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MrCouper

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  1. Like
    MrCouper reacted to Sedgwick in IWBUMS 41.56 released   
    Figured I would share a couple of videos here demonstrating the camera panning in the vehicle if you want to see it before you use it. Driving around town with camera panning
     
    I really like the concept and have wanted something like it for ages since it feels like you can't look far enough while driving. However I could really feel how it impacted the FPS which is why a few seconds in I turned on the FPS counter. I tried with it off driving around the same neighborhood and was consistently 50-60 FPS but with it on I was having some big dips as you can see. With cruise control on at 30 MPH it felt like it was stuttering in a way, you can see it here: Stuttering at 30 MPH cruise control
  2. Like
    MrCouper reacted to IndigoRebel in IndigoRebel Buildings   
    Okay to really prove I am back I have a goodie here that will be found in union City, but I know there are other maps this monster of a building might fit. 

    I call it The ScarFace house.
     
    Its a huge Mansion owned by a Cartel Boss. This can be the perfect fortress for you and your men to survive the hordes. It also has a secret bunker and dungeon. enjoy
     


    Indigos_scarfacehouse.tbx
  3. Like
    MrCouper got a reaction from sprkng in Small but Important Suggestions Thread   
    1202 a) Rope or similar is needed to tow vehicles.
    1202 b) Variety of different Ropes, Towing Items and reciepes. I.e, "Tow Rope" + "Towing Hook" = "Hooked Tow Rope"
                                 (Add the hooks to apply tow ropes on vehicles faster)
    1202 c) Rope Condition reflects upon quality/strength 
    1202 d) Weight of towed vehicle + Rope Condition = X% chance for Rope to snap. 
    1202 e) Craftable T frame Towing Bar (Metalworking/Engineering Level 1 or 2 & Mechanics Level 1)
    1202 f) Craftable A frame Towing Bar (Metalworking/Engineering Level 2 or 3 & Mechanics Level 1)
                                 (The A frame would be more durable and stable at speed but make turning slow slightly more difficult)
    1202 g) Craftable Towbar (Metalworking/Engineering Level 2 or 3 & Mechanics Level 1)
                                 (Less durable then Standard Towbars, Requires a Standard Towbar from a vehicle to craft)
  4. Spiffo
    MrCouper got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    1202 a) Rope or similar is needed to tow vehicles.
    1202 b) Variety of different Ropes, Towing Items and reciepes. I.e, "Tow Rope" + "Towing Hook" = "Hooked Tow Rope"
                                 (Add the hooks to apply tow ropes on vehicles faster)
    1202 c) Rope Condition reflects upon quality/strength 
    1202 d) Weight of towed vehicle + Rope Condition = X% chance for Rope to snap. 
    1202 e) Craftable T frame Towing Bar (Metalworking/Engineering Level 1 or 2 & Mechanics Level 1)
    1202 f) Craftable A frame Towing Bar (Metalworking/Engineering Level 2 or 3 & Mechanics Level 1)
                                 (The A frame would be more durable and stable at speed but make turning slow slightly more difficult)
    1202 g) Craftable Towbar (Metalworking/Engineering Level 2 or 3 & Mechanics Level 1)
                                 (Less durable then Standard Towbars, Requires a Standard Towbar from a vehicle to craft)
  5. Like
    MrCouper reacted to OxManZomboid in Small but Important Suggestions Thread   
    make part 3 tie into exhaustion in some way and ill be happy
  6. Like
    MrCouper reacted to EnigmaGrey in Anim-Transition Blog   
    What trombonaught wrote is constructive. The follow is just lumping on and making it seem worse.
     
    People don't "throw out" things that just need a little tweak. If that were left out, I'd agree, but it wasn't and and it's not appreciated.
  7. Like
    MrCouper reacted to EnigmaGrey in Anim-Transition Blog   
    Its almost like it was just added and it isn't the final version, isn't it?
     
