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Vaileasys

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Posts posted by Vaileasys

  1. YES! After dabbling with modding lately, I've noticed the current menu feels very cluttered after subscribing to just a few mods. NasKo had also recently suggested using a tick-checkbox instead of the current "active" one, since there have been the few that haven't realised their mod isn't activated. I'd also like to see a way to adjust the load order. 

  2. 1 hour ago, Bejasc said:

    It would be nice to see some mechanic introduced that could potentially (based on chance and other moodles) make the player sick, when wearing dirty or bloody clothes. This might be worth a post in suggestions, but there's currently no incentive (that I'm aware of) for washing your clothes once they become dirty. Dirty clothes making you unhappy, bloody clothes making you sick, dirty shoes giving you a new injury for 'blisters' or similar. All over extended wear-time, and chance based of course.   

    Dirty and bloody clothes do currently increase the chance of a wound getting infected - this was added in build 39. Though it would be nice to see this go further with making the player sick, similar to how corpses do. 

  3. 3 hours ago, spyjack said:

    948. Make the ladders seen climbable like sheet ropes, or make them clearly unclimbable.

    Potential to be added after the new animation system, although it'd create the problem sheet ropes initially had: 100% zombie proof bases.
     

    3 hours ago, spyjack said:

    949. Guns are way too inaccurate. I can understand not getting a headshot in the first few shots, but not even hitting? Especially for the danger of the gun's noise they should be more effective.

    Combat will be seeing some changes with the new animations system, the extent will likely include firearms and accuracy.
     

    3 hours ago, spyjack said:

    950. Rarely spawning 'survivor' cars that start with their engines running and lights randomly on or off. Perhaps a little bit of fuel in the tank and some loot caches too, but honestly just rarely spawning running cars would be ideal. They'd most likely spawn at the traffic jams and in poor condition.

    There are already survivor caches in cars, along with profession caches. Coming across a vehicle that's running would certainly be a bit spooky. 
     

    3 hours ago, spyjack said:

    951. Tying into my last idea, corpses should randomly spawn in any seat of a car (and possibly an option to remove body from the car so you can get in it if all the seats are filled)

    Corpses can already spawn in any seat, along with the trunk. Although they can be fairly rare.

  4. 50 minutes ago, CTN Phaco said:

    Hi, when i started to play the game some months ago, i was lost because the wiki was already oudtated from everywhere. But i have some questions as i'm new to wiki contributions:

    How do we add pictures/gifs from items, furnitures, etc? For example for the plant growing state you have stage 1-2-3... and so on with a nice image not taken ingame (no screenshot).

    Hi and welcome to the wiki :)

    The images are taken from the texturepack folder at: "\ProjectZomboid\media\texturepacks" inside .pack file types. So you'll need UnPacker to extract the files correctly. From there, you'll need image editing software, such as Paint.net, to crop the image you want.

     

     

    56 minutes ago, CTN Phaco said:

    I was thinking about reorganizing organizational structure, it would be easier to categorize things.

    The organisation of the wiki is a big thing I've wanted to get stuck into, but it's such a big task. The current structure can be found here and I've been working on a new structure which is here
    Any help with organisation would be awesome! You can copy and paste my WIP wiki index into your own sandbox and play around with it if you'd like.
    The big problem I've had with the categories is that it's hard to make them nice and linear. I'll give you an example:
     

    Spoiler

    Furniture

    -- World furniture

    ---- Refrigerators

    ---- Heat sources

    -- Player made furniture
    ---- Heat sources

    ---- Carpentry

    ------ Tools

    ---- Metalworking

    ------ Tools

    As you can see, that can start to get pretty messy, with categories like Heat sources and Tools being used in multiple subcategories... 

    But, have a play around and we'll see what we can come up with.

    If you want better collaboration, we have a discord channel :)

  5. On 8/28/2018 at 2:02 AM, Vortecus said:

    It's safe to assume that pacifists hate violence, right? So how about we add a very minute amount of unhappiness per zombie killed and a drastic amount of unhappiness for murdering a player (or human NPC). This will amount to at least 20-30 zombies killed in a day to get depressed, or be 1-3 humans murdered. This will add a permanent use to the antidepressant pills that are currently in the game; and will be the new smokers' cigarette. Pacifists will have to regularly take antidepressants to forget about the horrors of the apocalypse.

    I imagine that once NPCs are on their way to being added, they'll likely take a look over all the current systems like Moodles and traits to see what can be changed to benefit from them. Pacifist would definitely be one that I'd expect would need to be changed to accompany them. I agree with this suggestion anyhow. 

