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Blasted_Taco

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  1. Like
    Blasted_Taco got a reaction from Leoquent in Megatestin   
    I agree with what you said, but i think that part of why so few people play IWBUMS is because the animations themselves, i am pretty sure that i am not the only one waiting for the animations to come out in any shape to merge once again into the game, i seen some post here and in the Steam forum saying how they have been waiting on them to play the game again.
     
    Now, i know that the IWBUMS build 35 is all about polishing it to stable and we even going to have a big ol' party of testing on December 1 for all those neat MP features and bug fixin's, but after that if all goes well and smoothly and we get IWBUMS out of into the wild world of the stable build, what happens next?
     
    I would like to hope that MP animation wise is not going to be a lot of trouble and we might get it 2 weeks into December, but we know that aint going happen (the devs are going to probably found out this week).
     
    So if IWBUMS is hopefully out to the stable build next week, what could go wrong with just giving us a teaser for the animations on a SP branch while we wait for the whole package everyone has been waiting for almost 1 year? It wouldn't interfere with any further testing and i am sure that the numbers would spike up again to try it out.
     
     
     
  2. Like
    Blasted_Taco got a reaction from Novluis in Feedback required! Your fave character builds...   
    Here is my go to character always that i want to play Survival for a long period of time.
     
    Name: Jeremy Baker
    Profession: Burger Flipper
    Positive Traits:  Fast learner, Fast Reader, Wakeful, Light Eater, Dextrous
    Negative Traits: Feeble, Overweight, Short Sighted
     
    Jeremy Baker is a typical student just trying to get by,  trying to pay his bills working in Spiffo's burgers in West Point, he became quite adapted to sleep less since he started working the night shifts, in his work he became quite good at making different kinds of burgers that Spiffo's is so known for, also he became quite fast at packing different combos in small bags with ease. 
    Even when working the night shifts, he never left his studies behind, he always was good at reading and that gave him quite an advantage over the other students in his class, as a student he started eating less food, but the food he ate most of the time was the unhealthy type, making him go a bit overweight and since there was no time to hit the gym, he is quite weak when it comes down to physical activities. 
     
     
    Also what do you mean with named characters to spawn in?
    You mean that aside from choosing a spawn point we can chose a pre-determined character to play as to skip the character creation screen? 
  3. Like
    Blasted_Taco got a reaction from King-Salomon in Megatestin   
    Probably because something about merging them together and complications down the line, but before this mondoid i had hopes of "Well we fixed the reloading code, we saw a few hicks here and there but it shouldn't take long" and then testing around the 5th or 12th of December.
     
    But now with the MP in the way it probably will be"We found dysncs, nightmare fuel when X thing happens breaking the animation, lag, crashes if X thing happens, another bug came up, the gun code is not ready yet" type of delays all along December until the end of the year. 
     
    I am still a sliver of hope that maybe, just maybe they will get a SP testing branch, but that hope is just dying quickly. 
     
    It was so close for SP,  i knew no good would come from MP folk and their network for multiple clients machines! 
  4. Like
    Blasted_Taco got a reaction from Necromatic_Corgi in Megatestin   
    I agree with what you said, but i think that part of why so few people play IWBUMS is because the animations themselves, i am pretty sure that i am not the only one waiting for the animations to come out in any shape to merge once again into the game, i seen some post here and in the Steam forum saying how they have been waiting on them to play the game again.
     
    Now, i know that the IWBUMS build 35 is all about polishing it to stable and we even going to have a big ol' party of testing on December 1 for all those neat MP features and bug fixin's, but after that if all goes well and smoothly and we get IWBUMS out of into the wild world of the stable build, what happens next?
     
    I would like to hope that MP animation wise is not going to be a lot of trouble and we might get it 2 weeks into December, but we know that aint going happen (the devs are going to probably found out this week).
     
    So if IWBUMS is hopefully out to the stable build next week, what could go wrong with just giving us a teaser for the animations on a SP branch while we wait for the whole package everyone has been waiting for almost 1 year? It wouldn't interfere with any further testing and i am sure that the numbers would spike up again to try it out.
     
     
     
  5. Like
    Blasted_Taco reacted to EnigmaGrey in Megatestin   
    Builds have to be cleaned up and merged to be released. As we can see by how few play the IWBUMS even now, very few would even play a SP-only animations build locked away in its own beta, making the week or so of effort (at the expense of the rest) to make just it presentable kind of pointless. Had TIS been able to release it back in September, as we hoped, I'd assume this would be less of an issue.
     
    Now? Better just to actually get the damn thing done, once.
  6. Like
    Blasted_Taco got a reaction from Necromatic_Corgi in Megatestin   
    From the looks of it, it sure does look like it.
     
    Last week the gap of all the animations were filled in, and they said:
     And then we have:
     
    From so much polishing they did to the SP side, they hopped over to the MP side to fix things.
     
