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NorthRoad

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  1. Like
    NorthRoad reacted to TheRealXeonyx in New Denver, BC (V2.1)   
    Alrighty, I've been working on the whole of the map, adding vehicle spawns,  graphical touch ups where necessary, and am finally getting the forage map built for everything outside of New Denver.  Because the map encompasses 3 towns now, I'll eventually be renaming the map mod from "New Denver BC" to "Slocan Lake BC" as to make sense.  Another thing I'm doing is I'll be adding Rosebery BC and Silverton BC as separate towns to spawn in, instead of having to trek to them. 
    Anywho, The next update will take a little while because I want to make sure everything is copacetic before I release it, just thought I'd let you all know.
  2. Like
    NorthRoad got a reaction from basedpraetorian in Small but Important Suggestions Thread   
    The spawn rates of sacks and barbed wire should be greatly increased or else there should be a way to craft them. As is, barbed wire fences and gravel/sandbag barricades are pretty much impossible to make in any large quantities (unless I'm missing something).
     
    Paint and plaster spawnrates should be increased too. They only have aesthetic uses in base building, but it takes large quantities of them to do much of anything that are near impossible to find on default survival settings.
  3. Pie
    NorthRoad got a reaction from Batsphinx in Small but Important Suggestions Thread   
    The spawn rates of sacks and barbed wire should be greatly increased or else there should be a way to craft them. As is, barbed wire fences and gravel/sandbag barricades are pretty much impossible to make in any large quantities (unless I'm missing something).
     
    Paint and plaster spawnrates should be increased too. They only have aesthetic uses in base building, but it takes large quantities of them to do much of anything that are near impossible to find on default survival settings.
  4. Spiffo
    NorthRoad reacted to B33ware in Hunt for the Wilderdoid   
    Glad to hear this news!
    How it is going with zombie pathfinding optimization?
  5. Like
    NorthRoad reacted to nasKo in Hunt for the Wilderdoid   
    Hey all. Here’s the news on what’s happening with current/forthcoming builds from Zomboid HQ.
    We’ve got public Vehicles beta 37 just about ready to drop – it includes:
    Work that stems from our friendly Technical Director favourite uncle Bitbaboon Steve on our netcode – intended to address MP lag via the discovery of elements of vehicle data clogging up the pipes, and the way that server saves work. We’ve also put some extra work into being more strict with what the game considers as physics objects, which should cut down on memory and processing. (Internally we’re seeing some higher FPS read-outs from built up areas like West Point, and we’d be very interested to hear if this is replicated on beta tester set-ups come release). New map areas filling in countryside, farms and smaller settlements between West Point and Riverside, and March Ridge and Rosewood. This includes new town zones and foraging zones, especially around Riverside – alongside missing map elements in that town, and general decoration map-wide. A few secret areas will be hiding in amongst it all too.


