Jump to content

Arsenal26

Member
  • Posts

    271
  • Joined

  • Last visited

Reputation Activity

  1. Pie
    Arsenal26 got a reaction from Pandorea in Bags in car add containers   
    I think this was a functional addition that allows you to place and retrieve items from a container in a trunk/glovebox without having to keep taking the container out... I like this idea, and it sort of works...
     
    Pre-loaded containers, bags, backpacks will obey the trunk/glove box capacity rules...
     
    BUT...
     
    If you put the container in the trunk/glovebox, and then fill it up... it will not obey capacity rules, and as stated above, will lead to over-capacity situations...
     
    If it can be fixed to obey capacity rules, I think this feature is useful especially being a gamepad user.
  2. Spiffo
    Arsenal26 got a reaction from ATPHHe in Tactical NPC Squad A.I. ?!!   
    Not quite Seal Team 6, but that's why we're in the WIP section...
    So I'm not attempting to offer any version of the SuperSurvivors! mod (by Nolan Ritchie) in any way. I’m just trying to play the game the way I want to play it, while trying not to break anything in the process. That said, I’d like to share and demonstrate a few things since Animations and NPC’s are on the horizon. I figure it was a good time to post this to perhaps add something to the NPC conversation. Talk is cheap, so I made a video to illustrate my ideas:

    https://drive.google.com/file/d/10Mrpw7JEj7skGhO4BWtG1UmvLRefpIDO/view
     
    0:05 – [Eat now] command

    1:05 – New Fighter Group Role

    3:25 – Guard Task in Fighter Role

    5:03 – New Over-Watch Group Role

    8:19 – Over-Watch and Vehicles

    10:35 – Close Over-Watch support for Vehicle

    15:33 – NPC Vehicular Combat (firing from inside Vehicle)

     
    Rated (M) for Language   enjoy!

     
  3. Pie
    Arsenal26 got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    Ok.... to maybe make it easier for other ppl to do this...
     
    From STEAM, right click Project Zomboid on Games list.... Select [Properties]
    Click over to [BETAS]
     
    Notice [Controllertest] is not on the list.
    Enter the password : badassstas456
     
    Controllertest will now appear on the pulldown list.
    Select it to download the build.
     
     
    Anyways.... I use PS3 controller running XBOX emulator...
    The controller menu does see my controller, but the D-Pad doesn't seem to register on the test screen.
     
    edit... oh wait.... look at the pic above... you cant see the button flash register thingy... On my resolution, lot more was hidden
     
     
    When I went to test this build, I had ORGM, SuperSurvivors loaded, and got 9600+ stack trace errors relating (I think) to key binding features in both those mods so heads up... I'm currently reverting back to make sure my old settings work..
     
     
    One thought... So the STEAM controller configuration lets you assign multiple functions to a single button. I use my Right ThumbStick's button (R3) to control zoom.
    - Double click for ZOOM OUT
    - Click & hold for ZOOM IN
     
    Those Thumb Stick (R3/L3) buttons are also missing I think from this builds button mapping section...
     
    I'm not seeing any advantage to this controller configuration build vs. what is built in to STEAM.... or am I missing something ?   Runs smoother / faster ?
     
    Now if you guys can add more button mapping functionality that would be pretty cool... Currently, when things get thick on screen... the double clicks don't register too well via STEAM config... so maybe if it's built into the game it would be more reliable ?
     
     
     
    I think the big thing with using a controller is this.... We want to get away from Keyboard/Mouse as possible for the majority of things... But this is not currently possible due to the number of Key-Bindings that PZ uses...
     
    I relegate a few "Rarely Used" to keyboard so as to leave room on the controller for more vital things...  The Horn/Yell for instance... has no place on my controller at the moment. But just about everything else I need to do can be done via controller.
     
    That is, until you start running lots of mods with even more Key Bindings!!!
     
    Here is my recommendation/solution that would imo make controllers much more viable.
     