    How much damage could it be to give us the SP side of the animations to play around with while waiting for the MP side to be finished? We could even find stuff they didnt find in the SP when they were doing all the states of animations. 
  7. Like
    Blasted_Taco reacted to hunger john in Megatestin   
    If the animations are just having mp/modding compatibility worked on, then where's the SP branch? Are we actually going to just have these pushed straight into a stable branch or something?
  8. Like
    Blasted_Taco got a reaction from Necromatic_Corgi in Megatestin   
    Probably because something about merging them together and complications down the line, but before this mondoid i had hopes of "Well we fixed the reloading code, we saw a few hicks here and there but it shouldn't take long" and then testing around the 5th or 12th of December.
     
    But now with the MP in the way it probably will be"We found dysncs, nightmare fuel when X thing happens breaking the animation, lag, crashes if X thing happens, another bug came up, the gun code is not ready yet" type of delays all along December until the end of the year. 
     
    I am still a sliver of hope that maybe, just maybe they will get a SP testing branch, but that hope is just dying quickly. 
     
    It was so close for SP,  i knew no good would come from MP folk and their network for multiple clients machines! 
  9. Like
    Blasted_Taco got a reaction from hunger john in Megatestin   
    I thought there was a chance for a SP animation testing branch, they mentioned it before in some other Mondoid saying that they could give us a SP testing while checking MP.
     
    And god knows that testing MP with the new animations is just asking for trouble, we probably wont see the animations branch till the end of December because holidays and whatnot.
     
    To put everything into retrospective, the first time we saw anything related to the animation system was 15 of January 2015.
    https://projectzomboid.com/blog/2015/09/re-re-animated/
    We probably are going to see and play with the new backpacks 1 year after we first saw them.
     
    Times goes out the window and slips like sand though our hands gentlemen.  Iron focken patience my friends.  
     
    Also good to see the new additions to the map, when i went though it, it felt like...to clean of anything and the rural side was empty.
    And in the Movables section, that means that the bug of the Wood stove will be fixed to give it function after moving it for the first time too?
  10. Like
    Blasted_Taco got a reaction from trombonaught in MP Server option to delete objects.   
    But those mugs and pots seems to be for collecting water, making something disappear after X amount of time if its in the ground wont let you use the collecting water from rain feature or hiding a bag behind a dense forest zone. 
  11. Like
    Blasted_Taco reacted to xXxFANCYCAPYBARA36xXx in Body decals for tattoos or body type.   
    I would also love to see warpaint kinda stuff then, like painting your face blue or drawing red lines across your eyes with corresponding paint color buckets, it would be cool for multiplayer or just general roleplay i would run a blue frog group and have em wear blue lines or face paint it would be pretty cool.

    ALSO
    This would probably be hard to implement but also cool would be skin progression when you get infected, like halfway in your character would get sunken eyes and notably but not too notably greener / purple-er skin and get the frail body effects with rip cage bones and such.
    It would be cool to see little details like that especially now with 2x tiles and the bigger zoom levels that make you notice way more stuff and little details like that, you could then also really see that someones about to turn without having to check their medical status
  12. Like
    Blasted_Taco reacted to RobertJohnson in RELEASED: Build 35.26   
    Oh, ok then, someone told me it was 6 points I didn't checked...
     
    Well, 4 points is good then
  13. Like
    Blasted_Taco got a reaction from grammarsalad in Feedback required! Your fave character builds...   
    Here is my go to character always that i want to play Survival for a long period of time.
     
    Name: Jeremy Baker
    Profession: Burger Flipper
    Positive Traits:  Fast learner, Fast Reader, Wakeful, Light Eater, Dextrous
    Negative Traits: Feeble, Overweight, Short Sighted
     
    Jeremy Baker is a typical student just trying to get by,  trying to pay his bills working in Spiffo's burgers in West Point, he became quite adapted to sleep less since he started working the night shifts, in his work he became quite good at making different kinds of burgers that Spiffo's is so known for, also he became quite fast at packing different combos in small bags with ease. 
    Even when working the night shifts, he never left his studies behind, he always was good at reading and that gave him quite an advantage over the other students in his class, as a student he started eating less food, but the food he ate most of the time was the unhealthy type, making him go a bit overweight and since there was no time to hit the gym, he is quite weak when it comes down to physical activities. 
     
     
    Also what do you mean with named characters to spawn in?
    You mean that aside from choosing a spawn point we can chose a pre-determined character to play as to skip the character creation screen? 
  14. Like
    Blasted_Taco reacted to Hicks in Gathering Information About Metalworking Skill ! "Guide: W.I.P   
    They really need to add back in the fire barrel at least. That would be a nice safe fire and add a bit of variety for players.
  15. Like
    Blasted_Taco got a reaction from grammarsalad in Small but Important Suggestions Thread   
    Not even close to Pancakes VS Waffles.
    That question will stand the test of time.
  16. Like
    Blasted_Taco got a reaction from Necromatic_Corgi in Small but Important Suggestions Thread   
    Not even close to Pancakes VS Waffles.
    That question will stand the test of time.
  17. Like
    Blasted_Taco reacted to Batsphinx in Small but Important Suggestions Thread   
    There can be no more ultimate question than the Ultimate Question, though. To suggest otherwise would be heresy. 
  18. Like
    Blasted_Taco reacted to hunger john in RELEASED: Build 35.26   
    Since we're on the topic of keys, how possible would it be to have zombies that didn't spawn inside a building have a key to it? For example, find a key on a zombie that unlocks a door across the map. It'd be cool to collect tons of keys just to have them go to the most random doors in various places. Since the new profession zombies will apparently have specific loot, couldn't they also have specific keys for locations as well?
  19. Like
    Blasted_Taco reacted to RobertJohnson in RELEASED: Build 35.26   
    Keys can spawn in side table too, but i should add bit more to the spawn table. For the prison yeah, I may need to lower the key spawn rate because of all the zombies in there...
     
