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myhappines

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  1. Pie
    myhappines reacted to PriMan in Enhanced Vehicles (WIP)   
    Enhanced Vehicles (WORK IN PROGRESS) 
     
    Hello members!
    Today i want present you a our modification for Project Zomboid. 
    We are decided to change default cars for more detailed and realistical.
    Our team make a new models and textures based on realistical vehicles of 90's.
    About progress, we will inform you at this topic. Thanks for you'r attention.
     
    Chevrolet Caprice 1992
    1. First car in our modification - Police Cruiser and Park Ranger Sedan replaceble at model based on Chevrolet Caprice 1992. We are already complete a model and main textures. 
     






     
     
     
     
     
     
     
  2. Like
    myhappines reacted to Lightning Flash in Airborne transmission   
    The infection, if the radio transmissions are any indication, is supposedly airborne. That would mean contact with anyone who was infected would mean you would get sick too, even if you weren't bitten or scratched. This could still apply with zombies.
     
    The zombies are constantly wheezing and snarling with open mouths. The virus could travel that way with a single zombie. This is amplified with hordes or herds of zombies, who will infect you just by getting close to you, and it may happen when you're further away. If a horde is outdoors, and you're indoors, the chance of infection is incredibly low air-wise.
     
    How would this be tackled? With the inclusion of gas masks.
     
    The majority of a time you're not encountering zombies, you won't have to wear one. But if there are zombies all around you, you'd put the mask on. Use of a filter lasts about 1 in-game day, after which it becomes useless. Unless it's impossible to do so IRL, you could keep dirty filters and clean them with soap and water. Because gas masks are sometimes used by Riot Police and SWAT, you would be likely to find gas masks and filters in police stations, possibly even fire stations.
     
    The masks would slightly shrink your cone of vision, but in most cases, it can save your life.
  3. Like
    myhappines reacted to Blake81 in [Vehicles Test Server] Spiffospace: Vehicles   
    So, been playing the new IWBUMS for a few days, trying to check on a few old bugs and discovering some new ones. Here's what I found
     
    -HIGH vehicle spawning does not seem to work; or any of the other settings. Checked on the big parking lots of WP as well as the houses driveways, and the amount of cars is pretty much the same for either. (Note: I am playing on 4 months after)
     
    -Batteries could use a bit of a buff; not as invincible as they were before, but not as they are now that their charge goes down like I'm driving a Prius with no gas on an Expressway.
     
    -Headlights are JUST TOO WEAK; just a fender bender against a tree (less than 20 miles) and they are both totalled (from 100% to 0%, both of them). And as someone with a late 90s car who had a headlight-destroying fender bender, I can tell you that the LIGHTS themselves, usually keep working, even after the outer glass and the reflector cone has been fully destroyed. Heck, in my case, the fender snapped, the hood was botched and the outer glass was fully destroyed, yet the bulb still worked. Maybe we can make it so they take a few more hits before totalling, and maybe if you hit a tree on the right side, not having BOTH of them go out.
     
    -Still can't find any keys or Zed near the car, alive or otherwise, even with all loots set to Abundant. And on the nearby house, the pickings have been slim as well.
     
    -The Mufflers are still made of old toilet paper and spit apparently, because they degrade faster than Link's weapons on BotW. A brand-new, Performance one can't stand a trek from WP to RV and back without dropping half the way back. Why has this still not been addressed? It does not make any sense.
     
    -Right now, Sports Cars are pretty much useless; low trunk space, usually just two seats, hard-to-come parts, obnoxiously LOUD. They sound like the early-days cars (read: like rusty lawnmowers). And even on speed, which should be their finest trait, they are not much better than you average lightweight Standard (Rancher or Horizon). Is there really any point to them beyond the ''Running Zeds over with STYLE'' part? And honestly, I can't even think of any advantage they could have over the rest (because extreme speed ain't exactly a desired trait in this game).
     
    -All cars still start with Small Gas Tanks. Shouldn't they start with a Standard tank? As it is, like, STANDARD?
     
    -Does car weight affects performance in some way? So far, I have not found any reason to not stuff my car with Big Seats and a Big Tank if I can find it. I initially wanted to strip down the doors of my Rancher to make it more maneuverable, but after doing so, I found no difference (besides all these bite marks and scratches on my char).
     
