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Massi

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  1. Like
    Massi reacted to Capt_Paradox in Survivors in the Mist   
    Still lurking hoping someone will do a good tutorial on how to make custom challenge maps. Interesting read though.
  2. Like
    Massi reacted to OffitMan in Workbench   
    This is an interesting idea. I agree with @Burger_Time that you should still be able to make things regardless of what surface you're using, but being able to speed up the process or get a slight XP boost by crafting in the appropriate area could work nicely. Depends how much effort it'd be to code and whether the payout would be worth it.
     
    Perhaps certain furniture you couldn't build a better quality version of unless you have access to a workbench. (I'm not a carpenter so someone in that line of work could suggest examples where this might be the case).
     
  3. Spiffo
    Massi reacted to Kappatao in Shiny car windows bug   
    Hello. I've been playing the latest IWBUMS build (as of 10/10/2018) version 40.25(Steam). I run windows 10 (version 1709), and a gtx 1060 6gb, ryzen 5 2600, 8gb ram. My screen resolution is 1440p (I think i'm running the game at 1080p though)
    The bug/s I've noticed is that for me the recent addition of shiny windows on cars doesn't work unless post processing is switched off in the video options. (I have also noticed that rain doesn't seem to "splash" when it hits the ground, but that might just be me not knowing what to look for.) I have updated my graphcis drivers, and so can't see any reason for it not to work (I have also validated my game files), so I am assuming this is a bug, and not intended behaviour. As far as I know, the only way to reproduce the bug is essentially to switch post processing on and off, and compare the windows before and after.
  4. Like
    Massi reacted to bpdlr in Building interface needs work   
    Another mechanic that needs to be upgraded in the same way is the Dirt/Sand/Gravel bag "Pour Out" option. Please add the ability to choose whether to cover the whole tile or just one half... to avoid these jaggy results!
     

  5. Like
    Massi reacted to bpdlr in Building interface needs work   
    I had never built a metal roof until today, and having always used wood floors as roofs, I assumed by the description that the metal roof would be placed above me, not at my feet... It's interesting because the new(ish, for me anyway) system for picking up items is so much better than the building system, it's a shame the same ideas weren't carried across. It's especially difficult to get placement right if you're on a high level and want to line up with a structure below.

    With the devs saying they're adding underground levels sometime, it makes sense that the building system is upgraded to show more clearly what level you are building at. I suggest the current one-tile highlight is expanded vertically into a sort of wireframe column, with the ghost of the piece you are building at the same level as the player model. There should be keys to rotate or raise/lower the ghost before building. If the column is over the player, the player should be highlighted to indicate that the column is on the same tile, so if you're on a higher level it's easier to get oriented. The section of the column indicating the underground level could be in red, whilst those above could be varying shades of green to indicate height.
     
    Also, the same system that's used for destroying with a sledgehammer should be used for painting, as it's easy to paint through the wall you want to paint and paint the wall behind, even though you have no physical access.
     
    Some items - such as the aforementioned Metal Roof - should by default be placed at a certain position, i.e. above. Please just add wooden roofs too! It's not clear for example where wooden columns (under Walls) can be placed, sometimes they work and sometimes they don't, depending on whether they intersect a fence at a certain corner or something, I haven't worked it out. Maybe some info in the tooltip?
     
    Also, could there be an option to pause while building, so you can get the placement right without wasting time?
     
    THIS:
     (where is it going?)
     
    vs. THIS:
     (a bit clearer)
  6. Like
    Massi reacted to MrTrololo in Workbench   
    something rather for future updates-crafting stations... here's first one that should appear:
    Wooden workbench for carpentry to craft items that cannot be crafted in hands
    ingredients :
    -6x wooden plank(my suggestion of required amount)
    -1x hacksaw
    -1x claw hammer
    -1x vice (not implemented,but i can't imagine good workbench without it in real life)
    -1x screwdriwer
    some of them would appear already assembled in some places like power generators
    it would be useful when more craftable weapons like wooden bows would appear
     