    Thing being, I can only say "this type of door will always be locked, even if interior", or Mash will have to duplicate the door to have one with the locked props, another one without and replace the door on the map... But the prison should have lot of door locked anyway, it's a damn prison after all
     
    I fixed the bug with the locked doors not being able to be unlocked with keys found inside the house/prison.
  20. Like
    Blasted_Taco reacted to EnigmaGrey in RELEASED: Build 35.26   
    This is what I wanted from the beginning, really.
     
    Leading zombies into a building to generate keys is just . . . painful. It'd be different if the zombie spawned in that  house had a chance to have the keys on them (or near the house). I had hoped we'd also find random keys on zombies out in the wild unrelated to the building they're near -- perhaps one day when we have addresses (readable addresses?) it could make keys more valuable . . . if doors mattered.
  21. Like
    Blasted_Taco reacted to Magic Mark in RELEASED: Build 35.26   
    Currently it is not difficult to get keys in the prison thanks to the fact that there is over a thousand zed in the place (and like the mall, apparently half of them worked for the place and didn't leave when the zed hit). Expanding the drops to that standard would be a start (good desk and locker loot idea) but it does not fix the core issues here.
     
    Not to drag this thread into a topic about keys, but the rooms that are actually locked should be chosen manually while making the map rather than just blanket-applied to every single kind of a certain door. This problem becomes clear in new-build fresh maps - exploring the prison where at least hundred doors are locked but only 2-4 of them actually must be bypassed to reach anything valuable (both implied value and physical value). Having them be locked 100% of the time is also counter-intuitive. It should have been tied to the "locked houses frequency" server option at least. This does not add realism and does not hold well compared to the rest of the map and their lock situation. 
     
    I think any further I have to say on this belongs on the suggestions board, for now I am suggesting that it was better off until these things can be addressed. The bugs that prevent it from working as intended are one thing, but if these doors would have been locked regardless (working as intended) there is that whole slew of issues.
  22. Like
    Blasted_Taco reacted to Magic Mark in RELEASED: Build 35.26   
    Roosewood just sounds wrong. Rosewood is where it's at. 
     
    ---
    On a related subject, the whole new key system with the indefinitely locked interior doors is just not working out.
     
    No, I'm not saying it should be easy to get in everywhere. Just that the way it's implemented right now is totally showing no promise. Every iron bar door and fancy steel door is locked by default, 100% of the time. In buildings like the prison and most police stations, the error in this is easy to see. Navigating it is limited to either chopping the door down with an axe, letting the zombies destroy every door in sight, or easily sidestepping the lock completely by breaking a window and getting in that way.
     
    You could argue that the loot behind said doors is valuable - but not in this implementation, as none of that risk is there (and neither is the reward).
     
    Aside from the bugs I already shared surrounding the system that are still there, the simple truth is that if the new key system is here to stay for these bugged buildings there definitely needs to be a new method to get working keys aside from zombie drops (which also do not work currently for unlocking any interior door). Alternatively,  the old system functioned better. In my opinion the last iteration of it would serve as a better replacement until a more fleshed out key distribution system exists. I may create a post for the suggestions board regarding an alternate way to do this, but the way it is right now is not showing great potential (and, of course, is broken). 
     
    This is one of those difficulty tweaks where the horse should have come before the cart. I can go more in depth about my criticism of it (and what could be done to fix it), but I think this is a mistake. 
     
    Thank you again for making a super build that is a blast to play in, but this is my only real qualm with it. Aside from this not currently working as intended, in general several things should happen with keys and locks before this gets implemented, as currently this just works against the player and overcomplicates things.
  23. Like
    Blasted_Taco got a reaction from hunger john in RELEASED: Build 35.26   
    I agree that cigs should be more easy to find on corpses than axes (since actually, zombies are my main supply of axes everytime i play).
     
    If cigs were more hard to find BUT you could grow your own tobacco and make your own homemade cigarettes of lower quality and less lasting effects (buffs), that could make up for good balance.
     
    All of this revolving around the balance of one trait, but it would give normal found cigarettes more value and it could be a commodity for NPCs with the smoker trait.
     
     
  24. Like
    Blasted_Taco got a reaction from trombonaught in RELEASED: Build 35.26   
    I agree, 6 free points is  overkill.
    Between 2 and 4 should be enough.
  25. Like
    Blasted_Taco got a reaction from NagashUD in RELEASED: Build 35.26   
    I agree, 6 free points is  overkill.
    Between 2 and 4 should be enough.
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