    Create a HOTKEY RADIAL menu
    - It expands and contracts in terms of # of slices based on how many functions are programmed into it. There couldn't be icons since this would essentially be an overflow radial to handle whatever the player wants... Then as you push in that direction, text could appear which can be assigned same way a Backpack is re-named.
     
     
    I currently use the D-Pad to activate Radial menus.
    - UP arrow for Vehicle
    - LEFT arrow for Weapons
     
    It would be awesome to have a custom DIY radial menu to handle all the little things that don't get direct button press priority!!!!
  4. Like
    Arsenal26 got a reaction from ZombiesLoveBrainiacs in Small but Important Suggestions Thread   
    893.   
     
    Currently with the darkness "fog", you can turn and look when the windows are rolled down from a vehicle to reveal visually thru the fog... This should be enabled whether or not the windows are open or not...  I understand it's for aiming purposes and you cannot shoot while the window is closed, but this "looking" feature is useful for looking down alleyways, etc...
     
    Perhaps enable the "look" feature, and if you start shooting without rolling down the window, it just gets broken out ???
     
     
  5. Like
    Arsenal26 got a reaction from trombonaught in Crepe Expectations   
    Those outfits look crepe!!!
     
    I can't wait to loot cool outfits off dead bodies because I wont have the patience to find clean ones in dressers and such. We're gonna need a lot of Palm Olive and soap...
     
    crepe job creator people!!
    crepe job on the trailer vid Clerkius!!
  6. Like
    Arsenal26 got a reaction from Kuren in Crepe Expectations   
    Those outfits look crepe!!!
     
    I can't wait to loot cool outfits off dead bodies because I wont have the patience to find clean ones in dressers and such. We're gonna need a lot of Palm Olive and soap...
     
    crepe job creator people!!
    crepe job on the trailer vid Clerkius!!
  7. Like
    Arsenal26 got a reaction from ZombiesLoveBrainiacs in Workbench   
    I like the idea of a workbench.... But it shouldn't preclude attempts to craft things in the field as this is often necessary. I think what it ought to do is improve the quality of products made, or conversely unlock a tiered level of quality that cannot be achieved freehand on uneven/unstable surfaces. And universally reduce the failure rate thus reducing material wasted in failed attempts.
     
    I think the workbench represents the Object, yes.... a table with a Vise, and basic tools to do a particular job. Perhaps the tools should not be fixed or consumed in making the workbench, but rather a prerequisite as per the product you're trying to make.
     
    Another thing it represents is a shoring up of the table. Mounting to the ground for stability. Installing a light source so you can see what you're doing. Adding a means to support or clamp the work.
     
    In the case of welding, providing a ground clamp point to weld small objects where the circuit is completed through the table/vise instead of clamping directly on the item. Providing a burn-proof surface. In this case, not any table will do.
     
    So what i'm trying to say is..... Sure, a doctor can deliver a baby in the nastiest public transit terminal littered with heroin needles and feces...  But the kid stands a better chance at survival if they were brought into the world in a neat, organized, and clean, environment designed for that purpose.
     
     
     
     
  8. Like
    Arsenal26 got a reaction from trombonaught in Workbench   
    I like the idea of a workbench.... But it shouldn't preclude attempts to craft things in the field as this is often necessary. I think what it ought to do is improve the quality of products made, or conversely unlock a tiered level of quality that cannot be achieved freehand on uneven/unstable surfaces. And universally reduce the failure rate thus reducing material wasted in failed attempts.
     
    I think the workbench represents the Object, yes.... a table with a Vise, and basic tools to do a particular job. Perhaps the tools should not be fixed or consumed in making the workbench, but rather a prerequisite as per the product you're trying to make.
     
    Another thing it represents is a shoring up of the table. Mounting to the ground for stability. Installing a light source so you can see what you're doing. Adding a means to support or clamp the work.
     
