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DramaSetter

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  1. pillow
    DramaSetter reacted to Flukey in RELEASED: IWBUMS Build 39.67.3   
    This map is so inaccurate. Many things not even on the map. I'm in areas with a bunch of homes and all the map shows is trees. I am only running POS mod. If you consider the maps you have in the game, be cool to have a map button to reveal an in-game map. And for those that don't have maps, it builds as you drive/discover. Kinda sucks alt-tabbing out of the game to see a webpage of a map.
  2. Like
    DramaSetter reacted to WrittenInBlood in Small but Important Suggestions Thread   
    727. Circles for main and secondary item could show their durability or other relevant bar - little star is not very precise, and checking it in item list is unhandy, espeically in combat.
  3. Like
  4. Like
    DramaSetter reacted to Geras in Indestructible Walls and Doors   
    +1 for other means of opening stuff rather than sledging the shit out of it.
    +1 for nerfing sledging stuff (exhaustions, time needed, noise).
  5. Like
    DramaSetter reacted to Zorak in Indestructible Walls and Doors   
    I dont see point in making guns and ammo harder to get as they are not OP.
    The problem with sledgehammer is thst its easy to destroy things with him.
    Just make destroying take a lot longer "like 10 times" more and after 1-2 wall sections you are exhausted.
     
    Sledge is OP coz you can destroy quite a lot in no time and without much penalty.
  6. Like
    DramaSetter reacted to Ocelot in Indestructible Walls and Doors   
    I'd like to see that too, especially with the idea of the keys. It would mean you would have to kill an unknown amount of zeds before you found it. When the new uniforms/clothes make it into the game this key could spawn on prison guards.
     
     Or maybe even being able to get through the door with a propane torch and high enough metalworker stats.
     
    On a side note, I'd also love to see riot police zeds, with helmets and armour who would be really hard to kill. maybe put these near the gun room?
  7. Like
    DramaSetter reacted to Strats in Indestructible Walls and Doors   
    This suggestion has come to me as I've been exploring the prison. In the new prison area, there is a gun room that can easily be accessed when you first enter the area. Clearing the prison and other areas like it should be a challenge, not easily grabbed guns. I've also noticed that metal bar doors can be broken down easily with an ax. My suggestion is that certain walls and doors in-game be indestructible by sledgehammer or ax due to their nature. For example, a gun room in a prison would be heavily secured, so the walls and doors would be reinforced. Thus, the player must find a key instead of just using brute force. Jail cells could be used for their intended purpose instead of being easy to break out of. Thoughts?
  8. Like
    DramaSetter reacted to Geras in Small but Important Suggestions Thread   
    732
     
    Burning zombies should be a light source (they're not atm).
    Killing zombies with fire should count towards zombie kill count.
    Fire should be possible to be a stated as "favourite weapon".
  9. Pie
    DramaSetter got a reaction from Kuren in Blends n’ Shades   
    https://www.youtube.com/watch?v=7UfoY-trxJQ
    1:43 chainsaw?  ( ͡° ͜ʖ ͡°)
  10. pillow
    DramaSetter reacted to Flukey in RELEASED: IWBUMS Build 39.67.3   
    So I haven't played for months like others but then online play to me is sort of pointless because of the lack of items and people hording... I mostly play on my own private lan server.
     
    Here's my view on things...
     
    - way too many zombies in rinky-dink towns with less than 100 homes.
    - zombies with too much intelligence and tracking ability. Sometimes even hard to lose them in a forest.
    - way too many locked homes (c'mon a zombie apocalypse and people left and locked their doors and windows!!?)
    - way too many cars without keys/gas
    - Zombies can climb up into a window and into a house. Really?? But they can't climb over a series of cars or boxes?
    - Chopping a zombie with a brand new axe takes 3+ hits? wow.
    - A guy with more than normal strength and aluminum bat takes 3 or 4 wacks to knock a zombie down?
    - Can only put 20 pounds on a seat? including back seats? And what suv's have only 2 seats in the back?
    - How does a key-ring only hold one key?
    - How can you overload a seat/backpack with sheets? Are these led lined sheets?
    - Why limit what can be claimed as as a safehouse? especially if you can sleep on a wood bench?
    - How does a tree grow enough to block a car in 3+ days..or survive a car repeatedly running over it?
    - How does hitting a zombie at 60+mph not kill it?
    - How does a tire of a car take 6+ seconds to kill a zombie?
    - How can someone eat a whole ham and be hungry 2 hours later?
    - Quitting my game while inside the car with the engine off not a zombie around, come back and I'm outside the car with zombies eating me after surviving 12+ days. Yet time has not passed. Annoying.
    - Sleeping when playing online you need others to sleep, then those people who are AFK wont allow others to sleep.
    - No vote kicking
  11. Like
    DramaSetter reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    Most of this is just you being really picky. The game isn't FULLY realistic, and I believe that minor things like these will end up being fixed/changed in the future. Or at the very least the devs giving you the options to customize more settings like these. 
     
