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DedpaUrvor

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  1. Like
    DedpaUrvor 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.
       
  2. Like
    DedpaUrvor reacted to B33ware in RELEASED: IWBUMS Build 39.67.3   
    1000% agree, it breaks immersion, world with cars and jams seem more natural and realistically.
    At least cars that you already discover should be always visible.
  3. Pie
    DedpaUrvor got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    There seems to be a problem with car rendering on top of rails.
    Also it looks like textures of van's rear windows are not displaying correctly.
     
  4. Like
    DedpaUrvor reacted to junglistjim in RELEASED: Vehicle Test 41   
    UMRELLA's people.... umbrellas. 
    Just seen my first umbrella - equipped secondary but then got wet when i was barricading in the rain.  guess im doing it wrong....
    still - umrellas!! at last we might be abel to do stuff in the rain..
     
     
  5. Like
    DedpaUrvor reacted to arkahys in RELEASED: Vehicle Test 41   
    When a player become zombie, hair cut change. (It seems that almost beard added) When cooking, all salt and papper are nominate to add in food. (a list with 15 salt next to other ingredients appear if i got 15 salt in container) 
    I don't know where I should post this, It's neither a bug, nor a suggestion. It's more a thing I find really not adapted and with bad results, who should be modified :
    When I am Cooking, add food take a part of the final meat, as slots. But almost food are a little more than a slot, then remain always a tiny part of ingredients added. As it take a slot, I don't want to add just +1 of leftovers, to do efficiency dishes. So, all this leftovers go to compost but due to this system not because it is not eatable or nourishing.
    I was thinking about a solution as bar displaying to avoid slots, And this make me think to a suggestion of graphical bar to choose amount of objects when acting.

     
  6. Like
    DedpaUrvor reacted to arkahys in Graphical amount bar instead of (one/half/all) and (5, 10, 15, 20, 25, etc...)   
    I finally find a thing who annoying me for years without find a solution.
    when transfert : there is only one, half or All.
    When water plants, you have a long list with all quantity increased by 5.... (asking to me what link are this numbers for a long time)
    When cooking you can only put full ingredients.
    Wehn eating and drinking : quarter, half, all.


    All of this could be easily resolved by a graphical quantity  bar to choose the amount desired.

     
    All of this could be displayed in % except for transfert. (so 40 in my first water exemple should be 100 too, 23 becoming 57.5%)
    There is two 100%, one of container and one of need. 100% of need is better :
    If the need of plants is superior to the pot, then the grey part couldn't be filled (could be an option saw only with lvl...) easy way to know that it need more water. (may add 2 gray layer for what pot can't fill)

    Same bar could be usefull for many selection. Eating and drinking (with a default at 100%). With last sentence, We can easily know what amount of eat/drink we need to be sated.

    I don't think to draw an option  when i got the idea, who clarify things for players : display the quantity remaining of container
    in the last water exemple : if the pot contain 50 and the need of plant is 100: display in the corner window : 27, who is what will remain after 23% use.
  7. Like
    DedpaUrvor reacted to arkahys in Exhausted, tired. What is the difference ? Sleep or coffee for all.   
    A post make me reacting to some moods.
    Actually exhausted and tired have same solution : sleep or drink coffee. With impact of working by night, This make play unrealistic for  players who know PZ.
    With point 635 in small suggestion topic, this can balance night working. But there is always a problem with night cycle, stamina and moods !
    Should add a mood : Exhausting and tiring should be separated.
    Exhausted, link with calories, strengh activity : Increase with physical activity, run, heavy load, etc... decrease by eating, vitamine, ginseng, and not too physical activity, so indirectly by rest and sleep. have to give the possibilty to rest even when not out of breath. more depending of strengh effect : slower mouvement,cosntruction , transferts. less carrying.... so more strengh effect than perception. Coffee only bypass effect but not the exhaust itself. Tired : Link with difficulty, numbers of task and focus : Increase with numbers and difficulty of actions, mass transferts, sighting, reading, etc..  exponential time from the last sleep and his duration. decrease by sleep, coffee (so with the exponential malus of sleep, can't only drink coffee !). better sleep by night. less tasks so indirectly by physical activity. more depending of fitness (because there is no smart skill).  effect : reduce sight range, shadow, reduce chance to repair and quality of contruction ! so more perception effect than strengh ! vitamine only bypass effect but not tiring itself.  
    All are possible balance, but I found all this complementarity really interresting (coffee/vitamine, rest/physical, etc...)
     
