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Kappatao

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  1. Like
    Kappatao reacted to Strats in Build 41 Falling Animation   
    When the character or zombies fall from upper stories, the falling process looks weird where the model almost "t-poses" straight down to the ground. It tends to look a little janky. Would it be possible to have an animation for the character/zombies falling from an extended height or making it look more smooth?
     
    If this is in the works or has already been suggested, my apologies; I could not find this in the suggestions forum or Build 41 change list.
  2. Like
    Kappatao reacted to Col_Disco in Move cars by hand   
    Hello,
     
    I already mentioned that idea in the steam workshop page of the tow mod. As the mod is now fully integrated to the game I want to share it here as well.

    A player should be able to move a car by pushing it in one direction. Example: Right click on the car on the back or front and the character then pushes the vehicle in the other direction. Additionally in MP a second player could go to the drivers side and they both can then push and steer the car in one direction. Slowly of course and it should be very exhausting, but silent. This would be a great way to be able to clear roads. Kinda high risk, high reward.

    Maybe it should also be necessary to let loose the e-brake/handbrake, to be able to push the car so the car has to be open, or the player has to break into it to be able to move it. Also if the car has no tires this shouldnt be possible ofc.
     
    I think its realistic and would be a valueable function in the game. You could clear roads, or push vehicles to create barrier or cover.
     
    Tltr: Player can move car by hand in one direction with high exertion, slowly, silent, may need to break into car to make it moveable (handbrake), and only if the car is in moveable condition.
  3. Like
    Kappatao reacted to turkler in IWBUMS 41.46 released   
    are there any news on car animations? they were teased in one of the b41 devlogs but aren't even being mentioned now, can we at least know if they're planned for b41 or not? also, are the trailer ropes ever going to be visible?
  4. Pie
    Kappatao got a reaction from Trip in IWBUMS 41.46 released   
    Just wondering what the thinking behind this is? I would have thought dried foods would be like canned foods in that they never rot (so long as they're kept dry. Is this to simulate them getting damp etc. over time?)
    ignore this i'm blind, it's in a pot of water.
  5. Like
    Kappatao got a reaction from Geras in Some improvements to the right click menu   
    I'm sure we've all been in the annoying situation where we can't quite find the right point on a sprite to click to get an interaction option (I'm looking at you lightswitches!)
     
    I'm proposing that right clicking will show all the interaction options available in a 3x3 around the mouse, kind of like how you can see loot in a 3x3 around your character, or even more similarly how the vehicle radial menu shows up interaction options for nearby cars.
    Hovering over an interaction option would highlight the object being interacted with (like hovering over keys highlights the doors they work for), and in the case of being near more than one object with the same interaction prompts (e.g. being near 2 sinks) the object closest to the mouse would get priority (e.g. so you don't get 2 options to fill stuff cluttering the menu), but not the necessarily the current system of having to click the exact sprite/tile.
     
    Another QOL system that I think could greatly benefit certain menus (I have device options and the farming menu in mind) would be if they automatically close when you get far enough away from the object, just like the mechanics menu does, once you're far enough away from a car.
  6. Like
    Kappatao got a reaction from Faalagorn in Some improvements to the right click menu   
    I'm sure we've all been in the annoying situation where we can't quite find the right point on a sprite to click to get an interaction option (I'm looking at you lightswitches!)
     
    I'm proposing that right clicking will show all the interaction options available in a 3x3 around the mouse, kind of like how you can see loot in a 3x3 around your character, or even more similarly how the vehicle radial menu shows up interaction options for nearby cars.
    Hovering over an interaction option would highlight the object being interacted with (like hovering over keys highlights the doors they work for), and in the case of being near more than one object with the same interaction prompts (e.g. being near 2 sinks) the object closest to the mouse would get priority (e.g. so you don't get 2 options to fill stuff cluttering the menu), but not the necessarily the current system of having to click the exact sprite/tile.
     