    In terms of gameplay – tire pressure’s impact on speed has been nerfed significantly, while we’ve also polished the Mechanic UI to give clearer indications of success/failure via visuals and SFX. A fair amount of irritation caused by dual keybindings (on foot vs. in vehicle key functions) will also be cleared up. Connall, fresh from zoning the new map, is now coming back to the ‘Small But Important’ Community Request thread – while elsewhere the general bug blitz continues when it comes to vehicle textures, item transfer speeds, crawlers damaging vehicles and zombies attacking the relevant part of the car where you’re visible to them (or were last visible to them) as opposed to banging on the driver door. The annoying issue of occasional item loss has also been tracked down and, hopefully, consigned to oblivion. New vehicle SFX for vans and higher performance vehicles are part of the new build. Although, with this said, these still aren’t perfect – so we have found someone who works at a friend’s game studio who’s created a procedural engine sound system – which means we can obtain custom engine loops for different car types to feed into Bitbaboon Steve’s new code. This means that we no longer have to dredge internet sound banks, or consider making actual vehicle recordings ourselves – and likewise will make the process easier when adding new vehicles, and hopefully noisier industrial/military vehicles, later on down the line. Vehicle beta 37 had been aimed for a Thursday release but internal testing has revealed some FPS hitches in MP as well as occasional unsightly streaks that would likely annoy. We’ll release when these irritations are nixed, and have Uncle Bitbaboon Steve on duty tomorrow to help improve stuff further too.
    Outside this more imminent work on vehicles coding continues for the builds ahead including Bitbaboon Mark preparing the animation system so we can move over to it in the versions beyond vehicles, Turbo back with us and working on his improved snow/fog/mist and general weather upgrade, and General Arcade’s Stas working on our new chat/admin system for MP.
    (With the latter we’re slightly changing tack and opting for a less multi-tabbed variant, and have also compiled a checklist for Stas to ensure that all the commands/features are in-keeping with what’s expected from MP in this day and age so we hit the ground running with something we’re pleased with. It should still be ready to drop into testing once vehicles are done.)
    While discussing this with Stas, the issue of PZ text appearing really small on high resolution screens came up – itself something we know we have to deal with, and hope to as a part of our upgrade to lwjgl3. In the mean-time, however, if you have issues then as a part of our conversations EnigmaGrey also came up with this nifty Big Freakin’ Font mod – that’ll help with high res and couch play users. Let us know how you get on with it.
    This week’s snowfield caper from Wanktarded. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Fanks!
  6. Like
    NorthRoad got a reaction from Kuren in RELEASED: Build 38.30   
    They're different, unrelated version numbers. Vehicle build 36.4 has everything from 38.3.
  7. Spiffo
    NorthRoad got a reaction from Kuren in RELEASED: Vehicle Test 41   
    It's a little known feature, but you actually can make sinks useful after the water goes out. If you put a rain barrel one tile from the side of the sink on a floor above, the sink will draw water from it and automatically purify it.
  8. Pie
    NorthRoad got a reaction from arkahys in RELEASED: Vehicle Test 41   
    It's a little known feature, but you actually can make sinks useful after the water goes out. If you put a rain barrel one tile from the side of the sink on a floor above, the sink will draw water from it and automatically purify it.
  9. Like
    NorthRoad reacted to Svarog in NecroForge [Item Spawner & Utility]   
    NecroForge 2.6d [18.02.2018]

    Small Update - Download Links in the OP
    New Debug Vehicle - Repair All
    - Sets the Condition of all Installed parts to 100% Updated Vehicle Items
    - All the missing ones should now be there. Removed Some Bugged/Dysfunctional Stuff  
    Sorry it took so long to get even this little bit of work done but I really barely have any free time between work and some serious RL issues. More, hopefully substantial, updates to come soon I hope.

    Edit: Btw, I added the Mechanic Skill boost function, probably some other stuff I forgot about, I was chipping away at updating for weeks I don't really remember all the stuff I changed/added because I forgot to write it down.
  10. Like
    NorthRoad got a reaction from trombonaught in RELEASED: Vehicle Test 41   
    I reported this same problem before and am getting it too. It's very noticeable in the Van Sounds video posted in the latest Thursdoid.
     
     
  11. Like
    NorthRoad reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Extreme problems with this, both ingame effect wise and out of game realism wise. Experienced driver and shop experience here.
     
    Long story short: This would have no significant effect at all until the tire is actually significantly lower than optimal - I'm talking 20/60 PSI for a compact tire and even then the slowdown IRL would not be this dramatic or excessive.
     
    So, having 5 PSI short of the tire capacity is considered pretty normal for tires and most definitely not a big deal. No notable performance difference for daily driving. Having shop experience, that's generally what to aim for. You don't usually go for the capacity as going over capacity can pop the tire - the air cap is the cap.
     
    So when coasting is not a thing at all anymore because of this slowdown for being a few PSI short on each tire, something is very illogical with this and excessive. 
     
    Tested on multiple vehicles with 90-100% tires.
     
    Coasting just isn't a thing anymore - At most, I'm 5 PSI short of a perfect 100% tire capacity and within what would be the average, maintained PSI. Usually within 2 of the capacity. And letting off the gas is the same thing as slamming the brakes. It feels stronger than that in some cases. These are optimal tire conditions realistically and there is no longer any ability to coast. Letting off the gas just stops you dead in your tracks. It feels like all of the optimization for coasting has been reverted.
     