    -You still lose your car if you exit the game while inside of it. This bug has been here since day 1 of the car patches, so I am surprised it still has not been dealt with.
     
    -Loot on Car Mechanics is still a bit off; lots of doors, gas tanks, suspensions and brakes (which is good), nary a dreaded Muffler, or Engine Parts, or TIRES of all things. Even Batteries tend to be rare. (Note, all of this tested with all Abundant loot)
     
    That's all for now.
  4. Like
    myhappines reacted to Tails in Simple vehicle accessories   
    Some vehicle suggestions suggested by me.  
     
    1. Truck bed shells:  This will protect loot from falling out or getting  stolen from another player.   Here are some examples for truck bed shells. the first one with a camper attached to the back of a pickup truck.  

     
    here is another example with just a truck bed shell cover. 

     
    2. bull bars/ grille guards:  A good way to protect car when running over zombies with without causing damaging your headlights and front end of your vehicle and as well as not to damage the vehicles engine.

     
     
    3. Snow Plow: Usually during the winter time these plows were used to plow snow but now can also be used to plow zombies out of the way when driving.

     
    Here are some of the vehicle accessories for now. I will have to look for more cool vehicle accessories some time. 
  5. Like
    myhappines reacted to martingee in Simple vehicle accessories   
    Accessories (or attachments as I call them) are planned. We're still discussing to what extent they'll be implemented so any suggestions, as always, are welcome!
  6. Like
    myhappines reacted to MrCouper in Firearms suggestion for future builds.   
    I like the idea! staying strong with the depth of the game, this should be added imo  
  7. Like
    myhappines got a reaction from MrCouper in A Question/Suggestion on Cars   
    Good idea. This will bring to metall working process more interest. Also building metall walls and fences will be much easier.  Another point, that for customizing cars and adding deffences to it, we will need this thing in game.
  8. Like
    myhappines got a reaction from Ayrton Orio in Firearms suggestion for future builds.   
    Hi all. As you all know,  whis new animation system devs announced new firearms. To add more realystic feeling of guns I think this features should be added.
    Arms condition and weapon parts.  Exploring map you can find different weapon parts,  and as you find all you can assemble arms by  yourself. Also this allows you to repair firearms after long usage.  Cleaning your gun. All guns needs cleaning, to keep them in good condition. Gun brush kit like in ORGM will be good adition to vanilla game. Also used guns that you find can be in different condition, and cleaning it should improve it a bit.  Target practice to improve your shooting skills. Making targets from empty cans and bottles and shooting them can improve your skills or or teach you to shoot before the meeting zeds outdors.
  9. Like
    myhappines got a reaction from DramaSetter in Firearms suggestion for future builds.   
    Hi all. As you all know,  whis new animation system devs announced new firearms. To add more realystic feeling of guns I think this features should be added.
    Arms condition and weapon parts.  Exploring map you can find different weapon parts,  and as you find all you can assemble arms by  yourself. Also this allows you to repair firearms after long usage.  Cleaning your gun. All guns needs cleaning, to keep them in good condition. Gun brush kit like in ORGM will be good adition to vanilla game. Also used guns that you find can be in different condition, and cleaning it should improve it a bit.  Target practice to improve your shooting skills. Making targets from empty cans and bottles and shooting them can improve your skills or or teach you to shoot before the meeting zeds outdors.
  10. Like
    myhappines 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?
  11. Like
    myhappines reacted to arkahys in Less inclinated stairs to allow 4 directions stairs and car go up   
    I know the perspective problem of actual stairs to be 4 put directions. That's evident when you see (or rightly not see !) the back side of an inclinated roof : 45° ( or higher) is just the sight of player, then you don't see it, because flat roof above it.
     
