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trombonaught

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  1. Like
    trombonaught reacted to Killer in Cars Health   
    I just looked at the newest update post and I'm so happy. it looks awesome. but with the cars I have a suggestion for the cars. why not give the cars the same sort of health system as the people. yes it would be difficult to customize for each car, although maybe if cars have the same hitbox with different textures it could be easier. but like different sections of the car have different percentage chance of hits to each panel, and running over zombies has a chance of destroying the front of the car and damaging the undercarriage. of course damage to the panels would barely phase you, while hefty damage to the engine, undercarriage, and other nessicary components shuts the car down fast. but now that metalworking is a thing maybe you could later on add the ability to strap metal plating to the cars. adding the ability to take a great deal more damage to critical components.  
  2. Like
    trombonaught reacted to Snorrsenkel in Wear on can openers   
    The other day I broke two can openers in real life.
    As there are differences in build quality, I thought its wise to make the can opener wear out ingame, plus maybe adding option to smash cans (?).

    Thank You! 
  3. Like
    trombonaught got a reaction from Storm6436 in Animations will one day be released hype thread.   
    Right?!
    I'm just glad that the game has seen consistent development over years and hasn't been dropped. If they said "anims coming" and then radio silence, that'd be trouble. But the steady progress in all areas shows they're committed and they're going to get it right, and even if it seems to be moving slow I've seen no cause for concern.
  4. Like
    trombonaught got a reaction from Kuren in Animations will one day be released hype thread.   
    Right?!
    I'm just glad that the game has seen consistent development over years and hasn't been dropped. If they said "anims coming" and then radio silence, that'd be trouble. But the steady progress in all areas shows they're committed and they're going to get it right, and even if it seems to be moving slow I've seen no cause for concern.
  5. Like
    trombonaught got a reaction from Blasted_Taco in About sleeping events and player moodles   
    It WOULD be great to see more positive moodles for fulfilled needs other than hunger. 
     
    Right now the moodles seem to focus on telling us what the character needs. I'd rather see a push to be aware of their needs AND satisfactions (like in The Sims), if only to know that they are a "person" and not a needy whiner who is never satisfied
  6. Like
    trombonaught got a reaction from Jason132 in About sleeping events and player moodles   
    It WOULD be great to see more positive moodles for fulfilled needs other than hunger. 
     
    Right now the moodles seem to focus on telling us what the character needs. I'd rather see a push to be aware of their needs AND satisfactions (like in The Sims), if only to know that they are a "person" and not a needy whiner who is never satisfied
  7. Like
    trombonaught got a reaction from DramaSetter in Animations will one day be released hype thread.   
    Right?!
    I'm just glad that the game has seen consistent development over years and hasn't been dropped. If they said "anims coming" and then radio silence, that'd be trouble. But the steady progress in all areas shows they're committed and they're going to get it right, and even if it seems to be moving slow I've seen no cause for concern.
  8. Like
    trombonaught got a reaction from Geras in About sleeping events and player moodles   
    It WOULD be great to see more positive moodles for fulfilled needs other than hunger. 
     
    Right now the moodles seem to focus on telling us what the character needs. I'd rather see a push to be aware of their needs AND satisfactions (like in The Sims), if only to know that they are a "person" and not a needy whiner who is never satisfied
  9. Like
    trombonaught got a reaction from dareddevil7 in Here In My Car   
    That would be a great opportunity to show metalworking some much needed love!
  10. Like
    trombonaught got a reaction from DramaSetter in About sleeping events and player moodles   
    It WOULD be great to see more positive moodles for fulfilled needs other than hunger. 
     
    Right now the moodles seem to focus on telling us what the character needs. I'd rather see a push to be aware of their needs AND satisfactions (like in The Sims), if only to know that they are a "person" and not a needy whiner who is never satisfied
  11. Like
    trombonaught got a reaction from DresdenBBQ in Here In My Car   
    That would be a great opportunity to show metalworking some much needed love!
  12. Like
    trombonaught reacted to DramaSetter in About sleeping events and player moodles   
    Literally recently,  were added, "sleeping events",nightmares of the character that he can dream, if he has a negative moodles.
    Browsing the official russian group of PZ,i have found this . 
     