    Realistically:
     
    You'll want to consider this only having any slowdown effect when air pressure is notably low. What it is right now is definitely excessive - in some cases this has surpassed the previously tested braking distance of vehicles for only being 4 PSI short.
     
    IRL being lower than air capacity (but not too low to the point of a tire being low) will not make a difference. This should be a negative effect of the extreme (where the tire is actually low, i.e. 10-20 PSI and lower), but currently drags you down far too excessively, beyond any degree of realistic slowdown and in cases where there should be no effect at all.
     
    For comparison, micromanaging your tire PSI is something race engineers do for the track in some specific cases, and that's really only the significant example of where this is done, because the effect of this is so nominal until the tire actually becomes low/flat.
     
    TL;DR
    Too excessive and that implementation is not realistic. In my opinion it's a little too gamey for something that should only be a punishment for having a significantly low tire. 
     
    If this is supposed to be realism feature, then have it only give any effect at all for the tire being low. Otherwise this is something almost entirely semantic that has drastic effects where none should be. There should be a range where there is no slowdown, and then a slowdown where it's gone unmaintained (i.e. not flat but halfway to the ideal range) and then just further slowdown until the tire will burst.
  12. Like
    NorthRoad got a reaction from Leoquent in Seriously? No Non-Player Character Survivors in Single player mode?   
    No offense, but this is a small indie game you bought, and your tone is pretty overly professional and weird. All your posts are pretty pedantic. You say you aren't alleging being misled or malice on part of the devs as if this was a court room. Yeah, the NPC dev time is sorta crazy, I think most people agree it's been too long even if there's reason for it. But "failure to read the fine print as if it was a high-dollar contract", really? You bought a game on Steam and didn't read the store page on it all the way, and it's not long or hard to read. I'm sure everyone has done it before so it's not a big deal, but comparing it in that way is frankly ridiculous.
     
    I advise trying out multiplayer with friends who might be into the game or otherwise finding people to play with somewhere. It makes the game a lot less lonely and humans are smarter than any AI, and you can get organised, do different tasks, take different professions and builds to compliment each other. Or else if you strongly prefer single player, try out the Survivors mod. Try to appreciate the game for what it is rather than what it could be and you'll be a lot happier with it.
  13. Like
    NorthRoad got a reaction from Svarog in RELEASED: Vehicle Test 41   
    I reported this same problem before and am getting it too. It's very noticeable in the Van Sounds video posted in the latest Thursdoid.
     
     
  14. Like
    NorthRoad reacted to Fenris_Wolf in Profession Framework Mod   
    This mod is designed to simply the process of adding new professions, or editing the default ones. As well as simplifying the addition/modification of a profession's skills, traits and known recipes, it also allows for the creation of custom profession starting kits: both items in inventory and on the ground in front of them, and running a custom OnNewGame event for each profession. The 'special effect traits' (ones that don't edit skill levels) such as brave, lucky, outdoorsman, etc can be properly used by new professions without bugs and extra coding on the modder's part.
     
    Please note this mod adds no new professions or changes itself, it is simply a framework for use by other modders.
     
    Example of a upgraded Park Ranger, starting with the outdoorsman trait, ORGM's Lee Enfield No4 (with scope and sling attached), spare ammo, a hiking bag, and a tent and campfire kit on the ground at their feet:
     
    Example of a new profession: The Military Sniper, starting with Inconspicuous, Graceful and Brave, ORGM's SR-25 (with scope and sling) and spare ammo:
     
    Example of a updated Chef, starting with a set of GOOD kitchen knives:
     
    List of all 'special effect traits' that can now be added to professions:
     
    For best use and compatibility with other profession mods that may use this framework, it is advised you don't actually include this mods lua files in your mod. Instead make it a requirement, and just call the ProfessionFramework.addProfession( ) function from your own mod.
     