  6. These are a few bugs I've noticed associated with all the Jar of [Food] in build 40.7.

    1. Cooking
    They all have an "Uncooked" tag, which upon cooking, doesn't seem to do anything, apart from changing to "Cooked". Burning gives the usual +20 boredom and unhappiness, except it can't be eaten, only opened. Upon opening, nothing seems to have changed with the contents.

    Possibly I'm missing something? I considered it might be part of the pickling process, however I don't think that's normal when pickling food. They are set to be cookable in newitems.txt. So maybe just leftover code after switching from making jam?

    Snippet from newitems.txt, associated with each pickled food.

    		OnCooked            =       CannedFood_OnCooked,
    		IsCookable	        =	    TRUE,
            MinutesToBurn	    =	    120,
            MinutesToCook	    =	    60,


    2. Nutrition
    While they can't be consumed as is, the nutrition values are shown if you have the nutritionist trait, although they are all 0 (zero). In newitems.txt they don't have any, not that they need them though. Just a minor hassle seeing the nutrition values.


    3. Opening
    Opening a jar will only return the contents and the empty jar, but not the lid.

  7. 7 hours ago, Tails said:

    889. Nutritionist magazine a way to identify nutrition values on a food item without getting the the nutritionist trait.

    Maybe even include it as part of the Cooking skill. Say, level X you learn the nutrition values of foods that aren't considered as "packaged". Or if having it as a magazine, I'd recommend adding it as a cooking magazine, such as: Good Cooking Magazine Vol. 3

     

    7 hours ago, Tails said:

    888. Cold medicine item to cure colds if you cant find any medical plants when foraging.

    Since cold medicine isn't particularly "unique" in curing just a cold. Consider cough medicine, to reduce the player coughing. Or include pain as part of having a cold, giving another purpose for painkillers.

  8. Since RemouladeFull was given nutrition values in build 40.6, I noticed it's missing the "Packaged = TRUE" tag, which would make the nutritional values visible to anyone, as is the case with mayonnaise.

    Comparison of MayonnaiseFull (238) and RemouladeFull (280) in farming.txt, showing only the nutrition information.

    Spoiler
    
    	item MayonnaiseFull
    	{
    		Carbohydrates = 0,
    		Proteins = 0,
    		Lipids = 330,
    		Calories = 3000,
    		Packaged = TRUE,
    	}

     

    
    	item RemouladeFull
    	{
    		Carbohydrates = 0,
    		Proteins = 0,
    		Lipids = 50,
    		Calories = 150,
    	}

     

     

  9. On 7/28/2018 at 6:51 PM, Vaileasys said:
    On 7/28/2018 at 6:03 PM, Faalagorn said:

    So basically part stable part IWBUMS/testing? I was under assumption stable was preferred, that's why I was holding with adding the stuff that was changed in 40.3 (such as the renames or missing nutrition), wanting to wait until it goes to stable instead, but on the other hand it would be kinda pointless to adjust everything to stable only to change it to the values the current testing have just because the next stable hits next month.

    Stable is preferred, however little things like name changes aren't a big issue. I just take as a case by case situation and try to determine whether it's too big of a change to add. Also, if I figured if I start adding things while they're in testing, I might have it ready for the full release. I guess it really just depends. Also, we have a Page Updated tag at the top of the page which also lets you know which version the page is updated to. Those without the tag, are likely VERY outdated.

    Wanted to correct myself here. 

    While we update pages to the most current beta/test version we should/will be adding the Upcoming Template at the end of a statement that isn't currently on the stable branch. This can be modified to say the version that it applies to (e.g. "Upcoming 40" for Version 40), it will also add the article to the Future Category, so once the build reaches stable, we can easily find the pages that we've added the tag to. However, if the entire article is in a beta/test branch (e.g. any new clothing with animations update), then we can use the Future Template instead of the superscripted tag, i.e. upcoming.

    Wanted to clear that up since I didn't think it would be such a great idea to add all these future things onto the wiki and confuse the majority of players into thinking something exists when it doesn't yet.

  10. 9 hours ago, Zeantra said:

    hey, so is there anyway to remove burnt out cars? like break them down with the metalworking skill or something?

     

    Not at the moment, but it's definitely something planned. 

    In fact, it's already in on the Weather Test Build. Except it doesn't give any materials yet. 
     

    Spoiler

    image.png.1e2b4b4ff70ddcd0459a7ce7eab4efae.png

     

  11. After playing around with explosives and the weather test, I noticed that the fire animations are hidden behind the snow, completely hiding fire if there's enough snow tiles nearby.

     

    Also noticed it's blocked by train tracks and trees.


    Here's a screenshot of what I mean.
    20180804141042_1.thumb.jpg.9e0134429d5b258494e3c72657b279f7.jpg


    It's the exact same issue for smoke from the smoke bomb

    Here are more screenshots showing it off.