     My suggestion is : 
    1. Why not add good dreams for the character, if he has a positive moodles? ( well fed for example )
    2. Adding a soundtrack for "sleeping event" dreams. 
    3.Also, in my opinion, i think,it would be nice to have positive versions of bad moodles,that will be give a
    lil'bit boost for healing and speed of dragging items
    Bored - gladness 
    Unhappiness - happiness
    Depressed - euphoria 
    Stress - peacful 
     
     
  13. Like
    trombonaught reacted to Livio Persemprio in RELEASED: Build 37.14   
    i got it as well, but it happened to 3 games at the same time, all of them with a 16.1 mb update and all of them forcing me to update microsoft vc redist package... i guess it's something related to steam
  14. Like
    trombonaught reacted to Lexx2k in Here In My Car   
    I am also wondering about what happens when zombies break the car? Does it disappear? Can they climb it? Can they "crawl through" it?
    Reason: What prevents me from doing a car-wall around my house, blocking windows and doors?
  15. Like
    trombonaught got a reaction from Kuren in Building additions due to cars.   
    This would be a great time to bring in functional overhead doors. They're in place all over the map but can only be "opened" via sledgehammer... Hopefully this is something that is already being looked at!
  16. Like
    trombonaught reacted to Magic Mark in Soup up our vehicles   
    Unfortunately anything close to Mad Max is simply not realistic and above all would make your car undrivable, heavy junk.
     
    I've been in over a dozen debates about this back in the Undead Labs forum so I already have my research organized, but here is my TL;DR since I don't want to just dump a wall of text.
     
    And I recognize that my opinions are not facts and am willing to converse, trust me I am not trying to strongarm here.
     
    Handling takes a massive impact, the cars become heavy and sluggish, visibility is reduced to the point that every average driver will run into things, and unfortunately you cannot simply weld things to cars and expect them to stay there.
     
    Mounted guns are probably going to be a no, and if anything should be inaccurate as hell when driving, not more accurate. Having the driver being able to shoot while the car is moving also probably isn't going to hit anything unless they physically take all their attention off the wheel and road.
     
    Having people in the passenger side and back seat shoot (at an accuracy penalty) would be the only realistic implementation of shooting from vehicles, and please, developers, do not include this if there is no way for passerbys to shoot back into the vehicle since the player models "disappear" into the car model with opaque windows.
     
    Ram Prow is just going to get stuck in potholes, small hills, and ruin the weight balance on the vehicle, and also are not designed to hit "deadites" if you are counting the real-life variations of this (snow plows).
     
    Extra armor would be reasonable to a point as long as it affects visibility.
     
     
  17. Like
    trombonaught got a reaction from grammarsalad in Building additions due to cars.   
    This would be a great time to bring in functional overhead doors. They're in place all over the map but can only be "opened" via sledgehammer... Hopefully this is something that is already being looked at!
  18. Like
    trombonaught reacted to Lexx2k in Here In My Car   
    Waiting for the first tank mod.
     
    Also how about special "cars" that can only "drive" on "special tiles"... like.. for example... water?
  19. Like
    trombonaught got a reaction from Kuren in Here In My Car   
    Pumps require power to run. Huge reality break if they keep running without power. Adding generator functionality as per the existing mod, or some other workaround, should always be necessary after power shutoff.
  20. Like
    trombonaught reacted to cool daddy shark in Here In My Car   
    Cars are going to be really useful for blocking off streets. 
  21. Like
    trombonaught reacted to Octopus in Here In My Car   
    Watching that car crash at the end of the video makes me wonder if at some point we'll be able crash through walls as opposed to merely into them. Granted, such an action would be noisy and would likely disable the car, but it would give us another means of entering locked buildings. Ram-raiding the gun shop, anyone?
  22. Like
    trombonaught reacted to King-Salomon in Here In My Car   
    real cool video guys
     
    like it a lot..
     
    quick point about OP: maybe it would make sense to make it very unlikly to kill a "not crawler zombie" with a car but make them INTO CRAWLERS after hitting them...
     
    you most likly will brake it's legs and hips when you hit them with a car, with some additional injuries with the "flying over the front/to the side" but not Zombie-killing head-wounds (other than from the fall on the head or the hit with the frontwindow if they fly into the front row through the window)... as everyone HATES crawlers, it might be a way to use this that Zombies you drive over will BE crawlers now 
     
    guess people will think a little before they create hordes of crawlers at there front door
  23. Like
    trombonaught reacted to Livio Persemprio in Here In My Car   
    HOLY MOLY
    i need dis in my life ;__;
    of course the devs already thought about what i'm about to say, but there's no mention in this mondoid so i'll suggest it anyway:
    i'd love to have the chance of wounds (even fatal ones) if/when the player crashes against something. this way people will actually end up wounded pretty often and meds will finally have a real usage even in single player.
    also, any tips on what the other functions in the radial menu might be? i hope there is something about storage capacity.
    also i guess there is already an option for multiple player to jump in the same car, since the mondoid specifies "  when you’re in the driver’s seat. "
    anyway amazing, we should show some love to easy pickins and the guys from general arcade <3
  24. Like
    trombonaught reacted to nasKo in Here In My Car   
    Hey everyone! Welcome to Mondoid. This week, and we’ll cut straight to the chase with some video goodness! (Remember: work in progress, some bugs visible! More work in implementation and visuals to come!)