    In the case of welding, providing a ground clamp point to weld small objects where the circuit is completed through the table/vise instead of clamping directly on the item. Providing a burn-proof surface. In this case, not any table will do.
     
    So what i'm trying to say is..... Sure, a doctor can deliver a baby in the nastiest public transit terminal littered with heroin needles and feces...  But the kid stands a better chance at survival if they were brought into the world in a neat, organized, and clean, environment designed for that purpose.
     
     
     
     
  9. Like
    Arsenal26 reacted to Zelik in Custom Hair via Character Creation Screen[Download Now!]   
    Should I come back? I never finished like I wanted to.
  10. Like
    Arsenal26 got a reaction from PorkyFiend in Pea Super   
    That settles it then, bring only what you need.... EVERYONE TO THE ANIMATIONS DEPARTMENT!!!!
  11. Like
    Arsenal26 got a reaction from grammarsalad in Small but Important Suggestions Thread   
    920.
     
    Shouldn't take a whole bottle of Palmolive to wash a sweater. Maybe around 10-12 uses per clothing item?
  12. Like
    Arsenal26 reacted to Burger_Time in Two ways to move furniture.   
    So, as the title says, it would be great to have two ways to move furniture.
     
    First way is just pushing. Character simply pushes furniture to the place he wants. Speed depends on how heavy furniture is. Another players may also help you to move it. You can use this way to barricade doors/windows or if you just want to make your place look prettier.
     
    The second way is to disassemble furniture, pick up it's parts and move them wherever you want. You can use this way if you want to move furniture for a big distances.
  13. Like
    Arsenal26 got a reaction from myhappines in Tactical NPC Squad A.I. ?!!   
    Not quite Seal Team 6, but that's why we're in the WIP section...
    So I'm not attempting to offer any version of the SuperSurvivors! mod (by Nolan Ritchie) in any way. I’m just trying to play the game the way I want to play it, while trying not to break anything in the process. That said, I’d like to share and demonstrate a few things since Animations and NPC’s are on the horizon. I figure it was a good time to post this to perhaps add something to the NPC conversation. Talk is cheap, so I made a video to illustrate my ideas:

    https://drive.google.com/file/d/10Mrpw7JEj7skGhO4BWtG1UmvLRefpIDO/view
     
    0:05 – [Eat now] command

    1:05 – New Fighter Group Role

    3:25 – Guard Task in Fighter Role

    5:03 – New Over-Watch Group Role

    8:19 – Over-Watch and Vehicles

    10:35 – Close Over-Watch support for Vehicle

    15:33 – NPC Vehicular Combat (firing from inside Vehicle)

     
    Rated (M) for Language   enjoy!

     
  14. Like
    Arsenal26 reacted to Geras in Small but Important Suggestions Thread   
    921.
     
    Car seats should be accessible from outside the car. You know, by opening the door, without the need of getting inside the vehicle to get/store your stuff on the seats.
     
    922.
     
    It would be very convenient if we could set desired pressure on car tire pump
    OR
    Make it that way that pumping stops after reaching recommended tire pressure.
  15. Like
    Arsenal26 got a reaction from Geras in Small but Important Suggestions Thread   
    920.
     
    Shouldn't take a whole bottle of Palmolive to wash a sweater. Maybe around 10-12 uses per clothing item?
  16. Like
    Arsenal26 got a reaction from trombonaught in Small but Important Suggestions Thread   
    920.
     
    Shouldn't take a whole bottle of Palmolive to wash a sweater. Maybe around 10-12 uses per clothing item?
  17. Like
    Arsenal26 reacted to junglistjim in RELEASED: IWBUMS Build 40.18   
    middle of July - massive storm that lasted 3 days. 
    was dark for 3 days.  that deosnt really happen in real life - i mean the darkness. 
    unless the darkness is supposed to represent that you cant see far in the rain.  but you cant see that far anyway. 
    oh and the dead z's also change the floor tile if you take their clothes.
  18. Like
    Arsenal26 got a reaction from Scyoni in [V40.16] RX 480 experiencing graphics problems   
    And then stream of nullpointer exemption errors...
     