    Spoiler

    This image also shows that little patches of grass block it and the player "standing" on top/in front of the smoke.
    20180804144214_1.thumb.jpg.93acd00a67cecf22cfebab8403ea53d5.jpg

     

    This one shows if the smoke/fire originates from the same tile, it will appear normally.

    20180804145405_1.thumb.jpg.dcfe0d94fcf04c9f5c64aadb815bdafe.jpg

     

    Also fixes the player appearing "on top" of the smoke
    20180804145418_1.thumb.jpg.bae788aa0b6f5ad1053dee68bd418757.jpg

     

     

     

  12. Figured I should add this here rather than making a new thread.

    After the name change on the weather build of LightBulb -> Light Bulb 

    The context menu in ContextMenu_EN.txt is unchanged. 

    ContextMenu_RemoveLightbulb = "Remove Lightbulb" -> "Remove Light Bulb" 
    and 
    ContextMenu_AddLightbulb = "Add Lightbulb" -> "Add Light Bulb" 
     

  13. 28 minutes ago, Faalagorn said:

    I see there's new weather build being downloaded. The update was quite big (134.3MB being downloaded), but there's no changelog in-game. Any plan to give a rough list of changes that's been made in the meantime :P? I see there's new chat and the sliding sounds have been added (though I hear sliding sounds when trying to ignite an engine on a car without fuel, which is odd), and the bugs about unkillable zombies and not working horn were fixed.

    A couple things were mentioned in the Thursdoid, and this: "We’ll try get you a complete change-list soon".

    Edit: also I believe there was a rewrite of the sound system, just take a look at the advanced audio settings.

  14. 5 hours ago, undeadryker said:

    I just did a lot of changes to the Survival Guide (probably more than what's considered healthy in a timespan)

    Don't worry about how many changes you make, especially on pages that are outdated or guides. It's just page layouts you have to be more conscious about.

     

    5 hours ago, undeadryker said:

    I'll look over it more another time but in the meantime any more feedback or changes are welcome.

    You've made a lot of good changes, I like it. Guides are something I really don't enjoy doing. I'm more about getting the facts down and organising.

     

    5 hours ago, undeadryker said:

    But its translated versions definitely need updating, especially with the new list and all for the UI, since English is my only language I feel I'm even remotely okay at.

    Yeah... the other languages are a mess... I figure it's best to focus on English and get that up to date, then it'll be easier to translate to another language.

     

     

    5 hours ago, undeadryker said:

    Expanding the furniture menu feels a bit strange since it's supposed to be an introduction to the user interface but I'll probably segregate it into its own little section about working the furniture menu. Not to say I didn't change anything about it, but I think it's looking much better now. See for yourself!

    You can always link to the controls page which has info about the build mode. 

  15. 22 minutes ago, Faalagorn said:

    So basically part stable part IWBUMS/testing? I was under assumption stable was preferred, that's why I was holding with adding the stuff that was changed in 40.3 (such as the renames or missing nutrition), wanting to wait until it goes to stable instead, but on the other hand it would be kinda pointless to adjust everything to stable only to change it to the values the current testing have just because the next stable hits next month.

    Stable is preferred, however little things like name changes aren't a big issue. I just take as a case by case situation and try to determine whether it's too big of a change to add. Also, if I figured if I start adding things while they're in testing, I might have it ready for the full release. I guess it really just depends. Also, we have a Page Updated tag at the top of the page which also lets you know which version the page is updated to. Those without the tag, are likely VERY outdated.

     

    26 minutes ago, Faalagorn said:

    Technically you can forcefully go to the old versions in Steam using the download_depot command (guide here) to compare the changes manually

    I'd consider doing this, but it's a lot of work trying to update pages, add new content, think of design changes, create templates, test game mechanics, read changelogs, then add all the previous versions on top of that? I'd be drained and never want to see PZ again... But if you want to do that, feel free. :lol:

     

    29 minutes ago, Faalagorn said:

    I see they are up to date, that's nice! Since you brought localized wikis, I guess some localized main pages could use some help, as sometimes even the language templates don't render properly. 

    Yeah those language templates not rendering really doesn't help with the wiki seeming outdated... It's a really easy fix though. You just need to either change it from:

    {{Languages}}

    To:

    {{languages|{{PAGENAME}}}}

    or hardcode the actual page name.
    At the moment, since the English side is really outdated in many parts I'm focusing on that. Also, the Japanese and Russian are the only languages that get any attention these days.

