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Arsenal26

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  1. Like
    Arsenal26 got a reaction from TrailerParkThor in Defecation v2.22   
    Murphy's law.....   it says zombies will break down the door just as you sit down to take a dump....
  2. Like
    Arsenal26 got a reaction from ZombieHunter in Defecation v2.22   
    Murphy's law.....   it says zombies will break down the door just as you sit down to take a dump....
  3. Like
    Arsenal26 reacted to nater in Defecation v2.22   
    With this mod installed, players will need to defecate. This can be noisy and you'll need some kind of toilet paper, but holding it in too long will only make matters worse. Combine this with the zombie apocalypse and you get some interesting scenarios...
     
    If you are looking for the b40 version, please download using the link below and install manually.
     Defecation_v125.rar
     
    Features
     
    Config file GUI Get the poop scared out of you Diarrhea Multiple sounds with their own noise radiuses Lucky/Unlucky compensations Rebindable hot-key Feces can be used as compost or fuel in a fire Split screen support (2 players max)  
    Download
     
    Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1436878551
     
    Source Files - The files are lightly commented: Defecation_v222.rar
    Feel free to edit this for private distribution, but if you wish to upload it publicly you will need to ask for permission.
     
    Changelog
     
     
    Config
    As of version 2.1 the settings are now located in the vanilla sandbox settings under the 'Defecation' category. Any of these values can be set to a decimal value (0.25, etc). Please note these are all multipliers, so whatever the default value is times this value, these are not the actual values.

     
    How to Use

     

    To open the GUI press the , (comma) key on your keyboard by default. Press the . (period) key to open the GUI for player 2. The GUI was designed to be updated in real time, so it can be left open, or you can open it periodically to check the status. This keybind can be changed in your key bindings under 'Defecation Status'.
     
    If you are above 66.66% you can right click in the world to 'Defecate' and you will become stressed.
     
    If you have the required materials in your inventory, you will be able to click the 'Defecate' option - if you do not have the required materials, it will let you know all of the available options.
     
    Clicking the defecate option will start the process, it will be one short timer for pulling down your pants and another longer timer for actually defecating.
    You will always defecate on the ground.
     
    As of version 1.1 you can alternatively defecate using a toilet. This will require 10 units of water (in the toilet), you will flush your feces, the toilet will make a loud noise, and you will not need toilet paper.
     

    Drinking dirty water or eating raw or rotten food can give you the possibility of getting diarrhea. If you have diarrhea you will see the upset stomach icon and you will need to defecate up to 4x quicker than usual. You can find 'Anti-Diarrheal Pills' in medical stores or bathrooms and these will calm your stomach, but they will not cure you. You will only be cured when your body no longer has contaminants (dirty water, bad food) in it.
     
     
    If you are under the influence of anti-diarrheal pills, the upset stomach icon will be green rather than red for 3 hours, up to 6 hours maximum.
     

    If you are panicked, and over 80% (or 70%, if you have diarrhea) you have the possibility to poop yourself. This will upset your character and debuff the lowest layered item on your groin/upper legs (you can easily tell what clothing items are debuffed by looking for '(Defecated)'. Continuing to wear them will further upset your character so they should be sterilized with bleach and water.
     
    Standing near piles of feces will slowly make your character unhappy as well making them nauseated. You will hear a 'flies' sound.
     
    Details
     
     
    Credits
     
    The 'human feces' sprite comes from Hydrocraft and is used with permission from the creator, Hydromancerx.
    The anti-diarrheal pill and box sprites are recolored and they also come from Hydrocraft with permission from the creator, Man_In_The_Purple_Hat.
     
    Permission

     
    https://theindiestone.com/forums/index.php?/topic/2530-mod-permissions/&tab=comments#comment-36478
  4. Like
    Arsenal26 reacted to Miguel Arce in RELEASED: Build 35.26   
    The UI for inventory (items) is strange, the column with the most content gets smaller that the column with "category".
    have you consider asigning some minimium size or porcentage of size to each?
     
    i mean, the category column only holds values like "container, item, food, ammo, weapon", only one short word value, but the other column holds a lot of long text values and the number of those items in parenthesis.
     


     
  5. Like
    Arsenal26 reacted to myhappines in Driver proffesion and skill.   
    Hi all. I thought that driver proffesion could be a good adittion to the game and make it little harder.  First, about driving skill. While driving a vehicle you gathering experience,  the more experience you have,  of it depends driving style, for example faster braking, acceleration, faster engine start, and of cource driving on different surfaces, including off-road, asphalt, and snow and ice, if the last one is planned. Also turnig, if driving skill is low it requies more space and taking more time, and if you have advanced driving skill, it should be faster.  This can also have an impact on gear switching, and engine stalls. Shortly to say, just like in real life,  more you drive you feel more confident on the road. And the last one,  unexperinenced drivers can feal panic when driving at high speed  in contrast to the more experienced persons. 
     