    Downloads:
    Current Version (1.00-stable): https://downloads.tekagis.ca/ProjectZomboidMods/ProfessionFramework.zip
    Steam workshop (1.00-stable): http://steamcommunity.com/sharedfiles/filedetails/?id=1343686691
     
    Github Development Version:  https://github.com/FWolfe/ProfessionsFramework
     
  15. Pie
    NorthRoad reacted to Thegeorgegman in RELEASED: Vehicle Test 41   
    You can drive by stock pile of stones.  And rendering of the map is worsen than day of first build, my car stop every black block (engine shut off)

  16. Like
    NorthRoad reacted to EasyPickins in RELEASED: Vehicle Test 41   
    I fixed the time it takes to transfer heavier items, it should be the same as earlier versions (not released yet!).
     
    I added moving some of the items when the action is interrupted.  So if you're moving 10 logs and stop half-way through, 5 will be moved.
     
    The transfering of stacks was changed because the framerate would drop when the player had 5000 nails in their inventory for example.  That would create 5000 timed actions and would refresh the inventory window 5000 times.  In the new system there is only one action per 50 items.  But the times should work out the same (after the fixes that haven't been released yet).
  17. Spiffo
    NorthRoad reacted to arkahys in RELEASED: Vehicle Test 41   
    Metalworking :
    Can't refuel blow torch with propane. can only pouring in other blow torch If got more than one blowtorch and one almost empty in inventory, menu don't allow to build : count the most empty (or only the last used, don't know). have to put the most empty in my bag, then menu allow to build. If some parts of construction are missing, item to build don't appear in red. can't take to replace or dissassemble metal crates, can only destruct it. Can't stack 3 metal crates as wooden crates. If can stack 3 metal crates, with his 80, will never say metalworking is useless, lol With all farming i do, i don't find "The Metalwork Magazine Vol.3", is it normal ? no metal sheet in disassemble ? ( metal sink, shower for exemple). tubes tubes tubes and pipes sometimes, but main metal works use more sheet. Disassemble car parts to get metal sheet (recycling old pieces such door, hood, etc who spoil very quickly) ? Disassemble wreck in a veryyyy long process and tiring effect at lvl 6 of metalworking to get a good amount of tubes and sheet ?  
    others :
    some  metals sheets(x5) disappear at transfert in inventory, occur too with pot filled with water(x4)but remplaced by pot filled with soiled water(x1) occurs when put on crate after purify water. Z's loot again keys for the same door I build (no others), An other door I build use the same keys. so, on 9 doors I build and 188 keys i found, i got 157 keys who work for 2 doors. I just equip my second keyring to count keys, it disappear when click on inventory (to desequip it). rescue keyring disappear, lol no colision between car and lamp on pillar Is it desired that's car key comeback to inventory and no keyring ? shortcuts and action to take a key (car or door) should put it in the keyring not in the opened inventory (button "take all", "take", action shutdown engine, remove key from ignition, etc...) Agree with move a stack to light objects only : may move a stack if total transfered is under a weight. This could force to take half or a quarter of stack to move it rapidly, very imersive. for nails, cigarettes, etc...  For me there is more "reappear 20m before" by foot, before update was very uncommon.
     
    Still : (but I was thinking easy to implement because code/visuals are already here !)
    barbed fences useless (same effect as broken window + cross trees) no buildable metal door / metalframe door (So why build metal wall ? there is a wooden door ! and Z's knock the door !). and in transparency : high wire meshs / prison bars / prison doors

    I was on my roof, and think about the fact i can't see the base of the building, may use the mask to see player behind wall as opposite in the back of player to see in pit , like this :

  18. Like
    NorthRoad reacted to trombonaught in Hard mode: Random hordes   
    Is it possible to create a repeating script that spawns hordes and sends them after you? Similar in purpose to a chopper event, but still deadly when in rural areas.
     
    Something like this:
    -Set a random countdown timer between 1-28 days
    -When the timer runs out, spawn 20 zeds near random player
    -trigger noise on said player to send the zeds after them
    -add +10 zeds to the next time this event triggers
    -repeat
     
    This would help shake up a rural safehouse I have with some friends. I've been using Necroforge to make stuff happen, but it's more fun if I don't know it's coming. It'd be much appreciated if you could help me out or suggest how I could start going about it myself! Zero coding experience...
  19. Like
    NorthRoad reacted to EasyPickins in RELEASED: Vehicle Test 41   
    Anything under max pressure (40 in this case) will add some slow-down.  So get as close to 40 as you can (press spacebar to stop inflating whenever you choose).
     
