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Bejasc

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  1. Spiffo
    Bejasc got a reaction from TheSovietWombat in Latest TileZed, WorldEd, and Tilesets (May 17 2018)   
    Hey there @EasyPickins
     
    Is it possible to get an update to fix these objects? 
    For beds and rugs, in particular, a lot of the orientations are "broken" with the wrong parts appearing in the wrong places.
    For rugs, it's a little more frustrating, as there's a very limited choice of rugs that can be placed. One rug also exists with only one rotation. 
     
     
     
     

     
     

  2. Spiffo
    Bejasc reacted to PapayaKing in RELEASED: IWBUMS Build 40.18   
    Thanks for the info, I'll disable them one-by-one and will report back promptly. 
     
    EDIT: It was indeed PumpPower, so thank you friend. Sorry for being an ass earlier but I was frustrated. I'll keep in mind disabling my mods in the future. Have a nice day and thanks.
  3. Spiffo
    Bejasc got a reaction from PapayaKing in RELEASED: IWBUMS Build 40.18   
    It looks like you're running with quite a few mods. Have you tried with them all turned off?
    PumpPower, in particular, is long redundant for example, as the same thing was added to the vanilla game a long time ago. 
     
    Disable all your mods, and verify files in steam, and try again. 
  4. Like
    Bejasc got a reaction from DedpaUrvor in RELEASED: IWBUMS Build 40.18   
    It looks like you're running with quite a few mods. Have you tried with them all turned off?
    PumpPower, in particular, is long redundant for example, as the same thing was added to the vanilla game a long time ago. 
     
    Disable all your mods, and verify files in steam, and try again. 
  5. Like
    Bejasc reacted to FilibusterRhymes in Filibuster Rhymes Used Car Dealership or Whatever   
    Here ya go. I also messed with the chevy trucks' proportions a bit.
     

  6. Like
    Bejasc got a reaction from PapayaKing in RELEASED: IWBUMS Build 40.18   
    You haven't given any info on what your bug is, even in your first post. 
    It's hard to help if you can't tell us what the issue is ¯\_(ツ)_/¯
  7. Like
    Bejasc got a reaction from MyTJ in Word Association Extra   
    Cheesy -> Gouda
  8. Like
    Bejasc reacted to RingoD123 in Editing vanilla Knox County map?   
    100% recreated from scratch, I doubt we would be releasing the internal map files at least until the vanilla map is 100% complete and released as otherwise modders would have access to areas and buildings not yet released to the public, which we wouldnt want "spoiled" or used in mods before we have released them ourselves.
     
    However, Blindcoders map is a great resource to help recreate vanilla cells, not only can you see the whole world without having to be in game and run around but it also gives cell and tile cordinates which massively help to get your roads etc lined up.
  9. Like
    Bejasc got a reaction from InfectedPie in RELEASED: IWBUMS Build 40.18   
    It's an acronym for "I Will Back Up My Save". It's a separate branch that can be accessed on steam, containing new fixes and changes for testing before its rolled out as a main update.  As it's a beta/staging branch, things are prone to breaking or frequently changing, hence the name.
  10. Like
    Bejasc reacted to FilibusterRhymes in Filibuster Rhymes Used Car Dealership or Whatever   
    Hey, I tinkered with it a bit. The hmmwv is the same size, but I shrunk the tires and lowered it some. How's that look to you guys?

  11. Like
    Bejasc reacted to Burger_Time in Pills addiction and overdosing.   
    Currently, you can eat a whole pack of pills without any problems, but IMO it's not realistic as it must be, so I decided to suggest two things — Addiction and Overdosing.
     
    Addiction will appear if you've consumed something like Painkillers or sleeping pills. Depending on what you've consumed, you will have different addiction. I.e — if you was eating sleeping pills for a weeks in order to sleep, your character, eventually, won't be able to sleep without taking any sleeping pill (unless character ridiculously tired). Painkillers addiction will have different effect. If you addict to painkillers, your character will feel pain and be stressed if not consuming any painkillers.
    If you want to heal addiction, you will need toto NOT take the pills for a few weeks. If you become addict after healing again, healing addiction will be harder.
     
    Overdose will appear after taking too much pills in one moment. Overdose will cause drunkenness, a bit stress and (?) Hallucinations (?). Overdose, most likely, willyou lead to addiction. If you have consumed a lot of pills at once (3 packs), character will pass out and die if no one use (?) Adrenalin (?) On him/her (pulp fiction anyone?)
     
    Well, this is all I wanted to say.
     
    Bye!
  12. Like
    Bejasc reacted to nolanri in Super Survivors!   
    That's a good idea. They should have some good loot on them to reward you for the trouble of killing them.  It's a simple change so I'll try to add it soon.
  13. Like
    Bejasc reacted to FilibusterRhymes in Filibuster Rhymes Used Car Dealership or Whatever   
    Hey guys, with the ability to add cars in the new weather beta (thanks a lot, by the way!), I've been working on adding them all as new vehicles. Here's a screenshot of what I've got so far. I've got like ten thrown in there for now, not counting the different similar models (like cop cars or different lengths of pickup bed). I haven't done the masks yet, but got the random colors in, so that's pretty cool. Take it easy, dudes.
  14. Pie
    Bejasc reacted to Blackbeard06 in All player made Building Archives Verison: 3 - 4/7/2022   
    yes, I have upgraded my server and am actively working on it. I'll will get it working as soon as possible.
     
  15. Spiffo
    Bejasc reacted to MyTJ in Word Association Extra   
    E
  16. Like
    Bejasc got a reaction from Flukey in Pyrozednics   
    If we're going for non-exaggerated, we want something more like this, right?
     

  17. Like
    Bejasc got a reaction from Leoquent in Opening cutscene/scenario when starting in "How it began" setting.   
    You should do a little research into the lore of PZ. 
    Besides, I think we'd all prefer that TIS keep working on other systems of the game, instead of doing something modders can do already  
  18. Like
    Bejasc reacted to Chained_Phoenix in Small but Important Suggestions Thread   
    882 - Can we modify vehicles so they can burn and take damage when they aren't occupied?  Right now my go to for clearing out an area is to drive a car with sirens around, collecting a hoard, park it in large open area somewhere, run off and hide, let the zombies mass around it in their thousands, and throw in a Molotov.  Works great for killing a few thousand zombies with-out needing to risk too much but the first time I did this I was more than happy for the car to go, instead it's in perfect condition, no damage from a thousand zombies clawing it, no damage from the fire.  While I love the mechanic it is a little bit over powered that you don't even lose the vehicle (either through the fire or the zombies crushing it, they don't even break the windows like they do when you're inside it).

    I did a search to see if this was suggested elsewhere but couldn't find anything, sorry if it's already been suggested.

    Also, just in case no one has seen this before (although this was done with admin on as the server was lagging hard due to, we think, a path finding issues with zombies stuck in the mall near by):
     
     
  19. Like
    Bejasc reacted to Geras in Player built walls zombie resistance overhaul - "buffer HP"   
    (Not my idea, but I found it brilliant. It got lost somewhere on this forum, and never had a separate topic created.)
     
    One of the users suggested a rather long time ago that player built walls should not be able to be destroyed by a single zombie. He or she suggested that walls should have "buffer HP".
    Imagine, now even a single zombie can destroy a lvl 10 carpentry wall or lvl 10 metalworking wall given enough time to head-butt at it. With wall "buffer HP" that would change and make walls more realistic and more resilient to zombie damage."Buffer HP" would be an additional wall HP that regenerates quickly on top of existing wall HP.
     
    How would it work in practice?
     
    For example, a lvl 4 carpentry section of log wall would have enough "buffer HP" to withstand an attack of 5 zombies at a time (total amount of zombie damage from 5 zombies would not get past the regenerating "buffer HP"), but if another zombie comes and head-butts the same wall section, they get past "buffer HP" and destroy the wall in time normally, as it happens now.
     
    My suggestion for the amount of "buffer HP" would be as follows:
    (Numbers could be balanced, I don't even know if it's possible to fit 14 zombies on a tile of map)
     
    Standard board wall + board window barricades + wooden doors (weakest of all walls):
    (Add 1 zombie resistance if playing a Carpenter, Construction Worker or Engineer)
     
    - lvl 1-2 carpentry: 2 zombies needed to destroy a section (so 1 zombie will not be able to destroy a section)
    - lvl 3-4 carpentry: 3 zombies needed to destroy a section
    - lvl 5-6 carpentry: 4 zombies needed to destroy a section
    - lvl 7-8 carpentry: 5 zombies needed to destroy a section
    - lvl 9-10 carpentry: 6 zombies needed to destroy a section
     
    Log wall (strong defensive wall)
    (Add 1 zombie resistance if playing a Carpenter, Lumberjack or Engineer)
     
    - lvl 1-2 carpentry: 4 zombies needed to destroy a section
    - lvl 3-4 carpentry: 5 zombies needed to destroy a section
    - lvl 5-6 carpentry: 6 zombies needed to destroy a section
    - lvl 7-8 carpentry: 7 zombies needed to destroy a section
    - lvl 9-10 carpentry: 8 zombies needed to destroy a section
     
    Metal wall + sheet metal window barricades + metal doors (ultimate zombie defence) (can we make metal doors?)
    (Add 1 zombie resistance if playing a Metalworker, Construction Worker or Engineer)
     
    - lvl 1-2 metalworking: 6 zombies needed to destroy a section
    - lvl 3-4 metalworking: 8 zombies needed to destroy a section
    - lvl 5-6 metalworking: 10 zombies needed to destroy a section
    - lvl 7-8 metalworking: 12 zombies needed to destroy a section
    - lvl 9-10 metalworking: 14 zombies needed to destroy a section
  20. Like
    Bejasc reacted to Burger_Time in Ammo counter   
    NO.
  21. Like
    Bejasc reacted to Fenris_Wolf in Ammo counter   
    Same reason I won't include such a feature in ORGM. Guns simply don't have a ammo counter on them.
     
    Some high capacity rifle magazines may include a transparent strip on the side allowing you to get a approximation of how many remain, but not on older ones, and once theres only a few left in the mag you can no longer see (the transparent strip is hidden by the magazine well).
     
    Pistol magazines often have small holes in the back behind where each bullet sits allowing you to see how many are in there, but you need to eject the magazine to actually see.
     
    For guns that use magazine tubes (pump action shotguns, some bolt actions, lever actions etc) no such feature exists.
     
    Most guns don't even have a loaded chamber indicator telling you if theres something in the chamber. Some modern ones do but it basically just shows you theres something in the chamber...it could be a live round or a spent casing.
     
    The fact you can hold the mouse over the gun in inventory and see the ammo count + loaded chamber is already a realism break.
  22. Like
    Bejasc reacted to Burger_Time in Bruises   
    Currently, character doesn't even feel pain when he get hit by zombire or blunt weapon like frying pan (But I think that he should), so I decided to suggest a new type of injure that blunt weapon can do — bruises.
    Bruises appear in short time after getting hit and cause minor pain (and Pain if trying to do something with it). It doesn't need extra medication to heal it, but you can speed up healing by ?applying bandage?
    Bruises, usually, disappear in 1-2 days, so it won't be a injure that you need to worry about.
  23. Spiffo
    Bejasc reacted to nasKo in Thurs…weather…shaders….chat!   
    Welcome to this week’s Thursdoid! We’re a bit light on the team this week as a few of us (including, as you can probably guess, the developer in charge of Thursdoid punnage) are having a well deserved holiday after the exhausting and mega stressful vehicle push for so many months finally came to an end, and like buses several of those holidays coincidentally happened to come at once, but still a few things to report.
    Weather Build Update
    We’ve just updated the weather branch. The main addition is the first version of our overhauled multiplayer chat system developed by Stas at General Arcade. The new chat is a bit fancier and more functional and more in line of what you’d expect on an MMO or similar types of games. You can activate the window to chat by pressing T or Enter. Let us know how you get on with it and if there are any problems.
    Various fixes include reintroducing the low lighting mode, and an option for disabling the new building hiding system, which will provide better performance on low end machines (more on this subject in a moment), removed the weird sound echoes, various Linux compatibility / java fixes, fixed multiplayer zombie attacking / defending issues, and many more. We’ll try to get you a complete change-list soon.
    Work continues apace with animations, nothing flashy to show or talk about, but many fixes have been made to the tool and Martin the animator now has access to regular builds to help integrating all the anims. Steve at BitBaboon nears completion of the new build system overhaul, which will vastly improve our internal organisation of builds, and should allow us quicker testing and releasing of builds. With this we’re making wider changes to the team organisation to help us deal with the bigger team size and the various irons we have in fires.
    Shaders & Compatibility
    We’ve had a small number of people reporting that cars are invisible on their low end machines. This is due to the fact that the way the vehicles are rendered require shaders to overlay damage and other effects, so cards that are unable to use shaders, as with the 3D characters which use GPU skinning, will not be able to render the vehicles.
    We’ve fought for many years to keep our minimum specs where they are, wanting to keep our potato running Zomboiders in the game for as long as possible. However, as the years progress, the numbers dwindle as more people upgrade, and at this point we’re talking about an extreme minority of PCs, bottom end Intel laptops any of them close to or over a decade old, at least in terms of technology, and constituting less than 1% of all our customers – It’s gotten to the point where retaining compatibility with machines mostly over a decade old is starting to hamper development in several ways.
    1) For example to add support for vehicles for this minority of machines, including testing and bug-fixing would take a substantial amount of development time, which at this stage could be spent working on the features, optimisations and improvements the vast majority of our customers would benefit from and that would take us toward the fabled 1.0.
    2) There are a whole host of avenues for optimisation that we’ve for a long time written off because they would end up raising the minimum spec by requiring shaders to work and would be too fundamental to switch off. Since the game and simulation have become massively complex at this point, optimisation is becoming ever more important. Vehicles at one stage ran so badly on top end machines that we simply had to spend significant time doing extreme and very disruptive optimisation work, and the game still doesn’t run adequately in built up areas on machines that should on the face of it be able to handle it.
    However the available routes for optimisation are becoming extremely sparse–there’s only so much blood you can wring out of a stone and we’ve shaved practically every millisecond we can from the game’s frame time, so we really need new directions to be able to explore to keep the game running well particularly when features such as Louisville, the new animations (which will bring performance benefits and pressures, and it’s unclear what the net result will be) and of course the NPCs go into the game.
    The way the rendering system works with the lighting, shading and isometric perspective is hugely costly and it’s difficult to see how it can possibly be improved having no guaranteed access to literally any of the rendering advancements developed in the past 13 years.
    Having guaranteed shader support will open up many optimisation opportunities in the future, our rendering being far and away the biggest bottleneck, and there comes a point where it becomes unfair to the huge majority of our customer-base not to exploit these. While it’s frustrating the game not running well on an old laptop, it’s certainly much worse for it not to run well on a top of the range gaming PC and that’s something we have more responsibility to fix and avoid in future.
    So while we understand this decision will upset a few of you (though it’s a decision we hope you appreciate we did not take lightly, and resisted as long as humanly possible to give as many the opportunity to upgrade as possible), we hope that the few affected by this understand why we’ve come to this decision. In the meantime, build 38 will always be available via the Steam betas, and there are many affordable old laptops with GPUs that have the requisite shader support, so hopefully we’ll see you back in the new builds before long.
    This week’s tense disagreement from QwencGames. 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.
  24. Like
    Bejasc got a reaction from Faalagorn in Super Survivors!   
    But they've already got their own implementation of NPCs to build on? (The one they removed until they can deliver the quality they want) 
  25. Like
    Bejasc got a reaction from Faalagorn in Super Survivors!   
    That's exactly why it shouldn't be implemented into the base game. In terms of the quality that TIS should deliver (quality that most people are patient enough for), this is a very barebones and clunky system.
     
    It works great in the meantime, and its a fantastic showcase of the modding ability of Nolan and the modding potential of PZ as a game, but I would not settle for this as a replacement to TIS NPCs, when they arrive. 
     
    You just have to be patient. ¯\_(ツ)_/¯ 
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