    So, what are we looking at? Physics-enhanced vehicles in Project Zomboid, both online and off, and some hefty improvements on map streaming and object processing to handle it all. You enter a car with ‘E’, control with WSAD and have various vehicley-options open to you through a radial menu when you’re in the driver’s seat.
    We’ve had the vehicles branch on the boil for a while (alongside the usual anims branch, standard build branches and a few others) but this year’s work in melding of EP’s car physics and framework with General Arcade’s special sauce has seen great things occurring. Progress has been good this past week too (as you can hopefully tell from comparing this video with one recorded five or six days ago) and we’re really excited about how the vehicles look and feel to drive. There have already been tests in multiplayer that went very well, with the new map streaming changes working niftily and boding well for future optimization.
    So what’s still to be done amidst the general bug fixing? Well, in amongst others and the tidying up of zombie collision visuals – the following:
    Firstly, and most importantly, we need to make sure that we’re not introducing a new breed of indestructo-tanks to Project Zomboid. We have to make sure that survival times aren’t hugely extended by cars, and that their use carries as many negatives as positives for the players. Also we need to figure out a good balance between zombie squashing fun and the realism Zomboid tends toward, avoiding the vehicles being too OP and sturdy against groups of zombies, while still providing the satisfaction of mowing down zombies in bigger vehicles. There’s an issue to resolve with how cars are drawn into the scene, sometimes resulting in weird draw sorting bugs with ground grass or zombies drawn in front of the car when they should be blocked by it. This is due to the fact that currently 3D models are drawn at the same time as the tile they are ‘stood’ on. This doesn’t cater for larger 3D objects very well, so we’ll need to think on how to handle this and make sure they all occlude each other correctly. The current sounds of the vehicles are 100% placeholder, and we’ll be working on these before release. More cars! This video is fairly packed with ‘speciality’ vehicles, and Martin is currently in the process of making more vehicles to provide more variety and/or Kentucky normality. Balancing: Each vehicle type needs balancing not only on their rarity, but in terms of handling, top speed, and all the other factors to make them feel different to drive. Right now, apart from their size and wheel positions, they are all functionally identical. Wrecks and pile-ups: At the moment all cars spawn in parked locations, neatly parked in car parks or outside homes. We need to add wrecks, abandoned vehicles, pile ups and other more apocalyptic set ups of cars while also keeping in-touch with what Will’s set up in the PZ lore. OTHER STUFF
    RingoD has patched up the faults in the TIS-curated community map Bedford Falls that were introduced through the 2x revolution. It should now be fully playable and can return to general PZ MP server use. Download here. Turbo has updated his modding and dev tool ItemZed, along with some fresh easier-to-read instructions that explain how you too can play around with recipes, items, looting locations and lots lots more. Mapper Cardenaglo’s crazy/awesome Gaia is out in its first form. Do check it out! This week’s image is by us. 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

  25. Like
    trombonaught reacted to jamesorbe0 in About the walls   
    I have a few suggestions about the walls heres the following
     
    1. log walls should be indestructable because its a log wall and you cant destroy it with headbangs even if you have a lot of friends doing it. 
        instead the log walls should fall if theres enough zombies that head banging that wall. Its like they're pushing the log wall until it fall to         the ground
    2. Metal fences and gates should be indestructable too but if theres a huge amount of zombies they can headbang it and fall as well
    3. metal walls should have more hp than they currently have on pz. 
    4. i saw a different door in prison that does have a keypad. I watch a guy on youtube smash that door with a golf club and it is easily broken      and drop a plank instead of metal as well as the metal bar doors in prison. they should have been toughter or and can only be destroyed by    specific weapon or item.
    5. there should be a repair option for doors that doesnt destroy yet but you need items to fix it.
    6. reinforce should be implemented as well in pz cause it makes the wall or doors to have more hp like if uou have a wooden wall and you        want to reinforce it you need metal or wood to make it stronger.
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