     
    Edit...  If you just want to play without this annoying crash every 10 minutes, hit Backspace to open the Weather Debug menus, and Disable Climate... Hope it gets sorted out, the climate stuff was looking pretty cool... But i'll take function over eye candy any day...
  19. Spiffo
    Arsenal26 got a reaction from Fenris_Wolf in ORGM Rechambered   
    Here's my question.... Where are all the reviews and high Praise for this EFF'N AWESOME WORK!!?>??
     
    Ok... my excuse was the Fog bug Crashing my game, but its fixed now, and I'm in the gun store carrying around 5 of each gun trying to keep track of which one has what length barrel...  LOL
     
    This is super-ULTRA-fantastic... I guess you'd have to be somewhat of a ballistics nerd or have gone to sniper school to appreciate it.... But it just so happens that I am (a nerd, that has not gone to sniper school as of yet), so i'll chip in my $0.02 for all those who have also not been to sniper school...
     
    So all things being equal (ammo wise)... varying barrel length has a real effect on ballistics... Shorter, although great for storage, and maneuvering around indoors, may cost you in velocity because the combustion process is robbed of some pressure due to bullet escaping the shorter barrel before optimal pressure is achieved which sends the bullet flying at its designed velocity...  Though this can be adjusted for, by using faster or slower burning powders or using heavier or lighter weight bullets (ie, 115g - 147g in 9mm).... when we're talking about over the counter ammo, these results can be calculated-approximated-scaled...
     
    So it appears Fenris has done just such a calculation and scaled it to work within the bounds of Project Zomboid!!!!  Very nice job in the scale department too!!!  Not so much that it would render the other version(s) useless when weighing pro's/con's  but enough difference to be measurable in the limited isometric view we have...
     
    Oh yes....  Now you can go to the local gun store and grab an arm full of Armalite Rifles, discarding any duplicates, and keep one of each barrel length for your collection... And be confident in the knowledge that your heavier 24" barrel version will in fact allow you to tag Zombies a full FOUR squares further than its 16" barrel sibling/version...
     
    *** I tested this with RED Dot.... so i'm not sure how magnified optics are calculated...
     
    Though some may see it as insignificant... To me, it adds a very significant layer of realism to this Isometric POV game that leaves so much to the imagination... I mean, just the knowledge that you can glean an actual (albeit slight) advantage one way or the other (weight vs. effective range / recoil mitigation) by taking a second to inspect your weapon before you start shopping for optics...
     
    I've said it before, and this is a great example....   In a non-linear survival game with no defined end other than your death... options are "KING"...  I mean if everything goes to shit, it's going to be whatever you make of it...  You can sit at home and survive on Orange Soda and Ramen.... or you can venture out into the world and find your "Excaliber"
     
    It took me about 2 hours to find mine.... an AR-15 w/16" barrel....  Not the 20" *smh*.... Not the 24" *smh*.... it had to be the Carbine... And this is what I wanted to have in my Personal Zombie Apocalypse, and to do this initial range test with.
     
    So once again, Hat's off to Mr. Wolf!!!
     
     
     
    Damn.... there's like 48 other new features to test...
     
     
  20. Like
    Arsenal26 reacted to FilibusterRhymes in Filibuster Rhymes' Used Cars!   
    Some pictures for ya.
     
  21. Like
    Arsenal26 reacted to FilibusterRhymes in Filibuster Rhymes' Used Cars!   
    Update 11/3
    Hey guy! This is now working on the stable branch!

    Hey dudes, I finally got the compilation of my cars completed, plus a few extra. I've got all the masks working, although the damage textures are kinda half-assed. The script files are fine tuned (for the most part). But yeah, hope ya guys enjoy!
    Link: https://steamcommunity.com/sharedfiles/filed etails/?id=1510950729
     
    I owe a HUGE thanks to Fenris_Wolf of ORGM Rechambered for helping with, well, all the lua files, haha.  I'm as good as code illiterate, so without him, this wouldn't have gone anywhere.
     
