Jump to content

RealHumanBeing

Member
  • Posts

    32
  • Joined

  • Last visited

Reputation Activity

  1. Like
    RealHumanBeing reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 29:
     
    [New]
    Added ChrisW optimization. Driving in town and being around tall buildings should now produce less dramatic FPS drops. [General streaming performance will still need addressing, and we hope to get a fix in for this later this week] Add darkening to levels below player's z height to help sense of depth between levels. Added a UI option for the air conditioner: heater switch now doubles as air conditioning too. With four different settings, from cold to hot. Having all windows closed will heat up a bit the passengers, having windows opened will cool down passengers & nullify heater. Sleeping in car now act like sleeping on anything else: you can't sleep in pain, in panic or too soon after sleeping already.  
    [Balance]
    Balanced car key spawn. Changed vehicle part menu read-out from "Try start..." to "Ignition". Balanced vehicle deceleration: not touching any controls will slowly stop the car, and act less like an active 'brake'. Balanced how the heater changes a car's global temperature. [A hot engine will cool/heat up faster.]  
    [Bug Fix]
    Fixed how switching seats in a vehicle could shut off the engine if it wasn't running, attracting zombies. Fixed keys spawning on the ground, in the ignition and on doors not having the car's name. Fixed windshields not having an area set in script with no way to install/uninstall them. Fixed Van having two driver seats. Fixed some bugs in Mechanics tooltips. Fixed putting something on a seat and then removing it making it impossible to uninstall the seat. Fixed entering vehicle via radial menu not working. Fixed some pathfinding error on certain vehicles. Fixed vehicle containers trying to spawn items too often (when sleeping, when loading etc). Optimized item sync optimized. Fixed Mac/Linux Black Screens on collision. Heater is now turned off if car is shut down. Active heater will make the car consume more gas. Fixed Step Van/Step Van Mail having wrong driver seat offset (meaning sometimes can't be entered). Fixed opening car windows not updating car model.
  2. Like
    RealHumanBeing reacted to Spikelord in Community Vehicle Suggestions   
    How bout Tractors for the farms around kentucky 
    Like this 1984 Allis Chalmers 8030 This one was found in missouri so I dont see why there would not be any in kentucky
     

  3. Like
    RealHumanBeing reacted to TheRealXeonyx in Community Vehicle Suggestions   
    I think they should add forklifts (specifically propane powered) around factories, mills, large businesses, and building sites.  The Fork could flip cars onto their back (or right side up),  or carry goods with a pallet attached.  I say propane powered so that propane tanks become even more sought after; especially when the power craps out and barbecues become necessary.  It would be relatively quiet and have a small turning radius, but would be slow, difficult to repair, and leave the character exposed to attack.

  4. Like
    RealHumanBeing reacted to Capt_Paradox in Union City   
    DUDE that is awesome love the blockade. Just make sure Red Cross doesn't see that on your medical building roof rofl, don't wanna get sued.
     
    But seriously nice job man!
  5. Like
    RealHumanBeing reacted to FireOnAsphalt in How To Have Different Exterior Walls?   
    Not to take an unproductive macabre direction with this... But my immediate thought when I saw the toaster in the bathroom was not of a bed-and-breakfast scenario, but one more akin to someone who decided not to try to survive the outbreak and take their own way out... (run-on sentences ftw)
     
    Either way, great work Kenneth!
  6. Like
    RealHumanBeing reacted to Fenris_Wolf in ORGM Rechambered   
    So now that 2.00 is stable, I figured I should toss around some ideas for ORGM's future. The stuff that's already been done may seem like alot but in truth it was all just groundwork...laying down the foundation so the real construction can begin. Though to be fair, I've already taken it alot farther then my original intent which was to just redo the code base and document it to make it more manageable and easier to edit for the next person to maintain the mod...but once you start mixing firearms and code, I'm hooked
    Also, this isn't a list of promises, and none of it is set in stone. But just some ideas of things I'd like to accomplish and get feedback on
     
    Weapon stats:
    Rebalancing these.  Lot of work to be done here, I'm figuring increasing the base chance to hit and lowering damage, while increasing the chance for a critical hit as skill rises. This will allow for players with lower skill levels to still hit something, but with the lower damage it will be less effective. Those skilled would still be able to score the 1 hit kill headshots. One stat I've already tweaked for the next release is that annoyingly unrealistic shotgun spread.
     
    Extended and Reduced Capacity Magazines:
    This is one of the things ORMntMan was working on for his unfinished version, and had piles of icons made up for some of them already.
    The current alternate ammo system could easily be tweaked into a alternate mag system.
     
    Ammo Boxes and Canisters:
    Another thing ORMntMan appears to have been working on was making boxes and cans function like other reloadables...you need to have a box in inventory and have to load ammo into it. Makes sense...always wonder every time I use the recipe to put spare ammo in a can: where did this magical ammo canister come from? did it spawn from no where? why do I need 500 rounds just to be able to put stuff in it?
     
    Gunsmithing Profession:
    IRL my first real trained profession was a smith. It would be awesome to play one in game. I know its kinda straying off the mods goal of simply adding real firearms, but it will serve a purpose.  Adding it however will require piles of extra items and tools.
     
    Field Stripping and Complete Breakdown:
    Not much to be said here, field stripping would break the gun up into major components and make it take up less room in inventory. Smiths and other skilled people could completely break down the gun for parts used in repair or customization of other similar guns.
     
    Weapon Upgrades:
    The current system bugs me to no end. The fact I can't mount a custom stock, recoil pad and sling on a gun at the same time is just nuts.
    I'd have to recode the whole thing in lua, but it would be worth it. Smiths would be able to customize parts as well. Possible upgrades and customization could include: beveled magazine wells on pistols, ergonomic grips, light weight receivers, thread barrels (suppressors, recoil compensators), rechambering kits, and other aftermarket parts.
     
    Firearm Inspection Window:
    Basically a small popup window activated on a hotkey, showing a basic generic outline image of the gun type, stats and current upgrades installed.  It would be necessary if implementing a new upgrade system. Probably also include some quick access buttons like fire mode select and other stuff.
     
    Bayonets and Pistol Whipping:
    I REALLY want to implement this, but It looks like it could be kinda tricky...thats not going to stop me from trying though
     
    Select Fire Burst Mode:
    Should be simple enough to implement.
     
    I could go on (I get too many ideas), but thats probably a long enough read for now I'm not writing a novel
×
×
  • Create New...