    Could add fun in game result (but not when sustained) and very realistic if :
    I build a lvl 2 wall (with players saying : "oh, I'm really tired" ) while I'm lvl 10 because i'm too tired.  can't repair a car and broke the piece again and again (with players saying : "I may go to sleep" ) because too tired even if I got the good level. getting tired because i transfert 2000 nails one by one instead of making box before. Being exhausted by too heavy load during farming (with players saying : "exhaustation plays trick on me" ), then have to drop object because the load seems more and more heavy. take double time to make a wall at the end of the day (with players saying : "I'm fed up" ) because I do that all the day.  If I snipe or read all the day, I will not be exhausted but very tired. If I build walls all the day, I will not really be tired but very exhausted. Give a solution to the actual exploit bug : carrying more than 50. Players will quiclky unload to not be exhausted !  
    With that , further kind of night cycle could be easily be implemented. 
  8. Like
    DedpaUrvor reacted to Fuji in General Creativity   
    Some remakes of my older stuff
     
    And more Fallout 4 stuff
     
     
  9. Like
    DedpaUrvor reacted to Kennethdio in SurvivorWarehouse.tbx (HIGHLY DETAILED)   
    It's been a while, a few months while. Sadly during those times, I slacked off and did no work on my planned maps or creating new buildings.
    Now I'm getting back to that and I finished up one of my many planned buildings. It's a survivor warehouse.
     
    Just before the end times there are always fanatics who will prepare for the inevitable. They hole up, get armed, barricade their homes, stocked food, they have it made. Well, here's one of the fanatics castles. You may use it for your own maps. Dropbox link last.
     
    FEATURES
    Armory Lots of details Makeshift Medbay Restroom Office Room Stocked Kitchen Bedroom Entrance Room Makeshift Garage Living Room  
    PICTURES
    exterior

    interior

     
    Download Link
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    https://www.dropbox.com/s/3dv2svxpf7l5tps/SurvivorWarehouse.tbx?dl=0
    (This is my first attempt of a download link, any problems with it, come tell me).
  10. Like
    DedpaUrvor reacted to Magic Mark in RELEASED: Vehicle Test 41   
    I'm not sure if this was an improvement or not.
     
    My muffler, from 100%, depleted by 3% from a simple drive from one end of the parking lot at the country club to the road outside of it. Replacing mufflers like this is starting to get old, I feel like giving up and just letting it be loud.
     
    Changing mufflers are not part of regular vehicle maintenance. Stuff like fluids and tire pressure is, but when I maintain the fleet each month IRL I don't pop off an exhaust system and put new ones on because that's not how it works.
     
    Clearly something needs to be addressed with the logic here. Ever since the muffler degradation has been put in play, it has consistently:
     
    A. Depleted 10-fold faster than gasoline. At the current rate, 2-3 muffler changes between fill-ups. This is really odd pacing and makes no sense from a gameplay or realism side. I can understand if I am running over a crawler or a stump why there might be damage, but a daily driving will not damage your muffler in any significant way unless you are doing something you shouldn't.
     
    2. Short drives over dirt and grass damage the muffler. This would make sense if the earth wasn't flat, but it's flat and currently parking my car on the grass is damaging the vehicle. In an old quote from @RobertJohnson before this was implemented this was not meant to be the case, however the small drive back on to the pavement from outside of the house takes off 1% or 2% of my muffler at a time.
     