     
    Recently TIS talk about Louisville outskirts, Make me think to Road ring (elevated road) on cities outskirts. Then I go back on an old idea when cars was just at start : a way to allow car to go on other floor, allowing multistage parkings, real bridges, road rings.
    I think to a "stairs very less inclinated", a stair for car on 8 tiles. actually stairs elevation is on 3 tiles. And then , BING ! perspective problem of 4 directions stairs : Make other inclinaison stairs, on 4 tiles ! then the stair will be less than 45° and could be seen with actual perspective. As there is abrupt stairs (could be actually version, only two sided) and soft stairs.
    If the animation of players on "bad angle stairs" are ugly, could be an other effect who can help with perspective render : each step of kind stairs hide players according to his height. this could give an hide feet effect on steps. Last point is a suggestion, Ability to climb  1 height crate but stay on it (players and zombies !). Related because can become stairs or plateform to see above a wall, seems a balanced cheap (skill) stairs : 6 crates are need (18 planks), really slow to up (3 time climb for a level) remove cheaty one crate zombie wall.  
    Aside all of this, coming back on road rings :
    Could allow to make a real bridge as it is on the highway at the exit of muldraugh. Make too a real bridge on the river near West Point. it is a commun place for all zombie/devasted stories in films and games. Shoot zombie from a bridge or an elevated road, see an horde fall down from such place to surround me are situation i would play in PZ.
       
  12. Like
    myhappines reacted to arkahys in wear and clothes   
    Many of this was already said. It is more for centralize and remember some very old suggestions who can be more important with dev progress.
     Because there is no way to warm us except camp fire in winter and refresh in summer : I would like to wear socks. A little random on temperature of clothes to have the possibility to find (or search) for a more adapted clothes in summer / winter. aside this can easily give the feeling of a fake diveristy of clothes. The last point, but really developped ; add some clothes who change efficiency player stats, that's could incite to wear differents clothes according to tasks. exemple (bonus to ones could be panalty to other and inverse) : Up : jeans jacket : reduce a little nimble, time you're wet and chance to be scratched by Z's. Increase time to be wet tank top : increase a little chance to be scratched, temp=0 (or close to), decrease a little build time. Down : sweatsuit : increase time you're wet jeans : reduce a little : nimble, run speed and chance to be scrated, time you're wet. Increase time to be wet shoes : flip-flops : temp=0,  reduce run speed a lot, reduce time to be wet and you'r wet. basket :  increase time you're wet safety shoes :  weight very higher , reduce a little = run speed, nimble, build time and chance to be scratched by Z's. Increase time to be wet wear watch as clothes, to not encumber (or select by mistake) inventory. wear talky walky as clip belt drag and drop to wear / equip (hands) / replace Usable washing machine And/if more time to clean clothes by hands.
  13. Like
    myhappines reacted to Killer in towing?   
    Real simple post. just want some method to tow vehicles, both trashed and active. this alongside the ability to push them would be nice. let people make missions out of the base to clear out highways and roads of vehicle wrecks, and to be able to take a chain with you to hook a car up to yours to drag it back home with you. 
  14. Like
    myhappines reacted to Batsphinx in More Traits/Perks/Professions?   
    In all honesty I think that once more core features are in we'll be going back over old perks and professions and rebalancing, more than we will be adding new ones. There's a lot that needs smoothening out.
     
    That said after anims we will be introducing specific 'characters' to start and play as - each with a different skillset from existing skills, and each starting at a specific place on the map that isn't often frequented by players. So hopefully that will add a little more roleplay too. 
  15. Like
    myhappines reacted to arkahys in frustating death and suggestions in fights   
    Maybe the most annoying things who make me ask "will I play an another game, or put the game aside", there was some death due to interface, or game operating who are bristling the point. If you can do something, should be very cool :
    when out of ammo, hold clic do the player don't move and entering in a *klik*, *klik*, *klik* loop while when you fire, player stop to shoot then move. Should be the same : player should stop , *Klik* to avert there is no ammo, then move. I talk about that before , but don't know where : When you facing horde with axe, if you knockback a zombie, sometimes he hurt zombie to ground instead of zombie walking on you. think a known issue : unseen and/or untouchable zombies in stairs (or some door/wall corner). we should see players and zombies on both level when on the last steps of stairs. (and them too ) attacked during game loading on an heavyloaded moment on low/medium PC. Zombies crossing window should make noise. (a step noise should be enough). Player too while low nimble.  
    For me, others death are missing key or game bugs...
     
     
    And suggestions to end :
    ability to shoot while walking with one hand weapons (knife and screwdriver but not when OS, pistol, etc.. ) think could be a good balance. Add a target to simultaneous targets to axe when skill is high or/and strengh high. ( actually 2 , then could be cool that pass to 3 when  lvl 8/9 to blade accuracy and/or strengh 9/10 ) seems realistic.  With fire weapons I don't know if I miss target as much times, or there is no visual reaction on zombies when doing few damages. If the case, just reset walking animation should display that I touch the zombie. I know the aimed zombie by fire weapons request and I know the sight principe of game. I find an easy way and pretty implement to partially resolve this :
    When pistol is equiped of red point, overlay the aimed target by a red point sprite.
    When rifles are equpied with rifle scope, overlay the aimed target with a cross.
     