    Another QOL system that I think could greatly benefit certain menus (I have device options and the farming menu in mind) would be if they automatically close when you get far enough away from the object, just like the mechanics menu does, once you're far enough away from a car.
  7. Like
    Kappatao got a reaction from Faalagorn in Injuries will provoke visual scars   
    If you play without infection, and get bitten, it will leave a scar in the health panel. I see no reason why we can't get those visible.
  8. Like
    Kappatao got a reaction from Sanctus in Some improvements to the right click menu   
    I'm sure we've all been in the annoying situation where we can't quite find the right point on a sprite to click to get an interaction option (I'm looking at you lightswitches!)
     
    I'm proposing that right clicking will show all the interaction options available in a 3x3 around the mouse, kind of like how you can see loot in a 3x3 around your character, or even more similarly how the vehicle radial menu shows up interaction options for nearby cars.
    Hovering over an interaction option would highlight the object being interacted with (like hovering over keys highlights the doors they work for), and in the case of being near more than one object with the same interaction prompts (e.g. being near 2 sinks) the object closest to the mouse would get priority (e.g. so you don't get 2 options to fill stuff cluttering the menu), but not the necessarily the current system of having to click the exact sprite/tile.
     
    Another QOL system that I think could greatly benefit certain menus (I have device options and the farming menu in mind) would be if they automatically close when you get far enough away from the object, just like the mechanics menu does, once you're far enough away from a car.
  9. Like
    Kappatao reacted to Charlypizza in Injuries will provoke visual scars   
    Injuries could have a chance of creating scars. Only visual representation with no effect but cosmetic. Could be optional some people are to fancy for this. 
     
    **A new type of injury: Scratch on the eye it will reduce the visual cone 30% left or right until it heals. Limited to one at the time no need for totally blind character. Could leave a scar like in the picture below.

  10. Spiffo
    Kappatao got a reaction from EnigmaGrey in Add another zoom level for higher resolution screens   
    I just did some experimenting, and I can confirm, that when the game is fullscreen you can zoom in further at 1080p (or at least it looks like it, it could be to do with the way scaling works.) It's really difficult to tell from screenshots, but if you look at the bottom right corner of my screen shots, you'll notice that you can see it at 1440p fullscreen (windowed doesn't seem to make any difference what resolution you're running idk), but not 1080p fullscreen. So this could be a bug or maybe it's something to do with how the game scales to resolution??????
    Here's 1440p fullscreen

     
    Here's 1080p fullscreen
     
    Again, the difference is much less noticable ingame, but OxmanZomboid appears to be correct.
  11. Like
    Kappatao reacted to Faalagorn in Ability to not fall when crouching and not running   
    Unfair deaths in the game the worst, one of the most dreaded ones is falling off when building, especially when you don't know where you can stand. Latest improvements in auto-generating floors beneath slanted tiles is improvement but it's not reliable, and with the isometric view it's often not so hard to accidentally let of your finger from one of the direction keys, even more with controllers and possible slowdowns due to FPS drops or lags (currently in remote play but down the line multiplayer too).
     
    Anyway, in Minecraft, when you crouch, you don't fall down the ledges – so you can build relatively safely at heights as long as you sacrifice some speed – the same could apply to zomboid – as long as you crouch and not crouch run when building stuff, your character is "careful" the way it automatically hides behind cover and won't fall. This would give some use of using sneaking when in safe spots where zombies aren't there
     
    Also, somewhat related but opposite: https://theindiestone.com/forums/index.php?/topic/30420-jump-out-a-window/&tab=comments#comment-297140
     
  12. Like
    Kappatao reacted to Kris00 in Skill Internships: Learn skills from other players!   
    So I've searched through the suggestions and planned features, and I can't find anyone else who had an idea like this, so... Here's my suggestion.
     
     
    Skill Internships! That's right...
    An internship is where one learns professional skills working at a company. So what the H would a Skill Internship be and how does it apply to Zomboid?
     

     
     
     
    Okay, so now we know how it works... But...
    We already have recipe mags. Why would this ever be useful?
     
     
    Say you've searched Enigma Books and looted every house in West Point, and you still haven't found that darned How to operate generators magazine!
    Or maybe you're late game and all of these magazines have been scattered or used as fuel for fires by other players!
    Or you don't even know how to read in the FIRST place! Poor, illiterate child...
     