    Car list:
     
     
  22. Like
    Arsenal26 reacted to nasKo in Men with Ven   
    Hey all, here’s a quick run-down on where we’re at with Build 40 and beyond.
    BUILD 41+
    With the final touches being made to build 40, we’re now at the point of making a decision on what to do for the next build.
    The issue with huge features like our new animation and clothing system, and everything that comes with it, living on another code branch is you tend to have to play catch-up a lot. The developers on the base game add or fix things on the non-animation branch, those changes need merging in – and due to the vast differences in the underlying code due to the animations this tends to add in extra work for the four guys over at TEA working on the new systems.
    There comes a point you’ve just got to go all in and commit, or you’ll be playing catch-up forever. So (even though we have a few non-anim things ready to roll for Build 41 – like improved MP admin and gamepad functionality) as soon as build 40 is live and patched, we will be making the leap and merging in both the work we originally did, and all the extra animation tech that’s been worked on by TEA into the main development branch
    This will mean that every developer at Indie Stone, including the chaps at TEA and at General Arcade, will all be working directly on the same version, and the focus of the entire team will be shifted onto making sure the entire game functions with the new animation system.
    There is still a lot to do, there’s a lot of game there and things like cars and multiplayer will need some work to get functional, but this move will commit us and the next non-hotfix and non-patch build after 40 goes live will be the animations build.
    It also means that blog updates about it all (once the dust has settled from the big switch-over) will hopefully become a bit clearer and less dry and technical. As well as, say, this week’s news that ‘Zac has made improvements to the BlendField renderer to help visualise how the anims blend together’ we can increasingly show how the PZ gameplay we all know and love/hate is coming together with the new visuals etc. Which will hopefully prove less frustrating.
    Before this happens, though, TEA need to bed down a few things and prepare some documentation –and we need to get Build 40 out of the door and patched. So….
    PUBLIC IWBUMS BETA 40.17 RELEASED
    We just released version 40.17 to the IWBUMS beta, patchnotes for which are available here. We’re pretty much done with Build 40 at this point, but do need to smuggle in some more temperature balance and seasonal SFX.
    We’re going to do a new internal test build for 40.18 tomorrow with some required fixes for admin commands and the chatbox, with the intention of then releasing it to IWBUMS early next week so we can have one final Community Megatest to shake out any remaining cobwebs.
    There will, as always, be free PZ codes for people who help out – and due to the additions to the game mentioned below it should be a lot of fun. Please keep an eye on the forums for details.
    Turbo has added climate and weather MP admin panels that should make for some really interesting roleplay and gameplay opportunities on PZ servers. Storms, snow and fog can be triggered at will to cover the entirety of the map – as well as overall climate values can be now be ticked to override what the game has conjured itself depending on what time of year it is. Server admins can also play around with how night appears, whether the game appears in monochrome etc We’re hoping that it’ll be a lot of fun.
     
    Rain and snow now look like they hit the ground, which makes for a huge visual improvement. Rain then disappears, and snow fades out. Likewise, Turbo has also fixed how precipitation wasn’t clearly visible when zoomed in.
    There’s also a bunch of fixes including: issues with various in-game tiles, gun sounds not being heard far enough away in multiplayer, two bugs that spawned a random zombie in a barricaded bathroom and the ability to learning from the TV and radio when asleep. Full list here! This week’s van diagram from La_Chaise™. 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. 
  23. Like
    Arsenal26 reacted to EnigmaGrey in Men with Ven   
    This is where the fun begins.
  24. Like
    Arsenal26 reacted to ditoseadio in Men with Ven   
    My body is ready.
    Let's party!
  25. Like
    Arsenal26 reacted to Petra in Men with Ven   
    finally  i am so ready for this
×
×
  • Create New...