    35 minutes ago, Faalagorn said:

    Something to look at is also using a template for the version numbers instead of hardcoded value – that way all language could use it without worrying to manually update the version, and you can even set separate (or not) protection level for this template, so even non-admins could update it. If you don't know what I mean, I may try to brew something like that in my sandbox hopefully to see how it works.

    I've already made a very basic template for that, which is literally only used on the community portal for now. It's definitely a good idea to include it in all the main pages. I'll probably look at doing that now.

     

    37 minutes ago, Faalagorn said:

    The same applies here, a separate template that isn't a protecteded page would mean any editor could update it. I don't suspect it'd be trolled (it often isn't in other wikis), but if so it should be easy to allow edit only for editors with certain verified edits. Plus other languages could use it. Even so, I don't think screenshots will be updated much, so maybe we should just use Thurstoid screenshots? Those happen every week steadily and are from the most recent version usually :).

    it's already like that. You can see the template here the problem is that the main page protection is cascading, so any template or file that is attached to it can't be edited, unless you have permission to edit the main page. I'll think of something, maybe a way to submit images? I've got a list of screenshots I've taken from steam.

     

    39 minutes ago, Faalagorn said:

    I think you might be logged, as I had similar issue yesterday. It may actually be related to http:// vs https:// difference I realized before. Try changing http to https or going to a different page than the main page, as I think you are logged in in cookies, but the site doesn't detect it. Alternatively, try logging in in incognito/private mode or different browser/device.

    I tried all that, it's as https:// but still says it's not secure, which is odd... Trying to log in on a different browser or private mode is halted for protection against hijacking. Might be an easy fix for Kirrus.

  16. 11 hours ago, undeadryker said:

    Are those leftovers or placeholders?

    Yeah they're just placeholders. The layout will more than likely be changed completely because there's quite a few differences between each vehicle variant which I can see being a real pain to deal with.
     

     

    10 hours ago, Faalagorn said:

    I have a few suggestions, some of which would require attention of PZ website administrators, as are not directly related to the wiki

    I'll pass 1, 2, 3 and 5 along.
     

     

    10 hours ago, Faalagorn said:

    so how about addition of links to Undeniable database in item infoboxes etc.?

    That's a good idea. I'd probably have to add a tooltip with a disclaimer, since some items have been changed in some way.
     

    11 hours ago, Faalagorn said:

    but should we mention the changes IWBUMS or other public test builds have on the actual pages too

    This would be a big ask since there really aren't that many of us editing the wiki. It would take longer to mention the changes than for the new release to come out. So I look at the changelog, do some testing if I need to, then add it to the page, so long as it's unlikely to change much in the next release. Such as changing some of the names, like LightBulb -> Light Bulb, etc. Also, the "History" section was removed for this same reason, the pages weren't being edited enough and going back through literally years of changelogs when they were to finally be updated, is tedious to say the least.

     

    I'll consider bigger things, like the new weather system, maybe adding a notice to the top of the page mentioning that it's in IWBUMS or testing, etc.

     

    11 hours ago, Faalagorn said:

    While at it, do you think it would be useful to also list the current public testing build (if active) on the main page (currently weather test at 40.3, previously vehicle test builds) with the link to appropriate info on wiki or forum?

    Something I was considering too. It's actually already added to the Japanese main page. So I guess I'll add it :)
     

    11 hours ago, Faalagorn said:

    rename the "Screenshot of the Day" title to something like "Featured Screenshot", as it was last updated on 16 May 2017

    Screenshots is something I wanted updated too, along with those before me. But because it's attached to the main page, your average editor can't change or even add images. I haven't been an admin for long, but there's definitely a list of things I want to get my hands on.
    Also, with the screenshots, I was considering waiting for the animations to drop, since that'll make it look even more outdated, but I'll guess we'll see what I have time for.

    Thank you for all the suggestions :) 

  17. 1 hour ago, undeadryker said:

    However I tried to make the General game tips page a redirect to the Survival Guide but I got my privileges removed temporarily by an automated system for trying to "blank out" that page

    I've fallen for that one many times... Since your account is still fresh, you wouldn't have lost any of your privileges. I'll take a look at what you were trying to do.

    Thanks for the contributions :)

    EDIT: Redirected the page

  18. 3 hours ago, Faalagorn said:

    864. Ability to refuel directly from the gas stations to a gas tank, without gas cans (I think it's not there yet).

    If you're talking about into the vehicle directly, that's already in. You have to make sure the "fuel cap" is on the side with the pump... but I'm not sure which side that is...

     

    3 hours ago, Faalagorn said:

    870. Ability to physically turn (not click) ignition icon to start vehicle, similar how knobs in heater/oven works.

    I like this. Would be useful for switching between "off", "accessories" and "on".

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