD BE AMAZING
     
    I have a "bread basket" full of worms, a "bookshelf" full of guns, a "tool shelf" full of food... guns/food/book/odds and ends differentiation would be fantastic.
  13. Like
    trombonaught reacted to critical jim in RELEASED: Build 37.14   
    This sounds way better than my idea lol... I'm hoping for now mash can implement a lil code for existing graphics, but if it gets sorted this could def be something later on down the line - maybe even modders could do the legwork once the system is in place.
    My bad, fingers crossed for turbo then, and all due credit for one of my favorite new features.
    The graphics exist for "weapons" displays, in the gun shop and shooting range. I would be perfectly fine with maybe those displays being a different tile altogether,  but as I said above - could open up a ton of new windows for customisation. Metal shelves with paint cans, a bookcase filled with electronics components.. and maybe a bread basket filled with worms @trombonaught.. after literally everything else hahaha
     
    @turbotutone since we're on the subject, the cherry-finish looking desk, along with the larger versions, would be a lovely movable 
  14. Like
    trombonaught reacted to hunger john in In My Garage   
    To sort of add on to the vehicle blocking discussion, I hope that they'll be able to break windows and go through, rather than an arcadey 'vehicle is punched several dozen times and explodes' ala GTAIII. I suppose that's why the windows are modelled opaque, so you can see at a glance whether its been rolled down or smashed through.
     
    Any word on how keys will be acquired?
  15. Like
    trombonaught reacted to tommysticks in In My Garage   
    Or how bout this scene?
     
     
  16. Like
    trombonaught reacted to ChatNoir in In My Garage   
    What about jumping on cars? Will we have the following scene in the game?
     
    Nevertheless, good work so far. I love it
  17. Like
    trombonaught reacted to nolanri in In My Garage   
    Well this problem already kind of exists. There are some fenced off areas you can climb into with stairs that zombies cannot destroy.  It would likely be a lot harder to build a car wall around your base than going to one of these fenced off areas. Also it would be very hard for you to get in and out without messing up your car wall.  way more troublesome than the simple sheet rope option you can do at these fenced off areas. 
     
    But still for realism sake, blocking things with cars should be an option that has usefulness.  But also need to balance realism with Gameplay as always.   Perhaps when zombies bang on vehicles, the vehicles could move ever so slightly so that if they are banging on them for long enough they would eventually move enough to create space in-between.
  18. Like
    trombonaught reacted to Keshash in In My Garage   
    This vehicle thingie isn't going to end good for me. I'll, probably, collect every nice-looking car and park it in my base. And then, die of starvation because I can't get out of the base with cars blocking the doors.
     
    Eh, poor me. 
    But PZ gets better and better every month.
  19. Like
    trombonaught reacted to nasKo in In My Garage   
    Hello all. It’s been a good week at PZ towers following the overwhelmingly positive feedback, and excellent pointers from the community, over our vehicles testing video last week. It feels really good to have one of our key 1.0 features being fed into the cannon, especially given the extended wait for the animations that they’ve been brewing alongside.
    In terms of the vehicles branch, this week has seen a lot of effort being put into getting the build seen in last week’s video prepped for internal stress testing and bug hunting. Initial testing found a degree of stuttering cropping up on the long drive between West Point and Muldraugh, for example, that’s now hopefully been fixed – while it’s also clear that driving through densely forested areas also ramps up the memory usage due to the number of nearby physics-enhanced tree objects.
    The focus of General Arcade’s Yuri when approaching our own EP’s work on vehicles and in-game physics has been in the communication between in-game threads, and in expanding the margins of the map area that’s streamed in around the player to avoid those big black areas of nothingness that can sometimes appear when your survivor outruns the PZ mainframe.
    Another change, meanwhile, has been in moving away from this ‘streamed-in area’ being related to player position – and instead shifted to being proportioned according to player speed. As such, this helps to load chunks in time when player is moving around faster than they usually do. In terms of smooth running it has also become clear that applying this approach to the player as well as the vehicles will improve everyone’s experience – so that’s another current focus of Yuri’s work for the test build.
    Martin, meanwhile, keeps the vehicle model pipeline open and makes regular deliveries like this one that appeared this morning. Hopefully next week we’ll be able to have a few more vids/reports from them in motion.

    Meanwhile alongside anims work and ongoing map expansion we have RJ back from paternity leave so he’s going great guns to clear as much of the bug tracker backlog (lovingly curated by Butter Bot) as he can, while also feeding extra ‘loot maps’ into the mainframe in preparation for the public release of Build 37.
    Turbo too is buried in the main game and streamlining and the way we universally have devices coded- so that’s radios, walkie-talkies, TVs, handheld games, forthcoming tape recorder, forthcoming VHS and the like. He’s implementing a universal module system that’ll govern power usage, transmissions, media reading/writing, storage, audio settings and the like for everything we have in-game, and for everything we add in future.
     This week’s featured image from Guenni. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Also, please be reminded that the great PZ statistical surveys remains open.

  20. Like
    trombonaught got a reaction from Kuren in RELEASED: Build 37.14   
    MULTIPLE DISPLAYS FOR FILL WOULD BE AMAZING
     
    I have a "bread basket" full of worms, a "bookshelf" full of guns, a "tool shelf" full of food... guns/food/book/odds and ends differentiation would be fantastic.
  21. Like
    trombonaught reacted to RobertJohnson in RELEASED: Build 37.14   
    Moveable are for @turbotutone
     
    As for glass display yeah, they're only used as jewelry in the game... I'll see if Mash want to do more so i can detect type of items in it and display correctly
  22. Like
    trombonaught reacted to xXxFANCYCAPYBARA36xXx in Vehicles act like one time sledgehammers   
    Hey i live in germany and this place legitimately depresses me because everything is gray and dead looking, ill take our colorful and creative and cheap matchstick houses over sturdy gray rotting cement blobs everyday 
     
    only european places with good looking homes I know are english / british and scandinavian ones (< the ones made of wood too) 
  23. Like
    trombonaught reacted to Kirrus in Famous Last Words   
    It's forever a surprise to us all that people don't expect that...
  24. Like
    trombonaught reacted to Kirrus in why no motorcycles?   
    Let's see what happens with vehicles first? They've gotta come out yet
  25. Like
    trombonaught reacted to Snorrsenkel in Wear on can openers   
    What I like about the idea of breakage: With broken tools you are forced to leave your savehouse and do a looting mission once in a while.
    Hiding behind 4 walls forever should be very hard, or in the very long term be impossible. It also forces the player to make more strategic looting and planning for the future.

    Making plans for the future weeks and calculate risks is one aspect that I really like about the gameplay in PZ. Because you never know, you know?
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