    Throw it out... Jesus. It's bad enough that though most obvious things always get called out, as though we are oblivious, to it, but to act like it's trash is taking things to another level.
  8. Like
    MrCouper reacted to Burleon in 69 Zeds   
    A little easter egg to Dawn of the Dead. Make 1 cop and 3 mall cops spawn on the roof of the mall.
  9. Spiffo
    MrCouper reacted to Magic Mark in 69 Zeds   
    Alcoholics Anonymous meeting, or any kind of intervention of sorts. It would be great to see the various community centers around the place get this rare scene. 
  10. Like
    MrCouper reacted to Hydromancerx in Looking for Artists for Hydrocraft Mod!   
    Can you make a foot powered pottery wheel?
  11. Spiffo
  12. Pie
    MrCouper reacted to Axezombie in Sunbeds and SunZeds   
    Okay, thanks for this answer. There is also a big problem with zombies, what should they do? Swim or drown? Swimming for zombies would be weird but drowning would be too easy to get rid off zombies, so yeah I guess it's better to let it be a "wall"
  13. Pie
    MrCouper reacted to nasKo in Sunbeds and SunZeds   
    Hey all, it’s been another week of fixes on the Build 41 internal build mainframe. As examples of what we’ve been nixing it’s like death screens not triggering, zombies snapping down on death, balancing speeds, removing ‘pet zeds’ that would follow you and never die, stopping crashes and stopping carrying a spear two-handed making your character look like they’d shit themselves.
    Here’s a few more interesting nuggets of dev, though, beyond the more everyday corrective tasks.
    CHALLENGES
    We received the latest versions of the Film Studio and paradise island Kingsmouth map from Xeonyx, which have been fully zoned for zeds in appropriate costumes. After some quick work from Martin swimwear was also provided, so we can now have summer scenes such as this within Zomboid. Huzzah for Bikini Zeds – and indeed hunky Swimshort Zeds.
    (Please note that in these screens Yuri’s new water shader has not been fitted yet.)
    NU-GAMEPLAY
    In amongst other stuff this week we’ve added in:
    Improved walking/running through tree anims. Balanced the consequence of heavy load/exhausted moodles on walk/run speeds and animations. Added in glass shard injuries on feet if you choose to walk on the new broken glass barefoot. Allowing for some fun John McClane scenarios at some point in the future, we’re sure. Added Hunter and Fisherman outfits, dumbbell and barbell weapons, a Hunting Vest item and removed the floppy wedding hat from roaming zombies (thought to be a sombrero on PZ Discord) after more internal debate than is strictly health. A floppy wedding hat would not stay on a zombie after a period of several weeks, no matter how much the Frenchman pleads. Improved defending against zed bites if you’re attacking them back, and taking into account your weapon skill, surrounding zombies, fitness & strength. STEALTH NEXT
    In the coming week we plan to be improving on the already implemented basic elements of the stealth system. While the significant full cover system we have plans and anims for will be implemented post 41 (so as not to delay the build too much) the crouched walk / run has been added and seen in previous videos.
    This will lower your profile as well as reduce your footstep volume, so will lower your chance of being spotted by a zombie. It’ll also have other features, such as if you crouch walk or run alongside a fence, you will get further bonuses to visual stealth to reduce the chance of a zombie spotting you from beyond it.
    This will obviously become a lot more interesting mechanically in future builds, but we hope this will make stealthy play more interesting, allowing players to plan routes along fences to help them stay hidden from the zombies about town.
    LOUISVILLE SNEAK-PEEK
    Seeing as there’s no vid this week, we’ve instead prised a new image from the Louisville map expansion from the iron cage of the Art Department. Please note though, as ever, that our version of Louisville is a HUGE undertaking and won’t be released in any of the forthcoming releases. It is still a long ways off.
    This week’s featured image from the floppy wedding hat obsessive Frenchman. 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
  14. Spiffo
    MrCouper reacted to nasKo in The Sound of Mucus   
    Hi all, short Thursdoid as hopefully videos can speak louder than words. Here’s a couple of videos taken from the latest internal build.
    We won’t tell you what’s changed beyond the general polish we’ve been doing, but please make sure your sound/speakers are turned up.
    Second up, here’s another video showing off some more gameplay – but please make sure you make it to the thrilling/chilling dénouement to see some of the more recently tied-in animations.
    Please note that, even though these vids are direct from gameplay and lookin’ pretty cool, we still have a lot of stuff we want/need to get in before we IWBUMS.
    There’s body masking and rotational anim tech from Zac, Savegame improvements from Yuri, a fair amount of MP-poking to get it all operational, more optimization and a several other things besides.
    This is all falling into place at the moment, but right now a playable beta isn’t imminent and we’ll only open it up when the time is right – and when we’re at a point at which we’re able to deal with the flood of new external feedback. Right now there’s nothing that we don’t already know needs fixing/improving – but as soon as it’s ready-enough, we will let folks in.
    Elsewhere this week RJ’s done a lot of loot balance – in the new version you’ll find house loot separated into more realistic cupboards and drawers rather than appearing all stuffed in together alongside polish to various different anims alongside Martin.
    In terms of ‘dev’ stuff too, we’ve got a new version of AnimZed through from Zac now (1.4.0) which is helping us track down various issues in the animations, alongside our own rejigging/smoothening as we go.
    We’ll do a full round-the-houses of all the different devs next week, but for now hopefully the two vids are enough to go on. Hope y’all are well!
    This week’s soon-to-be-mulched survivor from Nernemes. 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!
  15. Like
    MrCouper got a reaction from Ornament in Little Red Guitar   
    "
    We are entirely happy for server owners to have patreons/donations from players to help with the upkeep of running a server, but have a policy that that in-game benefits, items, XP speed-ups etc should be not be paid for and received in this fashion. As written in our t&cs: “beyond server access, we do not approve of monetising any aspect of the game proper”.
    PZ should, as much as possible, be about players on an equal standing – and this is what new players should be welcomed into."

    Tbh probably best dev's out. Awesome work as always
  16. Like
    MrCouper got a reaction from MadDan in Little Red Guitar   
    "
    We are entirely happy for server owners to have patreons/donations from players to help with the upkeep of running a server, but have a policy that that in-game benefits, items, XP speed-ups etc should be not be paid for and received in this fashion. As written in our t&cs: “beyond server access, we do not approve of monetising any aspect of the game proper”.
    PZ should, as much as possible, be about players on an equal standing – and this is what new players should be welcomed into."