  6. Like
    Arsenal26 got a reaction from MrCouper in My 1st Building   
    Haha... I made my house too!!!
     
    It's weird sitting somewhere in your house, playing the game as yourself inside of your house running all around where you're actually sitting except in the game... Sometimes I turn around an look down the hallway where I just ran down in the game...
     
     
  7. Like
    Arsenal26 got a reaction from xXxFANCYCAPYBARA36xXx in My 1st Building   
    Haha... I made my house too!!!
     
    It's weird sitting somewhere in your house, playing the game as yourself inside of your house running all around where you're actually sitting except in the game... Sometimes I turn around an look down the hallway where I just ran down in the game...
     
     
  8. Spiffo
    Arsenal26 got a reaction from trombonaught in RELEASED: IWBUMS Build 39.67.3   
    LEON NO!!!!   haha... jk
     
  9. Spiffo
    Arsenal26 got a reaction from GoodOldLeon in RELEASED: IWBUMS Build 39.67.3   
    LEON NO!!!!   haha... jk
     
  10. Like
    Arsenal26 reacted to ditoseadio in RELEASED: IWBUMS Build 39.67.3   
    A bug, a suggestion and a question!
     
    Bug
    If we uninstall a radio from a car and remove the battery from the radio, the radio will be at 100% when it is reinstalled.
    Also, if we uninstall the radio again, put the battery back in and reinstall it in the car, we'll get XP over and over again.
     
    Suggestion
    It would be a good idea if you have a vehicle key on your keyring, when you get out of the vehicle, the vehicle key will be returned to the keyring and not to the main inventory.
     
    Question
    Why doesn't appear the action bar above our character in certain actions as before? (Taking items from containers or backpacks for example)
  11. Like
    Arsenal26 got a reaction from Legoland99 in RELEASED: IWBUMS Build 39.67.3   
    THAT's CREEPY!!!!!    Like the Stephen King kind of creepy...
     
  12. Pie
    Arsenal26 got a reaction from Pandorea in RELEASED: IWBUMS Build 39.67.3   
    Not sure if it's been said,  but "Un-lock doors" in the radial menu doesn't unlock the trunk ? 
     
    or is that how it worked in the 90's.... I forgot...
  13. Like
    Arsenal26 got a reaction from trombonaught in RELEASED: IWBUMS Build 39.67.3   
    THAT's CREEPY!!!!!    Like the Stephen King kind of creepy...
     
  14. Like
    Arsenal26 got a reaction from Kuren in RELEASED: IWBUMS Build 39.67.3   
    THAT's CREEPY!!!!!    Like the Stephen King kind of creepy...
     
  15. Like
    Arsenal26 got a reaction from Fenris_Wolf in RELEASED: IWBUMS Build 39.67.3   
    THAT's CREEPY!!!!!    Like the Stephen King kind of creepy...
     
  16. Spiffo
    Arsenal26 got a reaction from GoodOldLeon in RELEASED: IWBUMS Build 39.67.3   
    THAT's CREEPY!!!!!    Like the Stephen King kind of creepy...
     
  17. Spiffo
    Arsenal26 got a reaction from The Googlator in TileZed Building Overlap issue   
    Thank you for this, I'm just starting out with Mapping, and it's good to know that overlapping is possible... That was a big concern for the map I plan on making!!
     
    Tried placing buildings in the order you diagrammed above and it appears to work.... (Top to Bottom) in my case..   I just have a very large building I want to make that runs 800 or so tiles North/South.... And this info will make it possible (hopefully) to get it done.
  18. Like
    Arsenal26 reacted to Strats in Indestructible Walls and Doors   
    This suggestion has come to me as I've been exploring the prison. In the new prison area, there is a gun room that can easily be accessed when you first enter the area. Clearing the prison and other areas like it should be a challenge, not easily grabbed guns. I've also noticed that metal bar doors can be broken down easily with an ax. My suggestion is that certain walls and doors in-game be indestructible by sledgehammer or ax due to their nature. For example, a gun room in a prison would be heavily secured, so the walls and doors would be reinforced. Thus, the player must find a key instead of just using brute force. Jail cells could be used for their intended purpose instead of being easy to break out of. Thoughts?
  19. Pie
    Arsenal26 got a reaction from Pandorea in NullPointer, NegativeArraySizeException, Null Square on spawn   
    1)
    ################################################
    java.lang.NullPointerException
            at zombie.iso.IsoMetaGrid.Create(IsoMetaGrid.java:967)
            at zombie.iso.IsoWorld.init(IsoWorld.java:1906)
            at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:247)
            at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:220)
            at java.lang.Thread.run(Thread.java:745)1523235592651 LuaEventManager: adding unknown event "OnPreUIDraw"
    1523235592653 LuaEventManager: adding unknown event "OnPostUIDraw"
     
     
     