    Pressure below Max + 5 = 45 looks like it won't have any ill-effects.  Looking at the tire-inflation action, as soon as you hit 45 the tire is destroyed.
  20. Spiffo
    NorthRoad got a reaction from Kuren in RELEASED: Vehicle Test 41   
    Is this just temporary until the "end of the world" bug is fixed, or could it maybe be a server option?
     
    I regularly drive a lot faster than this, and before the black screen bug I'd often go around 100~ mph on roads I knew.
  21. Like
    NorthRoad reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    It's just temporary, as the faster method had a few critical glitches that are being worked on now.
  22. Like
    NorthRoad got a reaction from Zorak in RELEASED: Vehicle Test 41   
    Is this just temporary until the "end of the world" bug is fixed, or could it maybe be a server option?
     
    I regularly drive a lot faster than this, and before the black screen bug I'd often go around 100~ mph on roads I knew.
  23. Like
    NorthRoad reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 36:
     
    [New]
    Added tooltip showing Username on the Scoreboard and Mini-Scoreboard. Added tooltip to Claim Safehouse context menu option when player hasn't survived long enough to be allowed to join. Accounts with access level other than "none" don't count towards MaxAccountsPerUser. Increase java heap max size on the Mac to match Windows/Linux (1200 MB). Added "Quit to Desktop" button for when errors occur while loading a game. Updated Vehicle shell textures. Updated Vehicle damaged shell textures. Identical items are now compressed to a single item when networking. Hide unused TransactionID column in Server Whitelist. Inflating tires now requires a Tire Pump. Updated choose-seat UI with Mash's new textures. Clicking a part in the Mechanic UI window selects the part in the list. Added "/safehouse release" command so clients can release a safehouse they own. Vehicle doors may be locked/unlocked from outside if the window is uninstalled, or broken or open. Added SirenShutoffHours sandbox option to auto-shutoff vehicle sirens. Clicking the overlay sprite on containers acts the same as clicking the object's sprite. Items are transferred in stacks of up to 50 items in a single action.  When dragging items to a container, as many items as will fit are moved to the container, starting with the lightest items if multiple types are selected.  
    [Balance]
    Keys no longer required to turn on/off headlights. Reduced the odds of damaging Muffler. Adjusted SportsCar extents (chassis was wider than the wheels). Limit vehicle speed to 55 in multiplayer.  
    [Bug Fix]
    Fixed can't transfer items to/from bags on the ground. Fixed ObjectSyncRequests bug deleting multiple objects. Fixed missing PZBullet64.so on Linux server.                                                        Fixed BufferOverflowException saving vehicles with many items in containers. Fixed building walls not being possible behind staircases. Fixed vehicle backing-up sound playing when the engine is off. Fixed client spamming onBackSignal commands for vehicles without a backing-up sound. Fixed column order in server whitelist tables. Fixed "connection lost" message when client's Lua files don't match the server's. Fixed alarm clocks only waking players on levels 0,1,2 inside pre-existing buildings. Fixed IsoWindowFrame working for IsoThumpable. Fixed teleporting between front/rear seats in VanAmbulance. Fixed Vans having double-rear doors instead of a Trunk Lid. Fixed context menu position in mechanics window when scrolled. Fixed game hanging after "Player does not appear to have been created on this server." Fixed barricades, campfires, etc not being synced. [There might still be some visual sync issues to be resolved] Fixed vehicle dashboard remaining visible after teleporting from vehicle. Fixed putting items into compost bins. Fixed /additem without username when display name different than username. Fixed issues with mini-scoreboard and safehouse UIs. Fixed multiple copies of some admin UIs being created. Fixed items still disappearing during a transfer. Fixed incorrect vehicle lighting. Fixed car having an alarm if it wasn't locked. Fixed car's container capacity not taking Organized/Disorganized trait into account in a calculation. Fixed co-op hosts getting kicked when the game is in debug mode. Fixed vehicle lights and open/broken