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Bejasc

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  1. Like
    Bejasc reacted to throttlekitty in throttlekitty's tiles   
    For those of you that like to work in 3D, I've been working on a prefab scene that I can reference in for modeling and placing. You'll find it on the drive link in the 3D folder, a readme is included. It's a clean setup with lights, cameras and reference objects for easy snapping.
     
    It looks like this in Maya, and I've included a .fbx of this scene as well so you can use it in Blender or Max just as well.
     

  2. Like
    Bejasc reacted to DresdenBBQ in Walls inside a garage door!   
    So I was just out exploring  the world and trying to get my hands on some more loot to prolong my survival and when I was exploring one of the warehouses out of town, I opened the garage and to my surprise was met with a wall! It's not a coding bug as y'all know but just a mistake since the walls on those garage doors were never deleted, since up until this point the garage door had no functionality and was just cosmetic. I'm guessin' y'all will have them all fixed up by the time Build 41 releases since there's still a lot of work to be done. Just thought I should let y'all know and keep up the good work! 
    https://map.projectzomboid.com/#0.4180342365140396,0.21824195862031306,197.81359483314137
     

  3. Like
    Bejasc got a reaction from Jason132 in Small green pixel on Tomato Vine   
    Tomato Vine at first stage has a small green pixel that appears above the vine.
    I have not noticed this on any other stages of vines, or crops. 
     
    Due to the way the crops render (above the player for tomato vine) - the pixel can be seen on top of the player too. 
     
     
    See the attached screenshots.
     

     
  4. pillow
    Bejasc reacted to Danaiks in IWBUMS 41.18 released!   
    months waiting for the big att, to not be able to play with friends, is disappointing and it takes
  5. Like
    Bejasc got a reaction from Okamikurainya in Project Zomboid BaseMap   
    This is really handy! Thanks @Okamikurainya
  6. Like
    Bejasc reacted to Okamikurainya in Build 38 and Beyond: Small but Important Suggestions Thread   
    1051: Disable All button at the mod select screen.
  7. Like
    Bejasc got a reaction from lootedspiffo in New Infection Options   
    It's a pretty common option that people recommend for Sandbox - disabling infection.
    Disabling infection means that medical supplies have more of a use - as any injury that is given by a zombie - is not as much of a death wish (as there's only a very small chance of surviving this).
    With infection turned off, you will need to use your first aid skill and medical supplies to nurse these injuries back to health. For this reason, I personally like to play with Infection turned off.
     
    There are two other options to select from currently.
    'Everyones Infected' and 'Blood+Saliva Only'
     
    In the context of a SP play, or a MP play without PVP (which are the two ways I play) - These options are effectively the same. Any Zombie injury will likely kill you. Everyone's infected just means that if you die, even without zombie contact, you will reanimate as a zombie.
     
    What I would like to see is something between the current options, and infection disabled.
    Blood+Saliva is already two options combined.
    I would love to be able to play with only 'Saliva' as an option - so that zombie injuries such as scratches or cuts, still can be nursed back to health, but if you are unlucky enough to be bitten - this is likely to kill you.
     
    It would be great to see the infection options as
    - Everyone's Infected
    - Blood+Saliva
    - Blood Only
    - Saliva Only
    - Disabled
     
    What would be even better, is the ability to also customize the infection chance as a sandbox setting.
    There's always debate on the chance that a bite or scratch will give you the virus.
    Making this a sandbox setting that can be customized, would allow people to tailor it how they would like - as they can with many other settings.
  8. Like
    Bejasc got a reaction from Okamikurainya in Build 38 and Beyond: Small but Important Suggestions Thread   
    1040: Books and Magazines with a different (random) number of pages. Read at the same speed as skill books (per page). The happiness and boredom buffs scale with the number of pages.
     
    A 100 page magazine might give +10 happiness, and take 10m in game to read
    A 200 page magazine might give  +15 happiness and take 20m in game to read.
     