  16. Like
    myhappines reacted to arkahys in Before animation release   
    There was some weeks, due to the lake of interest in actuals games, I replay to fallout (nostalgy !!!)....
    It seems you like bloodshed, could be add some critical death hit animation as fallout ? "his favorite" is the favorite for all i think....

    Or after that, the first to do this dynamicaly is soldiers of fortune.
     
    There is an animations planned for simple actions ? (all of this with passe-partout animation) as : sit down / sleep use / pick up / put ( I think again to the standard animation of fallout, it is standard, but there is an animation !!!) build (wood with hammer striking, metal with blowtorch firing), saw drink, cook, eat use rope / ladder shovel for grave and farm foraging
  17. Like
    myhappines reacted to kool1984fra in Hunt for the Wilderdoid   
    "Future Builds:
    Not currently in public testing:
    New animation and combat system."  
    when do you implement the new animations as promised?
     
    I would say that we are a bit tired of waiting.
    I would also like to know when the possibility of correctly displaying the worn clothes will be included.
    It seems absurd that you do not take these things together
  18. Spiffo
    myhappines got a reaction from arkahys in very usefull and wide range of use of Electricity items   
    Like it. Great idea!
  19. Like
    myhappines reacted to arkahys in very usefull and wide range of use of Electricity items   
    tought to some useful objects who can give some sophisticated systems and a post remind me that :
     
    transmitter :
    Vibration detector (knocking detection) : on a door, wall (all straight line or radius number wall) when detect knocking, emit. destruction detector : on a door, wall (all straight line or radius number wall) when detect absence of object when set, emit pressure plate : on the ground or floor when Zombie, player, car, loot is on the tile, emit more wide range if plate can craft selective plates Light detector : on ground, wall. can set the lumens detection.  
    modifier :
    radio frequence transmitter ( same use as remote controller, but can be add to objects) Can be set on a radio frequence.
    need a batteries who consume low power in standby and a lot when detecting.
    higher electricity lvl for increase frequency range and distance For objects : vibration /destruction detector, pressure plate, timer, sensor. radio frequence receiver (as sensor for remote controller). Can be set on a radio frequence. options : reverse signal, interrupteur/detector
    need a batteries who consume low power in standby and a lot when receiving.
    higher electricity lvl for increase frequency range and distance For objects : bombs, desk lamp, wall lamp, noise maker, TV, radio.  
    Can't change frequences of transmitter / receiver in safehouses
     
    with this you can :
    Have a light or sound alert (or not) when somebody attack a wall, a door. Trigger a bomb (or not, that's amazing !) when somebody attack a wall, a door. warned of passage of Zombie, players, animals or car on a tile. switch on/off light by sensor or day /night. attempt to distract Z's when attacking a wall or a door, or pass on a tile (by a noise maker away) can hear if someone attack a wall, a door on any radio (even in car) in the range of your system generate events when a car light on, a player with torch, or somebody who switch on a light hack system of other player in watching wich frequences they use.
  20. Like
    myhappines reacted to Nisora in Union City   
    I am already madly in love with Union City. You've earned yourself a stalker.
  21. Like
    myhappines reacted to Neutz in RELEASED: Vehicle Test 41   
    I remember a few mondoids back there was word of work to hide all drawn tiles inside buildings to increase performance, has this been implemented yet or is it far off?
     
    frames still drop a lot around a lot of buildings especially in custom maps
  22. Pie
    myhappines reacted to halkaze in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  23. Like
    myhappines reacted to Spikelord in Grave Intention   
    Can you take the spar tire off the back of "jeep" in the event of a flat tire?
  24. Like
    myhappines reacted to Ayrton Orio in Grave Intention   
    i like the round roof on the 4x4, looks like a lada niva
  25. Like
    myhappines got a reaction from RealHumanBeing in Test Track   
    Plz take sounds from gta san andreas,  it would be better then making it in fl studio ( or what you use )
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