    I am not replying to you in a bad way, but I am just trying to help explain why I believe minor things like those are in-game as of right now. I hope they do adress certain game breaking things like sheets "overloading" a car seat. Or the key chain only being able to hold 1 key.
  12. Like
    DramaSetter got a reaction from halkaze in Blends n’ Shades   
    https://www.youtube.com/watch?v=7UfoY-trxJQ
    1:43 chainsaw?  ( ͡° ͜ʖ ͡°)
  13. Like
    DramaSetter got a reaction from Zorak in Blends n’ Shades   
    https://www.youtube.com/watch?v=7UfoY-trxJQ
    1:43 chainsaw?  ( ͡° ͜ʖ ͡°)
  14. Like
    DramaSetter got a reaction from DedpaUrvor in Blends n’ Shades   
    https://www.youtube.com/watch?v=7UfoY-trxJQ
    1:43 chainsaw?  ( ͡° ͜ʖ ͡°)
  15. Pie
    DramaSetter got a reaction from trombonaught in Blends n’ Shades   
    https://www.youtube.com/watch?v=7UfoY-trxJQ
    1:43 chainsaw?  ( ͡° ͜ʖ ͡°)
  16. Like
    DramaSetter reacted to Blasted_Taco in Blends n’ Shades   
    Came to say the same, i seriously wonder how big the animation update is going to be if its going to include all the weapons shown and plus a bit more. 
  17. Spiffo
    DramaSetter reacted to nolanri in Super Survivors!   
    update: Farming Task Added.  Survivor in Farmer role will, dig, plant, water, harvest and bring the goods to your designated food storage location.
    farming order requires level 3 farming.
    added many preset recruit able farmers in predictable locations around the map
    as with other special survivors like Doctor and Veteran, the Farmers can also spawn randomly but very rare.
  18. Spiffo
    DramaSetter reacted to nasKo in Blends n’ Shades   
    Evening all. Some good vehicles stuff today as they approach their public release, and info from the animation coalface.
    BUILD 39 IWBUMS BETA
    As stated last week, we’re in the final IWBUMS beta build(s) before we get vehicles out to public. This week we discovered an annoying map streaming hitch in MP (previously slightly obscured, but made more visible by last week’s improvements to chunk loading) so have this week been ironing it out – which hopefully means that today’s public IWBUMS beta play more smoothly. It has been released today as a part of Public IWBUMS Beta 39.52.
    Also included in Build 39.52 are improvements to vehicle collisions with zeds. In essence there’s now a far higher chance of turning zombies into crawlers, and your speed is now tied to the amount of damage you do – and whether you’ll be rewarded with a blood splat.
    Vehicles now also bump slightly when driving over corpses and, while there is a ‘boost’ bug associated with this that we need to deal with – illness on the team has meant we couldn’t fix this in time for the release today, but hopefully you can forgive the occasional car-catapult.
    Elsewhere loot in cars has been brought in line with what you’d expect from the loot in nearby houses, fixes have been made to zed pathfinding, XP from broadcasts has been increased, the mass of car wrecks has been reduced and outdoor generator use has been enabled in all game modes by default. Full changelist here.
    ANIMATIONS
    As regulars will know, we have Mark from Bitbaboon working on our new animation system – and he’s using his knowledge from his lengthy experience as a Technical Director in the world of AAA game publishing to make the implementation of new animations (for both the PZ modding community, and PZ developers) as modular and intuitive as possible.
    The primary dev and modding tool that facilitates this is called AnimZed, and this week Mark thought it would be fun to give you a video tour around some of its functions – while he continues to prepare AnimZed, and the PZ codebase, for the point post-vehicles at which we can all jump in.
    There’s just one quick item of note: in the video when animation stances change in AnimZed they suddenly flick to their new position – this is because in demonstrating the tool the ‘blend time’ was left at 0 seconds meaning instant switch between one pose and another. In the game they would clearly be blended so they look smooth and natural.
    (Oh, and our apologies for the robo-voice in the vid, but Mark thought it better than his own gruff Brummie accent.)

    This vid gets quite technical, but hopefully explores and explains the breadth and scope of what we’re aiming for a little better than dry boring text.
    WEATHER
    Turbo’s weather system – a realistic representation of temperature, weather patterns, precipitation, fog, snow and ice melt has been taken for a few spins backstage in the recent week to spotlight the key areas that need fixing/improvement before it can be integrated into public test builds.
    Tester feedback has been pretty positive, outlining especially that you can really feel the passage of the time of day a lot better now – and people also seem to like the way that a storm will gradually roll over a map in a way that it would in real life.