    Because right now, the books and magazines are very generic and 'bulk' items - this could be a fast way to spice them up a little. 
  9. Like
    Bejasc reacted to Brex in Build 38 and Beyond: Small but Important Suggestions Thread   
    YES. I've always hated how blood splatter floats (or appears at all) on fences. Same with certain signs on broken windows
  10. Like
    Bejasc reacted to Ayrton Orio in Cap Levi, Normandy, France   
    new biome, wetlands/marsh
  11. Like
    Bejasc got a reaction from JonneKebab.com in New Infection Options   
    It's a pretty common option that people recommend for Sandbox - disabling infection.
    Disabling infection means that medical supplies have more of a use - as any injury that is given by a zombie - is not as much of a death wish (as there's only a very small chance of surviving this).
    With infection turned off, you will need to use your first aid skill and medical supplies to nurse these injuries back to health. For this reason, I personally like to play with Infection turned off.
     
    There are two other options to select from currently.
    'Everyones Infected' and 'Blood+Saliva Only'
     
    In the context of a SP play, or a MP play without PVP (which are the two ways I play) - These options are effectively the same. Any Zombie injury will likely kill you. Everyone's infected just means that if you die, even without zombie contact, you will reanimate as a zombie.
     
    What I would like to see is something between the current options, and infection disabled.
    Blood+Saliva is already two options combined.
    I would love to be able to play with only 'Saliva' as an option - so that zombie injuries such as scratches or cuts, still can be nursed back to health, but if you are unlucky enough to be bitten - this is likely to kill you.
     
    It would be great to see the infection options as
    - Everyone's Infected
    - Blood+Saliva
    - Blood Only
    - Saliva Only
    - Disabled
     
    What would be even better, is the ability to also customize the infection chance as a sandbox setting.
    There's always debate on the chance that a bite or scratch will give you the virus.
    Making this a sandbox setting that can be customized, would allow people to tailor it how they would like - as they can with many other settings.
  12. Like
    Bejasc reacted to ZonaryQuasar in Animal Fear Index and General Animal Ideas   
    I think your idea is great.
    But maybe just a little too complex to implement? 
     
  13. Like
    Bejasc reacted to ZonaryQuasar in Stressed Out Efforts   
    I like this idea. And also could be created new traits for this "Stress" moodle, like "Calm" and "Angry" , so a calm person doesn't get stressed out so easily.
  14. Like
    Bejasc reacted to Pandorea in chance to catch on fishing rod something that is not fish   
    This already happens in game, no? Character with low fishing skill or while fishing out of season has higher chance of catching socks or shoes.
  15. Like
    Bejasc reacted to MrTrololo in Toolbox   
    sometimes if we are lucky we can find medkit filled with everything we need to patch up character,so here's idea to add to game toolbox that contains following items:
    -claw hammer
    -screwdriver
    -box of nails
    -hacksaw
    -box of screws
    currently i have no other ideas what more items it should contain
    base capacity?lets say 15 and 15% of weight reduction if equipped
    cars,garages and hardware stores would be places where it can be found
  16. Like
    Bejasc reacted to EnigmaGrey in game lacks common sense realism   
    And because a lot of these critiques are based on assumptions that don't really pan out . . .  Common sense isn't really common if your base assumptions are wrong.
     
    Examples:
     
    A) the player-built door depicted in the game is not planed and jointed timber fitted into a single piece. It's more like a shed door, with cross-bracing (even if it's not really obvious as the doors don't have two sides), hence nails. Maybe I'm wrong in that, but given that the only things we have are planks and nails, hammers and saws, and the progression of the art pieces, I don't know why someone would think differently. 
     
    Nails can also, certainly, be used in place of screws (you see it all the time in older homes, as nails were once cheap and screws were not). What's not "common sense" about taking down/adding doors is that the recipe doesn't (or didn't at some point) include an option for nails, screws, or a mix of both.

    B) Given that all a frame is four pieces of wood and a couple of wedges, there's no great challenge to adding one to a wall (after all, the game doesn't go so far as to force you to do a cutout and a lintel).  It gives you something you can unlock at level 2 and have a sense of progression from 2 to 3 in an otherwise pretty empty list. It does that because it's a game with a levelling system (one that I've grown increasingly less fond of over the years, admittedly, but it's still the one we have right now.)
     
    C) you need a key to remove many parts from vehicles to prevent idiots trolling you; and because it makes sense that you'd actually need to be able to access the engine compartment to remove a battery (the UI is just a shorthand, game-designer attempt to try and extrapolate it while providing a common interface). It's not about 1:1 realism because it can't really be without being rather tedious (e. g. multiple UIs or hiding details conditionally to get a complete picture of a car vs. "open the Mechanic panel by doing an action on the hood.) 
     
    There's, generally, a reason things like this happen, even if you can't see it or agree with it. It doesn't mean it defies sense. Criticism and suggestions is otherwise welcome, but it doesn't need to framed this way.
  17. Like
    Bejasc reacted to lemmy101 in A new "Transmission" option: Saliva only   
    It'll be on the list
  18. Like
    Bejasc reacted to ZonaryQuasar in A new "Transmission" option: Saliva only   
    In the Custom Sandbox mode, in Zombie Lore, you have three "Transmission" options: Blood+Saliva (the default), Everyone's Infected (TWD style), and None (never get infected by scratches/bites).
    What I suggest is a fourth option: Saliva only.
    This way means that the player can't get infected with scratches, only bites. This makes the game a little easier than the default, and a bit harder than None. You will still need to take care to not being bitten, but scratches will not kill you (specially those damn crawlers! ). 
     
    Why I'm suggesting this: I've always played with the default config and ended up frustrated every time my character died from some silly mistake, so I started playing with the "None" configuration. But with that I can only be killed if I get surrounded, and with vehicles around that is very unlikely to happen. So with Saliva only would be a mid term, I would still have my character when a zombie scratches me, but I have to always take care of not being bitten.
  19. pillow
    Bejasc reacted to ZonaryQuasar in New Infection Options   
    This was already suggested ( https://theindiestone.com/forums/index.php?/topic/25561-a-new-transmission-option-saliva-only/ )
    Please use the search tool before creating another thread. =)
  20. Like
    Bejasc reacted to BoogieMan in New Infection Options   
    I agree wholly. It would be nice if dealing with wounds was more of a concern so having someone with that skill can make a difference. Most of the time, you get hurt, you're dead anyway.
     
    Seems like a good doctor would probably be one of the most comforting and useful people to have around after the apocalypse.
  21. Like
    Bejasc got a reaction from BoogieMan in New Infection Options   
    It's a pretty common option that people recommend for Sandbox - disabling infection.
    Disabling infection means that medical supplies have more of a use - as any injury that is given by a zombie - is not as much of a death wish (as there's only a very small chance of surviving this).
    With infection turned off, you will need to use your first aid skill and medical supplies to nurse these injuries back to health. For this reason, I personally like to play with Infection turned off.
     
    There are two other options to select from currently.
    'Everyones Infected' and 'Blood+Saliva Only'
     
    In the context of a SP play, or a MP play without PVP (which are the two ways I play) - These options are effectively the same. Any Zombie injury will likely kill you. Everyone's infected just means that if you die, even without zombie contact, you will reanimate as a zombie.
     
    What I would like to see is something between the current options, and infection disabled.
    Blood+Saliva is already two options combined.
    I would love to be able to play with only 'Saliva' as an option - so that zombie injuries such as scratches or cuts, still can be nursed back to health, but if you are unlucky enough to be bitten - this is likely to kill you.
     
    It would be great to see the infection options as
    - Everyone's Infected
    - Blood+Saliva
    - Blood Only
    - Saliva Only
    - Disabled
     
    What would be even better, is the ability to also customize the infection chance as a sandbox setting.
    There's always debate on the chance that a bite or scratch will give you the virus.
    Making this a sandbox setting that can be customized, would allow people to tailor it how they would like - as they can with many other settings.
  22. Like
    Bejasc got a reaction from trombonaught in Build 38 and Beyond: Small but Important Suggestions Thread   
    I think this is coming in Build 41 - link
  23. Like
    Bejasc got a reaction from Tails in Build 38 and Beyond: Small but Important Suggestions Thread   
    1034: New 'Rope Ladder' item (crafted from 2x rope and 6x Sturdy Stick) - Used the same as a sheet rope (Requires 2x nails to the window). Is faster to climb, and less prone to being ripped down.
     
    1035: Ability to use normal Rope on windows, instead of just sheet rope. Is slightly faster to climb, and less prone to being ripped down
     
    1036: Ability to fall from rope climbing (injuring the player). Using the rope/rope ladder suggestions above, the chance is relatively high on Sheet Rope, and pretty minor on Rope Ladder.
  24. Like
    Bejasc reacted to Berries in Build 38 and Beyond: Small but Important Suggestions Thread   
    1024.
     
    The particle system (and other eye candy stuff)
     
    With Zomboid having a particle system in build 42 I'm suggesting some neat small stuff that can be done with it.
    (Or without, I have no clue what actually requires a particle system and what not.)
     
    1024.1.
     
    Footprints in the snow. Self-explanatory really. Could provide a PVP advantage. Perhaps the <redacted> could track your base by using the footprints as well! Not sure how performance-intensive this whole mechanic would be though.
     
    1024.2
     
    Bloody footprints. Same as above; activates when walking over a large pool of blood.
     
    1024.3 
     
    Water dripping down roofs/gutters after & while rain. In winter there could be little icicles hanging down the roofs/gutters. Pointless eye candy, but eye candy nonetheless!
     
    1024.4 
     
    Vehicle tire marks while drifting or taking sharp turns.
     
    1024.5
     
    Bloody tire marks. Same(ish) as above; activates when driving over a large pool of blood. (Or corpses)
     
    1024.6
     
    Smoke coming out of vehicle tailpipes.
     
    1024.7
     
    When driving over dirt/sand/grass, there should be a small effect that shows the tyres kicking up some of the dirt/sand/grass. The effect should be small/non-existent for offroad capable vehicles. Non-offroad capable vehicles produce a bigger effect, as they're struggling to move forward.
     
    1024.8
     
    Driving right next to a wall and scraping your car at it should show an effect of sorts. Should have a nice annoying sound effect to accommodate it.
     
    1024.9 
     
    Rain droplets banging against house/car windows. Should have a nice sound effect to accommodate it.
     
    1024.10
     
    When walking/driving over (upcoming) puddles, water should splash under the characters/vehicles feet/tyres. Should have a nice sound effect to accommodate it. 

     
    Other stuff

     
    1025. 
     
    Windscreen wipers. When raining, you should be able to use your cars windscreen wipers to get rid of the rain on your windshield. Not having any windscreen wipers or forgetting to use them will decrease vision depending on rain intensity. Should have a nice sound effect to accommodate it.
     
    1026.
     
    Freezing windshields & windows. In winter, your vehicles windshield & other windows may freeze, blocking your vision inside of the vehicle for a while. This can be prevented by using a anti-frost car cover before leaving the vehicle for a longer period of time; keeping the car in a garage or using a ice scraper to get the frost off your windshields & other windows.
     
    1027.
     
    Vehicle reverse lights. For some reason they don't light up in the game yet.
     
    1028.
     
    Using the vehicle AC should make a "blow" sound effect.
     
    1029.
     
    Dirt/blood accumilating on vehicles. Quite simple, depending on the way you drive dirt/blood starts accumilating on your vehicle. Purely cosmetic, should be cleanable. (Maybe make the car wash in the game usable?)
     
    1030.
     
    Fuel-filler caps. The current vehicle models don't have those for some reason, making it difficult to know which side should face the fuel dispensers.
     
    1031.
     
    Vehicle indicators. Left, right & hazard. Absolutely no use whatsoever, but still appreciated!
     
    1032.
     
    Winter & Summer tyres for vehicles. You'll have to switch between winter & summer tyres once said season(s) start. If you don't have the appropriate tyres for the current season, you should experience handling debuffs.
     
    1033.
     
    Transmission difficulty. Similar to reload difficulty, transmission difficulty will determine how easy/hard it is to shift gears in a vehicle.
     
    Easy - Everything's an automatic
     
    Normal - Automatics and Manuals; newer and more expensive vehicles tend to be automatic, cheaper and older ones manual. 
    Press <key of choice> to shift gears up and <key of choice> to shift gears down in a manual.
     
    Hard - Same as above, except now you'll have to press down the clutch to shift gears on a manual. On an automatic you'll have to switch between reverse, park & drive. 
     
     
     
  25. Like
    Bejasc reacted to OLd gRiFF in Build 38 and Beyond: Small but Important Suggestions Thread   
    1019. Randomly locked rooms in houses. It would give more use to the house keys. 
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