window textures when texture compression was turned on. Fixed vehicle brake lights, ambulance lightbar lights, and open/broken windows not rendering with texture compression is turned on. Fixed OpenGL coordinate overflow with path debug drawing. Fixed missing car name translations. Fixing missing PickUpVan McCoy texture. Fixed VanSeats having wrong textures. Fixed some vehicles having wrong damaged textures. Fixed missing IGUI_VehiclePartTruckBedOpen translation (trunk of pick up truck). Fixed missing burnt vehicles textures. Fixed burnt vehicles "floating". Fixed burnt zone sometimes spawning special non-burnt vehicles. Fixed aspects of map no longer streaming fully ahead of the player when moving fast after removal of Yuri's sync code - feedback required on this. Fixed vehicles spawning inside buildings when creating random car crashes. Fixed opening a vehicle's hood displaying the Mechanic UI. Fixed some hitboxes in the Mechanic UI. Fixed server not having up-to-date skill levels when installing/uninstalling vehicle parts. Fixed Mechanic UI not being draggable. Fixed the display of voice-activity and vehicle has-key icons when the DisplayUserName option is false. Fixed player getting stuck trying to walk a path when inside a vehicle. Fixed vehicle colors changing after reloading. Fixed BufferUnderflow exception loading unknown items. Fixed microwave/stove timers not counting down. Fixed hot/cold background colors of food being faded compared to earlier versions. Fixed vehicles won't start if gas < 0.1, but will run until gas = 0.0. Fixed window open/closed appearance sync in multiplayer. Fixed opening/closing uninstalled doors. Fixed "Start Engine" in radial menu being disabled when key is in ignition. Fixed client using InventoryItem.getItemCapacity() which isn't synced. Fixed long text in the vehicle radial menu overlapping the icons. Allow hotwiring (not starting) a vehicle when the engine isn't working. Fixed recipe food ingredients appearing available when multiples are required. Fixed missing hitboxes in Mechanic UI for smallcar. Fixed vehicle color being random for all clients. Vehicle updates sent for every vehicle. Fixing missing vehicle sounds on Linux. Fixed the type of battery not being displayed when trying to install one. Fixed vehicle hit-zombie and crash sounds not playing in multiplayer. Fixed vehicles not operating near the edges of the world. Fixed client constantly sending list of vehicles to the server. Fixed server sending every zombie idle sound as separate packet. Fixed some garbage collection issues with vehicles. Fixed uninstalling a tire from any car meaning that the image of the wheel disappears but still allowing the vehicle to move. Fixed pickup-truck trunk icon in the loot window. Fixed Mechanic UI drawing stuff when collapsed. Fixed usernames showing for splitscreen players when "Show your username" is false. Fixed choose-seat UI showing wrong texture for another player in a seat. Fixed entering/exiting vehicles when an obstacle is in the way. Fixed vehicles not smashing windows when colliding. Fixed vehicles not running if game window resolution is very small. Fixed some cars MP syncing bugs.
  24. Like
    NorthRoad got a reaction from Legoland99 in Community Vehicle Suggestions   
    Hummer H1, the civilian model of a military vehicle. Four wheel drive utility and off-road vehicle in production starting '92. Would be a sick vehicle in the zombie apocalypse.
     

  25. Like
    NorthRoad reacted to Magic Mark in Mod Request: Fireplace Mod   
    Unsure if this is helpful, but fireplaces are very much in the base game and can be found in numerous locations. 
     
    The lodge you posted yourself is a nice place.
     
    There is a house near the mall that has one as well:
    http://map.projectzomboid.com/?#0.923662547963498,0.2860559231972876,410.18627024600187
     
    The country club has one:
    http://map.projectzomboid.com/?#0.46843419921139867,0.10590146338881054,114.47545997288275
     
    The houses nearby (the majority of these have a fireplace)
    http://map.projectzomboid.com/?#0.4767354443135743,0.12111099912094894,55.20614389124361
     
    A lot of houses in Riverside have fireplaces:
    http://map.projectzomboid.com/?#0.5623800606995861,0.10258262288054172,55.20614389124361
     
    Hope this helps you find your home!
     
     
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