    Unless your vision includes players replacing mufflers faster than they pump gas and that they get damaged in a way any player who doesn't know the meta can understand, I'm really confused as to why the odds for damage have been increased. Drivers in the game are being punished for something they cannot control and will find themselves ditching otherwise perfectly healthy vehicles on the side of the road because mufflers are falling off of the back of the car after several drives on the highway.
     
    In real context, this doesn't make sense either, since this isn't something a mechanic giving your car their half-annual checkup will do. Replacing mufflers often (or even occasionally) just isn't a thing. It becomes a thing if the driver, say, ran over a stump, body, rock etc. But never from daily driving.
     
    For reference, I have a 2005 Pontiac Pursuit with the stock exhaust system on it. I've driven between towns, on gravel roads to farms, even parked on grassy lawns for summer fairs and what not.
     
    For well over 10 years, daily driving hasn't done any significant damage to the exhaust system. What did damage it was running over a piece of concrete debris. Granted, I am a safe driver that has been driving for a while, however anybody can hear a screeching metal sound from their car if their muffler hits anything. To have this just be a regular thing with no explanation whatsoever - increased random chance is much worse - just seems like an excessive gamey thing that hasn't been working out since it has been introduced.
     
    This is something that has been implemented with extreme excess and these incremental drops in chance aren't fixing the core problem, let alone increasing the odds of damage. Something in the logic for how it works, doesn't work.
  11. Spiffo
    DedpaUrvor reacted to lemmy101 in RELEASED: Vehicle Test 41   
    Vehicle Beta Build 37

    [New]

    Added "ReloadWeapon" keybind, 'R' by default.
    Added support for duplicate keybindings and made changes to vehicle keybindings.
    Added "VehicleRadialMenu" keybinding to hide/show the radial menu. Default is 'V'.
    Escape key / B-button now cancels timed actions.
    Play metal-snap sound when hotwiring fails.
    PlayerDownloadServer saves zip files to memory instead of to disk. This may improve lag issues.
    Added new RPM sounds to some vehicles: sport/modern/luxury car & vans. (Not final versions yet)
    Added a green/red flash after Mechanic Skill actions to show a successful or unsuccesful procedure.
    Added CompostTime sandbox option.
    Added admin/cheat commands to mechanics: Get Key, Repair Part, Repair Vehicle, Remove Vehicle.
    DayLength sandbox option allows all hours up to 24.
    GC optimizations.
    Added new map areas - filling in countryside, farms and smaller settlements between West Point and Riverside, and March Ridge and Rosewood.
    Added new town zones and foraging zones, especially around Riverside.
    Added mailboxes to Riverside, alongside other general decoration map-wide.
    Added switch-seat keybind (Z) and choosing which door to exit vehicle from.

    [Balance]

    Increased CarBattery weight to 5.
    TirePump has chance of spawning in vehicle trunk.
    Adjusted station-wagon physics and extents.
    Nerfed tire pressure impact on speed.
    Tweaked the engine brake to be more realistic.
    XP balance.
    Increased chance/locations where Barbed Wire, Milk and Empty Sandbags spawn.
    Mercia Lang 400 - > Mercia Lang 4000.

    [Bug Fix]