    Tbh probably best dev's out. Awesome work as always
  17. Spiffo
    MrCouper reacted to nasKo in Little Red Guitar   
    Hi all, fairly dry ‘doid this week as we’re by-and-large fixing things while we wait for new tech to drop in from TEA (animation masking and rotational stuff) but we do have a vid of the latest internal build.
    GENERAL ANIM WORK
    Here’s a quick vid of the current build, since a lot of the new stuff we’ve been working has yet to be polished and is still a bit visually glitchy, we instead thought it would be nice to show off a few of the new weapons. Please note this is a far from exhaustive list, there are many more, and also we’ve not yet balanced speeds and anims for all the weapons, so please don’t take anything as final:
    You may notice we cut the ‘getting eaten by a group of zombies’ mechanic footage short at the end there, due to some unsightly glitches. We’ll hopefully polish it up for a video next week. We also need to work out why characters walking with spear weapons currently look like they have shit themselves.
    Elsewhere in 41 development this week we: introduced limps/injuries for players who walk over glass and barefoot too much, worked on combat speed, transitions between anims, fixed flickering zombies and many other visual bugs and oddities.
    ZAC’S TECHNICAL CORNER
    Last week we dumped a load of technical stuff on you about AnimZed’s new debugging graphs, and Thursdoid readers brains didn’t explode – so that was nice. Essentially it’s an AnimZed tool that turns data that looks like this:
    Into a nice set of graphs that take in current state, animnode weights and anim track weights that look like this:
    We’ll give a more technical run-down when AnimZed releases, as you had enough of a data dump last week, but this is already helping us pinpoint the reasons why when certain animation start misbehaving – and will likely help the mod community too come the release.
    IMPORTANT HOUSEKEEPING
    It recently came to our attention that there are some multiplayer servers operating online that have pay-to-win elements – which goes against the only big MP rule we have in our Terms and Conditions.
    We are entirely happy for server owners to have patreons/donations from players to help with the upkeep of running a server, but have a policy that that in-game benefits, items, XP speed-ups etc should be not be paid for and received in this fashion. As written in our t&cs: “beyond server access, we do not approve of monetising any aspect of the game proper”.
    PZ should, as much as possible, be about players on an equal standing – and this is what new players should be welcomed into.
    We do not want to see this form of monetization spread further when anims are released in Build 41 and (hopefully) there’s a boost in player and server numbers.
    As such, at some point before the release of the animation build we will cease allowing advertising such servers in official PZ channels and in the game’s server browser. We are letting people know now to minimise disruption as much as we possibly can.
    If you know of any servers that operate this system then please, please, please make sure they’re aware – as we don’t want this to come as a surprise to anyone.
    This week’s Prince-esque abode from RedRusty66. 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!
  18. Like
    MrCouper reacted to Trojan_Turps in Little Red Guitar   
    The animations are looking great.
     
    I would say that the up swing with the machete looks a bit odd. Simply because you would mostly be hacking down at the head of a zombie. But it might just be a veiw point thing? 
     
     
  19. Like
    MrCouper reacted to Crossbow7734 in Motorcycles   
    I love the idea of Motorbikes, and bicycles, with generally less storage.
    Also riding a motorbike should be more dangerous and less forgiving. You don't have a seatbelt after all. And collisions could result in you falling off the bike, sustaining various amounts of damage ( depending on speed, and gear you wear). Also generally most bikes are louder than cars, but also can be faster, and are more "nimble".  I'd personally love to go for a bicicle trip in the middle of zombie apocalypse. (Not joking I believe bikes are the best invention regarding transport in the history of mankind, and i have my reasons!)
  20. Spiffo
    MrCouper reacted to Demonic_Kat in Motorcycles   
    If this happens, I can't wait to crash these like I've been crashing cars x.x
  21. penisham
    MrCouper got a reaction from Shotgun_Messiah in SurvivorWarehouse.tbx (HIGHLY DETAILED)   
    Nice work! Looks like it's 'lived' in. 
  22. Like
    MrCouper reacted to Faalagorn in Switching gear + Automatic/Manual transmission.   
    I think so too, at least it should be a world/server option as it creates more troubles than benefits when can be changed individually by each player om the same world/server, but at the same time I understand that there are people who are playing with controllers or have various disabilities or just can't stand the increased difficulty, so choice should be there, similar to other sandbox options that lower game difficulty.
  23. Like
    MrCouper reacted to Faalagorn in Apparently, you can set 31st February in multiplayer sandbox option   
    So it seems there's no limit on which day of the month you can (try to) set in Multiplayer by editing options. Fortunately, it only seems to be visual issue, not affecting actual game setting .

  24. Like
    MrCouper got a reaction from MrZombifiedGamer in Single person graves   
    Yeah, 
    Dig grave>Place corpse>Right-click Grave>Fill Grave>Happy days
  25. Like
    MrCouper reacted to Faalagorn in List of disassemblable objects   
    They work both ways, just lack the names is all .
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