Jump to content

Eggtooth

Member
  • Content Count

    54
  • Joined

  • Last visited

Everything posted by Eggtooth

  1. Please, can the hotbar remember last weapon we held when we switch between them? It's agitating to switch to firearm and then to empty hand.. I wish it would switch back to the last melee weapon I held.
  2. Please, can you make so that the system remembers last weapon that player held in hotbar before switching to it? I've noticed that when I reach for shotgun and then press 1 again to reach for last weapon I held (lead pipe), I come empty handed and I've died because of it. To make it look better you could make so that character first 'hides' melee weapon with animation on their back, storing last weapon they held on their back, only to then pick up firearm in from the slot, and vice-versa.
  3. Fantastic update. Thanks guys. Also last line "You have not been forgotten" - General John McGrew xP Oh also Lemmy, Nolan helped me find a solution for the error that was occuring when making wrecks have car parts. They were basically nil according to game. If you want to fix this (you don't have to, it's just a suggestion!), in Vehicles.lua do this at line 939: Basically make those three lines with conditionMultiply inside an 'if'. Should resolve any problems with car parts being nil (in mods mainly) and game shouldn't throw any errors in console now. I have tested this, it does not bring back the bug with low condition of tires and car parts.
  4. So I want to detect if a vehicle is burnt via LUA code. I am trying to overwrite a method from Vehicles.lua to basically not do certain block for certain vehicles. Basically wanna do "if not burnt then do the condition multiply" thingy to exclude burnt vehicles from being checked for parts conditions. I can't seem to find a way to get vehicle type via Lua.. is that possible somehow?
  5. Oh no the thing is, mod is updated to work on build 41. Just after latest fix for the vehicle tire condition, it seems to have broken many things.
  6. Hey lemmy, I appreciate changes.. However now there's a problem with mods that mod the burnt car wrecks. Sadly I made a mod that mods those wrecks but now it doesn't work anymore after this update as intended and keeps throwing errors in console... despite game working just fine. The problem is that for example if I try to have a wreck with accessible trunk or glovebox, the game throws error about condition of these parts. I know you don't want to provide support for mods but I thought I'd point it out anyway so you could maybe give a helping hand here and possibly prevent code from checking burnt cars. Now it's simply impossible to add any parts from normal cars to burnt vehicles, because wreck condition is 0% but sometimes part condition is above that when you add in burntcars.txt some parts like accessible and lootable glovebox, truck bed or trunk door. It throws this exception upon spawning, and everything seems to work, except the fact that it keeps throwing the errors in console. I know this is a lot to ask, but lemmy, would you be able to exclude wrecks/burnt cars from being checked for parts condition or somehow allow it to circumvent so it doesn't throw those errors in console and just ignores the conditions? It's sorta impossible to have any mods that involve wrecks right now if they have any car parts attached. I have attached console file. Please lemmy, I'd appreciate if you could atleast give some pointers what was changed because I'd have to basically strip down my mod from some important functionality and I really wouldn't want to do that. console.txt
  7. Eggtooth

    The Sound of Mucus

    Good sounds, but please, remember about adding getting in and out of car animations with animated doors. Also I do think sounds are a tad over the top. Suggestion: If you plan on keeping sprinting zombies, make sure they sprint maniacally just like in 28 weeks later ( with according animations too! /VERY/ IMPORTANT ), and then use THOSE sounds. They sound more like raging maniac running at you and honestly, if you kept moaning to slower zombies and then add this gutwrenching gurgles to the sprinters - I'd personally open a brick factory. Basically those sounds fit sprinters more because they sound actually maniacal like an infected individual in blind rage would.
  8. Shadow flickering bug: It happens when you have invincibility, god mode and all debug tools disabled. Zombies must react to players presence, be able to hurt them, etc. It happens when zombies are close/walking towards player's car. Observe car shadow change size rapidly. Game clean. Mods disabled. Tested with only Necroforge and then without it, manually. PC: AMD Ryzen 5 1600, 16GB RAM, Nvidia GTX1050Ti 4GB, Windows 10, Nvidia driver 411.63.
  9. Eggtooth