    Fixed inflating tire not inflating to the max.
    Fixed the uninstallation of vehicle parts failing in MP sync condition and not entire item.
    Fixed creation of physics for IsoLightSwitch inside buildings (was meant for outdoor lampposts).
    Fixed seat container appearing in the loot window after being uninstalled in multiplayer.
    Fixed "Shout" key sounding vehicle horn in IsoPlayer.updateWhileInVehicle().
    Fixed passengers being able to honk the horn with the "VehicleHorn" key.
    Fixed physics obstacles being created above z=0 to save on processing.
    Fixed ISCraftingUI.update() being called when the window is hidden.
    Fixed GameFileClient gc.
    Fixed PickUpVanLightsPolice sirens not flashing.
    Fixed OffRoad and SmallCar rear windows not being removable.
    Fixed not being able to click on carpentry crates south and east of the player.
    Reverted moving items in stacks of 50.
    Fixed expanded items duplicating when dragged to the ground.
    Fixed BaseVehicle.isInvalidChunkAround again (velocity.y -> velocity.z)
    Fixed driving over prone zombies doing no damage.
    Fixed clicking on stacked crates choosing a lower crate.
    Fixed ModernSuspension icon being CarBrakes instead of CarSuspension.
    Fixed NormalCarSeat3 and SportCarSeat3 having swapped names.
    Fixed installing different vehicle seats not affecting container capacity.
    Fixed VehiclePoly gc.
    Fixed zombies killed by vehicle driver not adding to number of zombies killed.
    Fixed vehicle not starting after driver switches seats in MP.
    Fixed mechanics UI battery hitbox for taxis.
    Fixed vehicle windows damaged by collisions not being removed.
    Fixed some tooltips showing when another window is in front.
    Fixed time to transfer stacks of heavier items (was too short).
    Fixed delay entering a vehicle caused by zombie pathfinding.
    Fixed issues with zombies attacking players in vehicles.
    Fixed middle and rear window parts showing on the six-seat van.
    Fixed player teleporting when entering rear seats of the six-seat van.
    Fixed bug in which the client often doesn't register specific vehicle IDs, and as such had packets being sent from the server every cycle. Should improve lag issues.
    Fixed McCoy vehicles having a siren bar.
    Fixed crawling zombies getting knocked back by vehicles and getting stuck in stagger-back animation.
    Fixed Spanner not being equipped when installing/uninstalling vehicle parts.
    Fixed memory leak in Bullet.setVehicleParams() (missing ReleaseFloatArrayElements)
    Fixed VehicleManager.sendRequestFull() being done in singleplayer.
    Fixed client hang on exit due to WorldStreamer changes.
    Fixed CompostTime sandbox option for weeks greater than 4.
    Fixed "Check Stats" and "Trade with" in context menu for current player using a controller.
    Fixed controller focus after displaying the "CHEAT: Remove Vehicle" dialog.
    Fixed garbage collection issue in Spiffo tutorial window. [Spiffo was a villain all along ]
    Added admin/cheat commands to Mechanic UI: Get Key, Repair Part, Repair Vehicle, Remove Vehicle.
    Fixed microwave/oven button appearance when using a controller, knob issues.
    Removed rear window on the Mercia Lang 4000.
    GameFileClient no longer creates a separate thread for downloading zip files.
    Fixed client requesting zero chunks sometimes.
    Fixed several gc issues with map streaming.
    Fixed deflating an overinflated tire in singleplayer jumping to max capacity.
    Fixed 'X' button showing next to occupied seats in the switch-seat ui.
    Fixed and improved many and various issues attached to WorldStreamer and chunk loading.
    Fixed missing SFX for knocking down a postbox and other road furniture.
    Fixed Luxury car having wrong parts.
  12. Like
    DedpaUrvor reacted to halkaze in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  13. Like
    DedpaUrvor reacted to halkaze in RELEASED: Vehicle Test 41   
    I hope this will help. 
    Favorite car colors of the years.
    Quote: Axalta Coating Systems
     

     
     
    Edit:
    Quote: DuPONT

  14. Like
    DedpaUrvor reacted to DicheBach in Seriously? No Non-Player Character Survivors in Single player mode?   
    I appreciate your detailed and edifying post EnigmaGrey. 
     
    Nonetheless, I don't feel compelled to step back any of the points I made in my opening post. I feel sympathy for Indie Stone, I know they've faced a lot of difficulties.
     
    From my standpoint, the message I have to convey is for THEIR benefit. Let me put it a different way: You've already sold nearly a million copies for a game that has no NPC allies in singleplayer mode. Consider two things:
    1. How many sales are being forestalled indefinitely because of the lack of NPC allies in singleplayer mode.
    2. What is the rate of "permanent loss" of those sales as time goes on.
    3. What is the rate of "lost faith" or to be more technically accurate "lost brand loyalty" among those ~875,000 users who already sponsored your alpha project?
     