     
    Well, you're just out of luck then survivor!
    But not with internships!
     
    Internships make co-operation in the apocalypse even more meaningful, and the late game more dynamic. This could even potentially apply to NPCs in the future!
     
     
    That's my idea. Feel free to let me know what you think. It may not be much, but I think it's an interesting prospect. Thanks for reading!
  13. Like
    Kappatao reacted to Metalfreak in Cannot use helmet and gas mask at the same time   
    No problem with being unable to wear both the welding mask and hats/helmets.
    This should not be the case with the gas mask however. The gas mask did not clip or cause any issues with the char model. Having the military helmet without the gas mask is just an incomplete look :p
  14. Like
    Kappatao got a reaction from Jangles in UI Improvements that don't change the current UI   
    What would also help with digging through uis, would be a text search option for the inventory.
    Another addition I feel could benefit the game a lot is being able to collapse and item type (e.g. collapse all your equipped clothes into 1 single item,especially  now we can have so many equipped items).
  15. Like
    Kappatao reacted to Aiteron in Testing the idea of towing a vehicle   
    I decided to make a car towing mod. I have some results, but this is not a simple mod. 
     
    I changed the source code of the game (decompiled, modified, compiled) and wrote a mod for lua.
     
    Stopped at the current state of the mod. (There is no point in continuing if the developers do not add the necessary code for the mod to the game and decompilation does not perfectly restore the code, so the decompiled files crash the game (I think the deadlock occurs))
     
    I added the following code to the game source code:
    1. OnVehicleUpdate event - trigger when vehicle update
    2. Change vehicle position (like setDebugZ(float))
    public void setDebugXYZ(float x, float y, float z) { this.tempTransform.set(this.jniTransform); this.tempTransform.origin.x = x - WorldSimulation.instance.offsetX; this.tempTransform.origin.y = z ; this.tempTransform.origin.z = y - WorldSimulation.instance.offsetY; setWorldTransform(this.tempTransform); }  
    This is not real towing. I'm teleporting transport now.
    Joints are needed for real towing. Now, as I understand it, the developers use the modified Bullet engine, and there are no joints in engine java api now.
     
    What I want to achieve with this functionality:
    1. Towing a car with a correct turn and physics similar to realism (imitation)
    2. For towing you need a special device or a special car
    3. Towing affects the movement of the car. (Depending on the weight of the towed vehicle)
     
    What I've done:
     
     
     
    How can I submit a request to developers for the methods I need?
     
    Write what you think about the mod idea. If there are a lot of people interested, perhaps the developers will implement the required functionality.
     
  16. Like
    Kappatao got a reaction from gamatos in UI Improvements that don't change the current UI   
    What would also help with digging through uis, would be a text search option for the inventory.
    Another addition I feel could benefit the game a lot is being able to collapse and item type (e.g. collapse all your equipped clothes into 1 single item,especially  now we can have so many equipped items).
  17. Like
    Kappatao reacted to Jangles in UI Improvements that don't change the current UI   
    I know UI changes are going to be happening and I look forward to it, but with the current UI these are the small changes I'd make that I think would help
     
     
    More items recognized in surrounding containers the way food is for cooking. There are plenty of things that already work this way however things that don't work this way and I feel should include:
      - Cleaners (soap/dish detergent)
      - Maintenance items (Glue, Tape, etc.)
      - Tailoring items (Thread, Strips, Needles)
     
    Right clicking a moodle will give a drop down of solutions that you currently have access to (on you and in adjacent containers).
    Would be neat to right click a depressed moodle and get:
      - Read a book
      - Take Anti-Depressant pills
      - Eat Chocolate
    And so on
     
    A "gather materials" for crafting recipes. You can craft using items nearby so long as you are crafting next to the items you need. Otherwise you need to collect the materials you need and then go to where you want to build. A gather materials option just helps speed the process up a bit. Maybe a "Gather Materials: One" and "Gather Materials: All"
     
    Add a "Build" tab to the crafting menu for buildable items (I'm sure you know what I mean but ex. Walls/containers/furniture). These items could be added to their respective skill tabs but either way the point is to help the player see the materials they need a little easier and if coupled with the above idea it would help gathering materials for building a bit easier.
     