    Crashed Cars Mod

    Ever wanted to have the famous highway scene from The Walking Dead in Project Zomboid? Ever wanted to see more chaos on the streets? Did you hate the bland burnt car models that game offered that had no use other than to take up space? Fear no more! This mod adds various crashed vehicles all over the map, replacing some of the ugly burnt ones. It improves game's visual fidelity, it makes wrecks actually usefull. Mod is standalone and will work without other mods just fine, however it works best with: Filibuster's Rhymes Used Cars Mod Filibuster's Rhymes Shrunk Cars ...for visual fidelity. The mod used models from Used Cars mod. VANILLA VERSION WILL COME LATER. Features: 20 modelled crashed vehicle variants with their textures, working GUI and naming. Lootable Trunks! Lootable Gloveboxes! (just walk to the front right passegner window) More chaos on the roads! (If you can call that a feature). WORKS WITH EXISTING SAVES & CUSTOM MAPS! Credits: Modelling - Snek Some of the coding and help - Filibuster Rhymes. Known issues: - The front right place to loot glovebox has no visual indicator. - Bounding Box for Chevalier Dart wrecks is a bit too large, it will be fixed when I figure out how to do it correctly. - Sometimes finnicky access to trunk/glovebox (but it isn't that bad, I hope). Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1539281445
  10. Eggtooth

    Crashed Cars Mod

    Some developements: I have recently added 5 new vehicles (including ambulance). Random loot now spawns in car trunks. Now you can also loot glove box of the car by standing next to the right front passegner doors.
  11. Eggtooth

    Crashed Cars Mod

    I don't think so.
  12. Eggtooth

    Crashed Cars Mod

    That is the plan. Don't worry. I am trying to work out how to add lootable trunks.. and maybe car parts. Tho this mod will have limitations, like for example two identical cars spawning next to one another. EDIT: Boys, we working trunks.
  13. Eggtooth