    I have no desire to tear down an indie developer who (a) clearly has a love of their craft; (b) has already accomplished an amazing game; (c) shows promise of getting this gem into full-fledged Gold status, and quite possibly breaking Minecraft's records for total sales and overall impact on the gaming and digital consumer market worlds.
     
    It is a neat game, and I'm 87.975% happy that I purchased it. That remaining 10.025% of "regret" is mainly a sense of disappointment/vicarious embarrassment which is apparently captured by the German word fremdschämen.
     
    I'm not angry, I'm not vengeful, I'm not even delighting in their misfortune. They clearly are accomplished game developers. And yet, how could they spend EIGHT YEARS without even bothering to implement some rudimentary NPC algorithms?
     
    People often go from "just graduated with their Bachelors degree" to "finished their Ph.D." in that span of time. If it is taking that long to create the algorithms necessary to implement functioning computer-controlled ally characters in-game, then perhaps the standards are too high?
     
     . . .
    ADDIT: Anyway, I sense that this is a very sensitive topic and that fans/supporters have perhaps slipped into a "enabler" role perhaps a bit too easily. I know that there are a lot of jerks on the Internet and I sense that Indie Stone and this deficiency in the game in particular have been the target of a lot of jerk attacks, as suggested by the fact that my own sincere attempts to offer what I see as "criticially important feedback for the benefit of the developer and the community" is regarded with some unease.
     
    A strong and meaningful relationship between a product creator (such as a game development studio) and its consumers (e.g., the gamers who frequent their forums) is, in all honesty, a beautiful thing. It is a rare thing in the modern marketplace, and social relations with such dimensions probably have been rare since at least the industrial revolution.
     
    But when the relationship of the sponsor becomes one of "enabling" inertia, that is where the close supportiveness has begun to work at cross-purposes. Outsiders can see it, but many who might step in to say something will lack the basic tact and social skills to do so diplomatically and constructively. Certainly my goal is not to provoke uproar or reverse the prevailing affection which so many users obviously feel; perhaps I fall short in the diplomatic and constructive dimensions too. But that is my goal.
  15. Like
    DedpaUrvor reacted to DramaSetter in Community Vehicle Suggestions   
    The only thing i want

  16. Spiffo
    DedpaUrvor reacted to EnigmaGrey in Possible vehicle interiors solution   
    Agreed.
     
    I won't be satisfied until every vehicle bursts into a tiny house from this point forward.
  17. Pie
    DedpaUrvor reacted to Ayrton Orio in Map of Normandy, France   
    Hello everybody,
      I have been a big fan of project zomboid for quite a while now and since the beginning I have been fantasizing about a PZ in a European environment. I tried to create a small part of the coastline near Cherbourg. It's my first map on PZ.   Eventually I would like to cover the whole area around Cherbourg with the nuclear power plant in the West (La Haie) and the more rural and fishing area in the East. But that's something that will be possible only when the creative mod is avaiale as the region covered is too big for manual editing.   I had several objectives while creating this map: - Fun roads. I have been very impressed by the vehicle update and it is clear that vehicles will become an essential part of the gameplay. But in the current maps, roads are straight, and not very varied, so I tried to bring the spirit of small French roads, with many branches. Also I have reproduced the "boccage" structure of the fields so when you drive around you can't necessarily see inside the crop fields which I think gives incentive to stop from the car and have a look around by feet.   - Interesting coastline. I went for a "lande"-ish coastline as it is hard to give a sense of elevation. For now it looks very empty but I'm planning to make new vegetation for this specifically.   I'm planning on adding new tiles also, the goals is to use the vanilla tileset as much as possible but I have started making a new tileset.   I'm also planning, but for much later, to make boats. I already have one or two models that are close to completion. (sail yacht and motor yacht) I guess it should be doable to create one out of the template from the vehicle. (big assumption, I could be very wrong)   I had a few questions for people used to mod maps:   - Is it possible to apply a vegetation biome using WorldEd? For now I have only pine trees, which are not really adequate for my environment. I would like to have fruit trees and such. Is it something I have to do manually? - I had seen a while ago a video where you could see a developer scatter vegetation on the fly, is it something that exists within tilezed or it's a future feature of the creative mod? - Is there a centralized DB with all .tmx building created by the comumnity? I wish to consult and contribute! - Is there any "populate" tool in Tilezed that I should know about before getting started? Like for roads for instance? - Do you have any piece of advice for me? Remarks, suggestions...?   TLDR: I'm making a new map based on Normandy, France   Thank you for reading



  18. Pie
    DedpaUrvor reacted to TheRealXeonyx in Possible vehicle interiors solution   
    I've been mulling this idea since the vehicles branch was released and I think I might have found a solution to having visible, interactive interiors in larger vehicles such as campers, rv's,  cube trucks,semi's, etc.  It's easier shown than described so I made up some screenshots:
       For gits and shigs; lets say this is a camper

    And I want to setup or lock down the vehicle  

    I would have to park inside a highlighted area that I would select either left to right or up to down so the interior could be properly generated

    Now that I am parked inside the highlighted area, I would turn the vehicle off

    And as such, the interior is now generated, perfect for camping in the woods or for those that like a life on the road

    So, is this a feasible solution, or is this just wishful thinking?
     
     
     
     
     
  19. Like
    DedpaUrvor reacted to Brex in More Defenses   
    Hey y'all. It's BIT (Brex Idea Time) again!
     
    One of my favorite places to fortify during the fall of Knox County is the Muldraugh Police Station, as I often RP as the last surviving police officer in Muldraugh and make it my mission to reclaim the police station and turn it into a functioning safehouse. Problem is, it's not the most defensible location. Lots of smashable windows in the front, and a waist-high fence around the perimeter of the station that does f**k all to keep out the zeds. 
     
    Now, usually, I just board up/sheet up the windows and proceed to either A) tear down the useless waist-high fence and replace them with walls, B) simply build the wall in front of or behind the fence, or C) just say "f**k the fence" and leave it as is, dealing with any zombies that enter the perimeter as they come. 
     
    As you can imagine, none of those options are particularly viable. Option A is time-consuming, Option B is awkward, and Option C is a death sentence. That got me thinking about how to improve and expand the available defenses that can be built and utilized to protect your safehouse, wherever it may be. So here are a few suggestions I came up with: 
     
    1) Plywood boards. As anyone who lives near a coastline in America can tell you, plywood is the cheapest and most readily available material to use in order to board up the windows of your home in the event of a hurricane. In-game, plywood boards would be an alternative form of barricading windows, slightly stronger than simple planks but much weaker than metal sheets. All you'd need is a hammer, nails, and a sheet of plywood (which could be scavenged from any warehouse or hardware store.) It would also solve one of my biggest peeves in-game: barricading over broken windows, because wooden planks (and sometimes even metal sheets) tend to "float" in the air when placed in certain types of broken windows, especially if the windows are cleared of glass. A plywood board covering up the hole would be a viable solution, covering up the hole in the window while also serving as a decent barricade. It could also work for certain doors too:
     

     
    2) Traps. While there are a few trap-like tools that experienced survivors can craft in the base game, they're not the best at keeping out zombies from your base. So instead of flame traps made of bottles of vodka or pipe bombs crafted from cans of hairspray, lets keep it simple. How about bear traps? A ditch filled with wooden spikes? Trip wires? A highly-skilled carpenter or engineer could go full-out Home Alone and create a whole host of booby traps to kill Zombie Harry and Zombie Marv. 
     
    3) More perimeter defenses. Like I mentioned above, the ridiculously short fence around the police station in Muldraugh is a bit of a peeve of mine. So instead of tearing it down or trying to build around it, why not include certain ways to improve perimeter defenses? How about some wooden spikes surrounding the perimeter? Piles of barbed wire in front of the fencing, a la Rainbow Six: Siege? Maybe with certain fences you can even build on top of the fence, such as adding wooden barricades or barbed wire to keep zombies from climbing over as seen here in my second favorite zombie game of all time, State of Decay: 
     

     
    Now I know that some players use crates and boxes as barricades to block zombies from climbing over waist-high fences, but that to me seems more like an exploit of the zombie's pathfinding AI rather than a legitimate strategy to keep enemies at bay. I mean, they're just f**king boxes. There should be an option to construct additional defenses on top of or around waist-high fences in order to keep zombies from climbing over without having to waste time and effort building an entire damn wall. 
     
    4) Junk walls. For that perfect post-apocalyptic look, just cobble together whatever scrap 'n crap you can carry and construct a shoddy makeshift wall that, while not particularly strong, serves as a cheap temporary barrier between you and the zombies until you can create your real walls. It can be made of practically anything: logs, metal sheets, planks, siding, plywood boards, scrap metal, you name it. One or two zombies against a junk wall isn't much of a problem, but be warned: a horde of those f*ckers will tear it down like it was made of tissue paper. It's only meant to serve as a temporary barrier until you gain the supplies to build actual walls. For a decent idea of what I'm talking about, take a look at the junk walls from the game Fallout 4: 
     

     
    5) Using furniture to barricade...properly. The addition of movable furniture to the game allowed for players to use everyday objects as measures of protecting their safehouse from the zombie hordes, as seen here by a player barricading the wide-open plaza of the Sunstar Motel:
     

     
    That's a good start and is definitely what most people would use to barricade their homes in the likely event that they don't have access to wooden planks, a hammer, and some nails. But it's still rudimentary; furniture and objects can only be moved from their original position to a new position. I think it should go a little further than that. How about overturning sofas and beds to block hallways and act as cover from gunfire? Bookcases and refrigerators that can be pushed in front of windows? Chairs that can be wedged into doors to keep them from opening? The possibilities are endless, but I recognize that this particular suggestion may not be entirely possible, given the nature of sprites and object manipulation within the game. It's not a huge deal, but the devs did say they want to implement the ability to use furniture as barricades...well, I'm just trying to expand on that idea a little.
     
    6) Concertina wire. Often mistaken for barbed wire, this can be used a form of fencing or other barricade, and is actually much harder to penetrate than barbed wire. Stick a ring of it on the walls and fences around your safehouse or set it up just outside your front step and watch any unfortunate bastard who wanders into it get caught and bleed like a stuck pig: 
     

     
    I believe the item "Razor Wire" is in the game, but it doesn't really have much use at the moment. Well, razor wire could be used to construct razor wire fences such as the one in the picture above, keeping out (or at the very least slowing down) and intruders. 
     
    7) Tire-stack fences and barricades. Players who have been experimenting with the recent vehicles test may have noticed that, for all the benefits of finally having a car in Project Zomboid, they don't really make for the best fortifications. Being physics-enabled objects, they can be hard to manipulate into proper positions and can experience glitches when used to seal off a doorway from the outside. Besides, good luck finding enough workable vehicles to build a proper perimeter out of. You can't even use the vehicle wrecks as there are no tow trucks in game. But you should be able to use something else: the tires. 
     
    We've seen dozens of eco-friendly aficionados do all sorts of crazy things with tires, but one of the most common uses for old tires outside of recycling is for holding back earth or water in retaining walls like these:
     

     
    Now, I don't know about you, but a ring of tire stacks filled with earth sounds like it would form a damn-near impenetrable barricade against both zombies AND gun-toting survivors. Hell, as seen in the photo, they may even be used as miniature growing plots! Instead of retaining water or earth, these tire walls would retain the undead. 
     
    8) Turrets. What's that? You found a Humvee on the highway with the Browning still attached? And it still has ammo? Well how about you relieve that vehicle of its precious cargo, set it up on top of some sandbags, and lay waste to any zombie hordes that step within a hundred-foot radius of your safehouse. But be warned, zombies are attracted to noise, and a .50 caliber machine gun is LOUD. 
     