  7. Spiffo
    Massi reacted to Enoahe in How to change the amount of starting perk points?   
    I believe, you can add more trait points with "CharacterFreePoints" option in servertest_SandboxVars.lua config.
  8. Spiffo
    Massi reacted to Enoahe in Startup script ignores servername, Xmx and Xms options   
    Well, I've kinda fixed it. Apparently those options should be appended after "./ProjectZomboid" part, like this:
            LD_PRELOAD="${LD_PRELOAD}:${JSIG}" ./ProjectZomboid64 -Xmx26214m -Xms26214m -servername newname"$@"  
  9. Like
    Massi reacted to EnigmaGrey in How to create server backup properly   
    Yes. I would just zip the server, as otherwise, you'll have 100k - 500k saved map files that'll need to each be individually moved.
  10. Like
    Massi reacted to OffitMan in RELEASED: IWBUMS Build 40.18   
  11. Like
    Massi reacted to Ornament in Small but Important Suggestions Thread   
    901: Glasses, for traits like short-sighted. You could expand it to let the glasses break on hit to the head and farsighted and sunglasses (perhaps with new weather system, for sunny weather? - then a cappy would also make sense)
    902: Traits like alcoholic, kinda like smoker but for alcohol. To make it easier you could add things like beer, vodka etc.
    903: Asthma needing an inhaler on a regular base. Could be found on zombies.
    904: Brushing teeth (should be optional)
    905: Some other illnesses than the zombie virus. At the moment you're nearly dead, when a zombie hits you and you can't do anything about it. But if you don't get scratched or bitten, you don't need much medics, except for accidents with the car or with broken windows. Perhaps having headaches or something like this.
    906: More clutter
    907: Give rubber bands a use, like slinging it on a zombie or building a slingshot like i suggested before
    908: Use cologne/deodorant to distract zombies smell instinct. You don't smell like flesh if you use it.
    909: Chalk to draw on roads, rain should wash it away however.
    910: razor blades as a weapon(not sure though)
    911: using clothes for storing small things (trousers/hoodies/cargo pants with 1 or 2 capacity)
    912: mirrors to look around corners (could be difficult tho)
  12. Like
    Massi reacted to Burger_Time in Small but Important Suggestions Thread   
    914.
    Fire should melt snow.
  13. Like
    Massi reacted to Geras in Small but Important Suggestions Thread   
    916.
     
    We should be able to collect and melt snow for water.
     
    917.
     
    Water in containers should freeze when outside in freezing temperatures (same goes for food).
  14. Like
    Massi reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    VERSION 40.17 IWBUMS BETA RELEASED!
     
    This should also fix the problem that people with certain graphics cards were experiencing. If you were crashing out then please give this version a go and let us know if you have any problems.
     
    NEW
    Added climate and weather MP admin panels. Many climate values can be now be ticked to override what's happening on the map. Values set by admin will override any values set by climate system, weather and mods. System also shows current weather information, and gives options to stop it.   
    Rain and snow now look like they hit the ground. Rain then disappears, and snow fades out.  
    BALANCE
    Game now displays days fresh and rotten in food tooltips in debug mode. FIX
    Fixed an exception when a splitscreen player joins during rain. Fixed a bug in SetPlayerLocation() which caused unnecessary work to be done. Fixed some tile properties in newtiledefinitions.tiles. Window frames with HoppableW/HoppableN. Wooden Bench -> Sturdy Bench. White Simple Chair -> Grey Plastic Chair Fixed seahorse cafe windows with invalid smashed / glass-removed offsets Fixed being able to display duplicates of some admin panels. Fixed gun sounds not being heard far enough away in multiplayer. (The radius is only set to 20 in FMOD.  Setting 'distanceMax' in sounds.txt overrides the value in the .bank file. Mods will need to set this value as well.) Fixed barricades not being removed when a window is destroyed by a sledgehammer. Fixed players with Deaf trait hearing house alarms. Fixed position of speed-controls in debug mode (which forces the clock to be visilble). Added Thunder and RumbleThunder GameSounds so thunderstorm volume can be changed. Fixed player not facing microwave or stove when checking its settings. Fixed two bugs with spawning a random zombie in a barricaded bathroom. Fixed clean/disinfect crafting tooltips saying "Destroy" rather than "Use" for bandages/rags. Fixed two exceptions when pressing keys while the game is loading. Fixed speed controls briefly appearing in the wrong position when starting a game. Fixed zombie-population files being saved to the wrong location on Linux and Mac. Fixed not being able to sleep when not tired or recently slept when the server option SleepNeeded is false. Fixed being able to place multi-tile furniture where walls intersect the furniture. Fixed being able to place tents on squares that are blocked by vehicles. Fixed failing to check for trees when building some carpentry objects. Fixed sounds playing at full volume when first loading a game. Fixed learning from TV/radio when asleep Fixed climatemain spam in log on server Fixed celsius/fahrenheit option not being saved Fixed freeze issue on certain vidcards Fixed precipitation not clearly visible when zoomed
  15. Like
    Massi reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    version now released
  16. