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Inkie

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  1. Spiffo
    Inkie reacted to BaldGuyPlaysGames in Animations will one day be released hype thread.   
    Personally, I'm on the fence as far as animations are concerned.
    I don't play Project Zomboid for the graphics. If I want a zombie game where the developers spend more time working on the visual aspects of the game rather than game play, then I'd just play 7 Days to Die instead.
    The animation update will be released, the complainers will move onto the next thing promised from the developers, and the cycle will continue.
    From a player who hasn't touch upon mods yet, I'm personally looking forward to more guns, NPC's and vehicles a lot more than animations. The  map system and the hidden cache's have been great additions to the game in my opinion, and I'd like to see a lot more things implemented along those lines.
     
    Toodles
  2. Like
    Inkie reacted to lemmy101 in Sway of Things   
    its on the list for build 41
  3. Like
    Inkie reacted to Kennethdio in Bridge of Dies   
    I thought I was done with the soundtrack.
  4. Pie
    Inkie reacted to RobertJohnson in RELEASED: IWBUMS Build 39.67.3   
    IWBUMS 39.56
     
    [New]
    Added option to control whether vehicle radial menu is toggle or a 'hold' - let us know which you'd prefer as default Added numerical keyboard shortcuts to the switch-seat UI. Server now loads ServerCells nearest to clients before more distant ones. Server can cancel loading parts of the map that are no longer near clients. Clients are now prevented from driving into parts of the map that aren't loaded on the server. Traffic cones are drawn in front of the "grey zone" that indicates what's currently unloaded. Player must face doors when locking/opening/unlocking. Increased max java heap size to 2GB on 64-bit clients. Added car seats as loot table. Host screen now displays an error and prevents launching servers with unsupported WorldVersion. Sprites added to IsoObjectPicker.ThisFrame now limited to those near the mouse. Updated server tool box invite player message. Added ability to place one oversized item (item bigger than floor capacity) on the floor. Added get/setter methods for ClientControls in CarController.  
    [Balance]
    Optimized map loading a little. Increased map-download timeout from 30 to 60 seconds while connecting. Client now downloads 20 chunks at a time while connecting to avoid timeouts. Significantly increased vehicle loot spawn. Decreased item spawning bonus via loot modifier on easier difficulties. Increased pain gained from using hand to remove a glass shard.  
    [Bug Fix]
    Server GUI fixes. Fixed keyboard shortcuts in the switch-seat UI being visible when using a controller. Fixed unnecessary call to glClear(). Fixed -Ddebug not being passed to coop server if host is in debug mode. Fixed TriggerHook("HookWeaponHitCharacter") -> TriggerHook("WeaponHitCharacter"). Fixed new MP players spawning with extra loot from lower difficulty levels. Fixed new Sandbox games using whatever difficulty was last selected. Fixed graphical glitches when player enters/exits a vehicle. Fixed one-time delay preventing clicking buttons in the MainScreen while in-game. Fixed 'exterior' flag not being removed for squares under roofs when loading a fresh chunk. Fixed being able to lock/unlock doors that require a key by right-click while under a roof. Fixed vehicle door sounds not being 3D. Fixed players with Deaf trait hearing vehicle sounds. Fixed sound not working in split-screen when player 1 has the Deaf trait. Fixed sounds of some actions not attracting zombies. Fixed Server not terminating early if WorldVersion is unsupported. Fixed ISBarricadeAction using the wrong perk to determine the amount of noise made. Fixed right-clicking on things being glitchy in split-screen. Fixed server not preloading areas of the map while clients are connecting. Fixed thread glitches with the new MP map-streaming system. Fixed switch-seat UI being available for burned vehicles. Fixed driving slowly on corpses can making your car fly. Fixed items spawning on front left seat. Fixed zombies attacking invisible players. Fixed world not redrawing when the window is resized. Fixed wheels on prone zombies not raising up as they do for corpses. Fixed erosion spawning plants on water. Fixed WorldStreamer requesting only a few chunks at a time sometimes. Fixed fake-dead zombies flickering when under vehicles in multiplayer. Fixed / tweaked a couple of things in WorldStreamer. Fixed BaseVehicle using obsolete playSoundImpl methods. Fixed hitting zombies not slowing vehicles. Fixed null pointer with Stove. Fixed Deaf people hearing radio or TV. Fixed visual weirdness of progress bar over player head during inventroy transfer. Fixed read option being available while sleeping. Fixed frozen food being usable in recipes from crafting menu. Fixed layout of the Reloading options Fixed confirm-sleep dialog (when in a vehicle) not working with a controller. Fixed NumChasingZombies being incremented for the wrong player in splitscreen. Fixed sleeping players panicking from seeing zombies. Fixed players appearing outside a vehicle when they're inside on the server. Fixed server -gui flickering when multiple players are connected. Fixed zombies not attacking players sleeping in vehicles.
  5. Pie
    Inkie reacted to Aoide in Crochet Spiffo!   
    I decided having an in-game spiffo plushie wasn't enough, so I made up a pattern to make an irl crochet one. I'm considering making a second one to mail to the devs, any thoughts?
     
    Also if anyone else's into crochet (not sure if there are many in this crowd lol) I could send pics of my pattern, however it's handwritten and kinda rough so it might be a tad hard to figure out
     




  6. Pie
    Inkie reacted to Kennethdio in When did you join pz   
    2017, I was 13. I'm still 13 when I watched "Ross's 23 Most Anticipated Games" list. Anyway the concept of a realistic zombie apocalypse survival simulator seemed like a swell idea, the trailers and updates got me hooked. I tried the demo, not a fan, but I knew I'd like it if I wasn't infected so I weeded a couple yards and earned a $20. Then purchased a GameStop Steam Gift Card, used those Steam funds to buy the game.
     
    It was hard at first, but I like it now. Currently I only have 171 hours.
    I'm not playing right now due to the game seeming to be boring without new mechanics, npcs  to spice things up, the vehicle build isn't exactly enough but It added a couple hours into the game. I'll wait.
  7. Like
    Inkie reacted to You've Got Red On You in Blends n’ Shades   
    When Animations hit then It'll be all over for other games, I swear this has been waiting to topple all others.
     
    Zomboid at its current standing is so close, I refuse to play it and have done for the past year or so now on the basis of not wanting to spoil the experience before the anims hit,  Screw the NPC's they can wait. Animations and cars! Goddamn please be this year :'(
  8. Spiffo
    Inkie reacted to Batsphinx in RELEASED: IWBUMS Build 39.67.3   
    Mash is on the case, and says thank you very much!
  9. Pie
    Inkie reacted to Magic Mark in RELEASED: IWBUMS Build 39.67.3   
    It's true that the new rural areas of the game that were added in the most recent map fix are not yet on the online map, however this is not an officially complete build and as shown before there are still a ton of bugs with the map.
     
    If the new map was processed as it stands right now, by the time you got the map @Flukey it would still be chalk full of errors.
     
    Please have patience as this takes time. You are in a pre-release build that is widely regarded as unstable for a reason and we probably won't see this updated for some time until it enters the main build of the game. 
  10. Like
    Inkie reacted to PPanda0421 in RELEASED: IWBUMS Build 39.67.3   
    For complete let's plays (and quite a few of them) checkout the Nomis Plays channel. He's done a lot of videos with PZ with and without mods. Another good channel is 'johnnyonoes' who went pretty far in his modded gameplay. Though I think he stopped playing PZ for the time being. His last series was on 37.x.  Cromulent archer is not bad as well but he dies a lot lol.
     
     
  11. Pie
    Inkie reacted to trombonaught in Storm-inspired migratory hordes   
    Having seen the impedning weather system that includes thunderstorms crossing the map, I wonder if that system could be co-opted to script a massive horde event.
     
    I am imagining a horde of zeds that spawn at the map's edge and move across the entirety of the map like a storm. Alternatively, I could also see an invisible draw beacon that passes over the map, attracting zeds as it goes.
     
    In the case of the former, I'm not sure how the migration of zeds would interact with standard zed activity. I imagine they would ignore things like moving to empty tiles or forming up with preexisitng hordes. In the case of a sound event or player action drawing them, I imagine that when they return to an "idle" state they would set off again towards their destination on the far side of the map. Once there, they would despawn.
     
    I guess it might be as "simple" as spawning a horde of special zeds who wander towards a map's-edge beacon when they would otherwise be idle.
     
    My intent is for a mid-game event (one to several months in) that has the potential to wreck any fortification anyplace on the map, if it happens to be in the path of the migratory horde. Perhaps there's a way that the path could be drawn over an area of the player's greatest activity.
     
    What do you all think? Other ideas for life post-helicopter (aside from more helicopters)?
  12. Pie
    Inkie reacted to Dreacon78 in A Question/Suggestion on Cars   
    So I did a little search and haven't been able to find anything referencing what I am about to suggest, though I will admit I didn't look very long.
     
    So I know that you can practically strip a car down of most of it's parts and then use those parts to repair/replace other cars.
    I like this and am working on stripping several cars in my current play though.
     
    So what I was wondering/suggesting was if there is a plan to implement being able to scrap a car (after you strip it down or before) for scrap metal and scrap electronics (or additional materials if so desired)?
    I figure that amount of materials you would get would be dependent on the overall condition of the car.
    Maybe require a workbench or something similar to do it.
    Also with this, maybe implement the ability to town vehicles with a another vehicle so that you could move the car you wish to scrap to an area that you have the required workbench at.
     
    Just a thought.
    Sorry if this was already discussed someplace else or if it has been already listed as a no.
    What do you all think?
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