    Crashed Cars Mod

    Hi everyone. So I have been lately working on a mod that replaces (or rather adds to the roster) non-burnt, crashed vehicles that aren't driveable due to being wrecks basically. They are non-lootable at the very moment, however I do plan trying to make their trunks atleast lootable. They won't be fixable either, so you can only scrap them for metal, like burnt ones. There are sadly some limitations that I will have to obey (like inability to make randomised colors, so there will be 4 colors for each car model). I plan to make 20 models in total (or more), not counting color variations. I should make atleast 2 variants of each crashed car. Screenies:
  14. Hey Filibuster, do you mind including my mod into your mod? https://steamcommunity.com/sharedfiles/filedetails/?id=1518397250 You are very welcome to do so. I'd appreciate it.
  15. I have a question. After you're done with animations and all above, will you consider switching from items being 2D sprites (when dropped to the ground) to 3D maybe? Do you plan for car windows to be see-through with ability to see character model? I guess enviroment could be entirely in 2D but items/characters/cars in 3D.
  16. It's already confirmed that Build 41 is animations. We get electricity, farming and vehicle mods after that.
  17. Oh okay, because I wanted to see if I could push vanilla's map detail to the limit.
  18. This is creating new map, not editing current one in game. I look to edit current one in game.
  19. Does anyone know how can I edit vanilla map? I would like to see where it takes me and how would I go about editing it. Just wanted to play around and see where it takes me sicne I am beginner.
  20. Lore of PZ? Lore of PZ seems a bit like excuse to keep it lazy from making the actual map look somewhat decent. I didnt't see a single mod that brings this into the game. Since someone is working on Louisville, maybe instead of working on Louisville they should improve how current map looks. The part north of Airfield looks so barren, empty and pretty much lacks any sort of detail there. Do not tell me that police/fire departaments wouldn't make blockades and such. They would. They always would, especially with unknown threat like this. Especially with Zombies. Lore should not be leverage to keep map empty and barren of any semblence of detail. I mean for the love of god, offices don't even have any computers inside... or any other detail that would make this world more believable. I am not asking for slopes or terrain height differencies, but I am asking for simply increasing the detail of the current map with such random scattered objects to make world feel actually like it was used and lived by humans before crap hit the fan. The best where devs did it was the car wreck congestion on the intersections - when I first saw it, it made me say "HOLY SH*T". This game /needs/ this sort of detail to increase this wow factor and increase believability of the world and replay value (because as it stands, after 50 hours I am just bored of this game, because everything blends together). I get it there were congestions on bridges and that people tried to leave - but it's played out so unrealistically (aka all burnt cars? Not crashed wrecks?) that it's taking away from actual immersion. The map as it stands is just alright, but it's empty. It lacks detail. It's just couple of buildings, sometimes two cars crashed on the road and once in a while boarded building or burnt one... and that's it. There's no sign that anyone was there, the map is tidy as if it was kept tidy, even with max erosion, there's no actual sign of the situation getting worse in the exclusion zone. Have you heard of telling the game story through visual clues? There's not many of those clues in the game as of now, just two, three, maybe four car wreck jams on the highways, maybe sometimes two crashed cars that actually don't look like they're crashed (aka too lazy to make separate model for the crashed car? Making it, you know, undriveable, just lootable?). I can barely tell as it stands what happened, I don't feel like reading text in game of the same radio stations over and over, I wanna see with my own eyes what went down in Kentucky, I want to see blocked off streets, panic taht happened, objects that people dropped when running away from imminent death, people who panicked, crashed their car into the wall and just decided to run and try to get out of exclusion zone... Devs of PZ seem to misunderstand how visual storytelling works. I have nothing against Devs as is, but I am trying to communicate to them that they are sitting on a pile of GOLD if they JUST DID THIS. I know, it would be optimisational nightmare, but once Louisville hits, and it will be HUGE - there's no excuse. No excuse to keep base map so empty. Please devs, I know I was harsh. This is what your game needs however. I know Iv'e been very harsh but this game desperately needs this. It needs to give players reason for exploration other than to satisfy their in-game needs. It needs visual storytelling of some sorts. The OP's picture told me A LOT more than game itself ever did, a still screenshot. It showed me actual story. When you'd erase humans from that picture - I could still tell more what went down. I could still tell that there was chaos.. that there was something bad going on and people had no choice but to run. That they panicked.. didn't know what to do, and didn't want to die. Anything but this barren map we have now where barely anything is being told to us.. other than the radio/tv.. which by the way gets stale after reading it 5th time.
  21. Devs, you see this? THIS IS HOW YOUR MAP SHOULD LOOK. This is how game should look post-apocalypse. Roadblocks, crashed, randomly scattered cars, lots of trash on the streets and such. Of course minus the people. Why is the map so sterile right now? The game would look massively better if we had something like on that screenshot.. I mean, screw the cinematic, the game needs to look like THIS. Devs never watched The Walking Dead? Never seen how cars, buses, random objects and other stuff is scattered across the streets?
  22. In my honest opinion, heavy snowfall should be accompanied by heavy fog. I've tested this setting, it looks just so nice. Just look at it. It's PERFECT. It made the entire heavy snowfall look so nice and actually dangerous to drive in. https://prnt.sc/k0m0x7 Bug: When heavy fog hits the night (as I've simulated), map gets brighter as if it's a day.. Fog should make night pitch black, almost impossible to see. http://prntscr.com/k0m291
  23. Eggtooth

    Zedlights

    Wording. Damn thursdoid wording. From what I understood, first they have to resolve issues (300+ bugs), then implement community requested features. The wording on TIS' side is poor and it made it look like they are delaying it yet again. That's how I understood it.
×
×
  • Create New...