    2)
    ################################################
    1523237240524 can't find map objects file: media/maps/West Point, KY/objects.lua
    1523237240526 Loading: media/maps/Muldraugh, KY/objects.lua
    1523237241412 can't find map objects file: media/maps/Rosewood, KY/objects.lua
    1523237241434 can't find map objects file: media/maps/Riverside, KY/objects.lua
    1523237241442 can't find map objects file: media/maps/MYMAP/objects.lua
    1523237248307 MAX #ZONES is 26
    java.lang.RuntimeException: can't create player at x,y,z=349,477,0 because the square is null
            at zombie.iso.IsoWorld.init(IsoWorld.java:2257)
            at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:247)
            at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:220)
            at java.lang.Thread.run(Thread.java:745)1523237248848 LuaEventManager: adding unknown event "OnPreUIDraw"
    1523237248850 LuaEventManager: adding unknown event "OnPostUIDraw"
     
     
    3)   NegativeArraySizeException error
     
     
    I've been getting these 3 errors with a QUIT TO DESKTOP message during loading every time I try to run a test map made with Tiled/Worlded
     
     
    Anyone know what these mean ?
     
     
     
    Got it.... (solved)
     
     
  20. Like
    Arsenal26 got a reaction from DramaSetter in ORGM Rechambered   
    Thanks for that explanation...  just was I was looking for,
     
    As with anyone who really gets into this game, I enjoy realism... and being an avid shooter, I believe certain guns are just inherently more difficult to pick up and shoot than others...  Anything with a short sight radius for example...  small pocket pistols, and the like are challenging to hit with in general...
     
    And yes, Long guns take a bit longer to shoulder initially, but followup shots (depending on caliber) can be quicker due to the weight mitigating the recoil (as with .22) and all Pistol Caliber Carbines...
     
    I've been messing with a spreadsheet where I input real ballistic data (Bullet weight), (Velocity), to calculate (Energy) and base alot of the weapon attributes on that data...
     
    Taken into account :
    - Weapon weight - factored into recoil delay
    - Ammunition Energy - factored into Pushback & Knockdown
    - Range - based on the ammo energy & a "sort of" ballistic coefficient
    - HitChance - base value is effected by the recoil (calculated above)
     
    It's all scaled to workable values that make sense in game... and the differences are small, but I just like to know that my Heavy steel framed 9mm lets me get shots off just a hair quicker than some of the Combat Tuperware in the same caliber.
     
    Not sure if I like how the Critical damage system works.... It seems to really negate alot of the realism and math... So for the time being, I removed it to figure out exactly what "1.5 damage" means...
     
    I think critical hits have more to do with Shot placement than an attribute that runs across the board...  So maybe it would be better linked to aiming time since that best represents shot placement ?   I don't know... Base Crit that increases with skill seems to take alot away from the actual gun, and ammo it uses...
     
    I wonder.... is there a way to make an AimingTime indicator ?   much like a shift indicator on a vehicle...  Letting you know when your sights are lined up and optimal to press the trigger...  As opposed to snap shots, and hip shooting...   I mean maybe the character can just say something to let you know when he's got good sight picture...   I think that would be pretty cool...
     
     
     
     
     
  21. Like
    Arsenal26 reacted to Capt_Paradox in Copy and paste?   
    So as you see above in the red circle on the toolbar, click the the select tool.
     
    Then you can select what objects/walls you want to copy by holding CTRL.
     
    Drag and Magic!
     
    Hope this helps!

  22. Like
    Arsenal26 got a reaction from Capt_Paradox in Copy and paste?   
    Oh I see now, you can only copy walls made with [Place Wall] tool.... I was trying to copy rooms that I made with the [Draw Room] tool....
     
    Thank you for clearing that up!
  23. Pie
    Arsenal26 reacted to robotnixon1 in Splitting a Building Between Cells in WorldEd?   
    Thanks for the help. I tried out splitting the building up just to see how that works. It took some fiddling but it seems to work OK. Definitely easier to just move the building over a bit.  It's my house and my neighborhood so I was trying to get the placement perfect lol. I'll be less picky further on. Got some buildings done and placed   Thanks again!


  24. Spiffo
    Arsenal26 got a reaction from Fenris_Wolf in ORGM Rechambered   
    So it does indeed... Tried a butter knife
     
    Mouse : Continuous stabbing on button hold
    Controller : One press one stab regardless of holding the button.
     
    So ORGM is not the issue at all !!  that's good to know
  25. Spiffo
    Arsenal26 got a reaction from Fenris_Wolf in ORGM Rechambered   
    Great work Fenris_Wolf... Just tried ORGM today with the Vehicle build, and so far so good....
     
    Can't wait to see what you have in store, and I'm glad the M1-30 will be included... I'd love to see a 9mm CZ-75b, and 9mm CZ-75 SP01, as these are my two favorite handguns. I can't imagine playing PZ without this MOD now!!!!
     
    I'm thrilled to see your above post... and can't wait to see your work.
     
    Thanks!
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