    Being able to pin the inventory to a certain spot on screen. Currently you can pin it open and closed but not to a location. I often end up accidentally moving the inventory and would like to be able to pin it down.
     
    A "Loot all surrounding" button that will loot every container around you as well as a "Stack" button that will place items in your inventory in to any containers that contain the same items already. In particular this would be handy for when I am attempting to loot all the corpses that end up piling up. Pick it all up, sort it out later.
     
     
    All these changes basically just ease up on how often you have to dig through your containers to find a specific item, which I think might be the most cumbersome part of the UI at the moment. And to emphasize, I know UI updates are coming, this is just how I'd temporarily make the current UI more friendly.
  18. Like
    Kappatao got a reaction from DresdenBBQ in Totes Emotes   
    The emotes look awesome! I have a question though; will certain ones be triggered automatically (like your character yawning when they're tired, or holding their nose around corpse piles)? I think it could be quite cool for giving the player feedback about what their character is feeling like.
  19. Pie
    Kappatao got a reaction from pixelzul in Certain Improvements to the new menus.   
    To save having to make multiple topics, I'm just gonna bundle a few suggestions in this one thread.
     
    My first suggestion is to bring the some of the design decisions from the temperature menu, to the protection menu. I think the "hover over a body part for more info" system works really well for the temperature, and would clean up the protection menu a lot, so it's not just a long list of ugly looking stats.

     
    My 2nd suggestion revolves around the inspect menu for clothing. I think it would be neat if instead of the white silhouette you get when you inspect some clothing, it would be nice to have a 3D representation of what the piece of clothing looks like on your character. Something like the character info screen, where you can rotate the character model, except maybe zooming in on the piece of clothing that is being inspected.

    Personally, I also feel that the inspect menu could be usefull, if expanded to all items. It would give a nice place to display more advanced stats, in a larger window than the hover text. It would also give be nice to view weapons (and eventually every item) in 3D, even if it's just for looks.
    I also feel it could benifit controllers a little, by having some of the options that we have from right clicking an item, in a menu where these actions could have hotkeys etc, kind of like how the crafting menu collects a lot of actions that are spread over several menus into one.
     
    Let me know what you think.
  20. Like
    Kappatao got a reaction from pixelzul in [Build 41] Speed ZOMBIE stuck on CAR   
    Looks cool! I'm also hoping to get the ability to open your doors in order to hit them, like in state of decay.
  21. Like
    Kappatao reacted to Jangles in Well Rested Moodle   
    A positive moodle that is gained after getting a good nights rest similar in vein to well fed. Positive effects could be a a slightly slower rate of decay to certain stats like depression, boredom, or even exhaustion, perhaps it could increase running speed slightly. I'd see it lasting for about 4 hours. Could only be gained by sleeping in a bed. Not possible to get it if you took the restless sleeper trait.
  22. Like
    Kappatao reacted to Jangles in Why can't the crowbar be used for unbarricading?   
    Just seems like it should be allowed to. In fact, I demand it
  23. Spiffo
    Kappatao got a reaction from trombonaught in Totes Emotes   
    The emotes look awesome! I have a question though; will certain ones be triggered automatically (like your character yawning when they're tired, or holding their nose around corpse piles)? I think it could be quite cool for giving the player feedback about what their character is feeling like.
  24. Spiffo
    Kappatao got a reaction from Nebula in Totes Emotes   
    The emotes look awesome! I have a question though; will certain ones be triggered automatically (like your character yawning when they're tired, or holding their nose around corpse piles)? I think it could be quite cool for giving the player feedback about what their character is feeling like.
  25. Like
    Kappatao got a reaction from trombonaught in Clothing Hole bug   
    I've noticed that if I say, have a hole in my jacket, it'll show straight through to skin, even if I am wearing a shirt underneath.
    I suppose this isn't exactly a bug, but more of a missing feature atm. It would be nice if with layered clothing they'd show up through holes etc.
     
    Also as a side note, currently I don't think you can wash bags, even though they can get dirty.
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