    We are also treating this as a way of killing two birds with one stone, as up till now there are areas of the game where visibility has been a problem due to our current shaders – and as such Turbo has been experimenting with many and various time of day and seasonal settings.
    His side mission being to get the right balance so PZ’s visuals don’t become over-saturated, and on the other side making sure the winter months aren’t *too* drab and dreary. Please note that the following are super WIP – some are a little too garish still, but do look quite good at the correct time of day.

    For now however Turbo is concentrating on the system’s bugs – like the way, for example that fog disappears completely when you enter a building, making the area around the house visible.
    OTHER STUFF
    Elsewhere in PZ-land Stas is getting to grips with our improved gamepad functionality and set-up options, while long term Louisville construction continues, and Bitbaboon Steve is on hand to go deeper into the optimization of our MP game.
    In terms of the Build 39 vehicles release then Blindcoder is also currently working on the update to the official online PZ map that’ll reveal/spoil every gas station, residence, warehouse, farmhouse, henhouse, outhouse and doghouse that’s new in the upcoming release.
    This week’s trailer park massacre from Sergeant Giacomo. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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.
  19. Like
    DramaSetter reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.52
     
    [New]
    Tweaked how hitting car collisions with zombies work: There is now a far higher chance of turning them into a crawler. Ways in which speed impacts damage/response on zombies balanced. Damage to vehicles from zombie collisions improved - far more likely damage to hood/windshield. Added blood splats when hitting zombies at speed. Vehicles now bump slightly when driving over corpses. Required skill level in the furniture-moving tooltip now shown. Added individual translations for most Sandbox option values. Added DebugOptions.TranslationPrefix to show an * before translated strings. Inventory/loot windows now show a resize indicator when the mouse is between column headers. Added PZArrayList.toString() since the base implementation uses iterator() Added context option for placing movables Updated credits  
    [Balance]
    Tweaked player temperature calculations. When in a car the player's temperature will see change more quickly and react to the heating/AC better. Lowered the mass of wrecked cars. AllowExteriorGenerator is now true by default. Radio/TV XP increased, and fixed discrepancy in bonus for halo display. Increased vehicle loot spawn  
    [Bug Fix]
    Fixed DrainableComboItem.updateWeight() possibly using an invalid item type. Fixed issues with stove and microwave power checks. Fixed "Press R to rotate" position in carpentry tooltips. Fixed stacking/unstacking logs giving carpentry XP. Fixed double wooden doors using a wrong texture. Fixed open air garage and opened double gates having no vehicles collision. Fixed broken headlights meaning that taillights malfunction. Fixed elements of world streaming code to fix slight hang on loading new chunks in MP Fixed three bugs with chunk checksums - one of which was in IsoChunk: if HoursForLootRespawn=0 (the default) Fixed multi-tile objects not checking if sibling positions have power. Fixed bug in DeviceData concerning worldsounds. Fixed sound emitters being created for IsoSurvivor Fixed zombies not responding to some sounds. Fixed pathfinding garbage collection
  20. Like
    DramaSetter reacted to uncleseano in RELEASED: IWBUMS Build 39.67.3   
    A cheap car battery charger from Lidle would do the trick. Hook it into the mains and leave over night.
     
    Seems like a good idea here
  21. Like
    DramaSetter reacted to Fenris_Wolf in ORGM Rechambered   
    version 3.08-stable is up.
     
    * Added ORGM tab to the zomboid options screen, all settings can now be configured from
        there, and are saved to the Zomboid/Lua/ORGM.ini file. When connecting to a MP server,
        the server's ORGM.Settings table is transmitted to the client, overriding any client
        chosen options. The ORGM tab in the options screen becomes locked (no changes may be
        made while connected). Disconnecting from the server will restore the clients original
        options.
       
    * Updated many of the 3d models. Big thanks to KOT for giving permission to merge the models
        from the Gunz mod back into ORGM, and to EnigmaGrey for passing on my request.
       
     
    Screenshot of the new options screen and a very small sample of some of the models:
     
  22. Like
    DramaSetter got a reaction from Faalagorn in Small but Important Suggestions Thread   
    It's a cruel world, where corpses can reanimate.. Why not swearing? 
  23. Pie
    DramaSetter got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    Dissappeared flies sound bug still there? 
  24. Like
    DramaSetter reacted to LeoIvanov in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  25. Like
    DramaSetter reacted to trombonaught in Small but Important Suggestions Thread   
    726
    How about an additional context menu when adding fuel: Add fuel> "Sturdy Stick"> Add one/add half/add all, just like with food. I dumped all of these sticks onto the fire to get rid of them, rather than add them as fuel 71 times.

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