    9) Noisemakers. Got a horde on your tail and don't want to lead them back to your safehouse? Getting royally f*cked by an unfortunate house alarm or by some d*ckhead flying overhead in an Apache? Well why not make some noise of your own? Set up anything from fireworks to remote-controlled explosives in specific areas, and trigger them in order to get the zombies off you. With proper planning, you could even control the movements of the horde and perpetually keep them away from your safehouse, barring any unfortunate circumstances beyond your control. Just be careful: noise carries in Knox County, and you may end up attracting a lot more danger than you intended if you're not careful.
     
    10) Body walls. Yeah, you read that right. Body walls. Piles of corpses stacked thirty feet high around your base. A scene straight out of 300 or Game of Thrones. You've slaughtered so many zombies and now their decaying corpses litter the ground around your safehouse. Now you could do the smart-but-boring thing of burning and burying the bodies, or you can do the dumb-but-awesome thing of literally stacking their bodies on top of each other to form a barricade around your safehouse. Not only is it a testament to your zombie-killing achievements, but it has one more practical purpose: masking your smell. Now this would NOT work like in The Walking Dead, where covering yourself in zombie guts or keeping de-jawed zeds on chains close to you would make the zombies think you're one of them and not attack you. The zombies of Project Zomboid operate on sight, hearing, AND smell, so if they see your ass or hear your f*cking around, they're gonna come after you. But having a wall of rotting corpses potentially robs the zombies of one of their keenest remaining senses, tricking them into thinking that the only thing in the area is smelly rotten death. And zombies can't eat smelly rotten death. Again, if they see or hear you, they'll be on you like white on rice on a sheet of paper in a snowstorm. But otherwise, they might just pass you by...provided you don't stink even worse than a literal pile of walking corpses.
     
    Well, there you have it. Ten ideas for improvements to base defense in PZ. Have you guys got any other ideas for stuff that can be implemented to assist in defense?   
  20. Like
    DedpaUrvor reacted to dannyisdude in Singleplayer Used Worlds   
    So, it would be cool to see an option in single player that lets you use the save of another. Essentially, when you die in single player in a default world (Initial infection, or The First Week), you should get the option to upload your save. This will upload your save from after you died to probably the workshop. Then, people who play Six Months Later, or Sandbox (starting out after a player died), should have the option to pick up another player's save. So a random save from a dead player is taken, eroded for 6 months or however long in sandbox, and you start off like normal in this new save. This would be cool, as you could find a the player, and the consequences of that survivor's action can affect your survival. This could also make it worth while to write in notebooks and journals as well. As you could find the dead survivor's notes and things. I explained my idea pretty badly, but I hope you can understand what I'm trying to say.
  21. pillow
    DedpaUrvor got a reaction from Kuren in RELEASED: Vehicle Test 41   
    It's here https://map.projectzomboid.com/#0.5330635540941759,0.30401549621217827,164.84466236095113
  22. Like
    DedpaUrvor reacted to topkekm8 in Different colour schemes at different times of day   
    Hello
    I think it would look nice to have colourful overlays in the game at dusk/dawn/night/whenever
    so sunsets and sunrises could have pink/orangey colours
    night time could have deep blue and whatnot
    very early dawn before sunrise could be a nice light blue
  23. Like
    DedpaUrvor got a reaction from Legoland99 in RELEASED: Vehicle Test 41   
    Found this car crash in the trailer park near Riverside. Is it supposed to be there?

  24. Like
    DedpaUrvor reacted to Sparrow in Ambient sounds change with seasons   
    I'd like to find a way to make a mod that changes the ambient sounds with seasons. Such as when the leaves change in autumn you'll hear leaves rustling, maybe less bird songs and more crows or geese as birds migrate, etc. Then in winter the sounds might change to more cold wind, less leaves. In spring maybe the sound could be more birds, and in summer more insects. I think it would really improve the immersion and atmospheric-ness of the game.
     
    What do you all think? I've tried editing the .bank files but I don't know scripting well enough to make these changes happen in game. Any suggestions?
  25. Like
    DedpaUrvor got a reaction from myhappines in RELEASED: Vehicle Test 41   
    Found this car crash in the trailer park near Riverside. Is it supposed to be there?

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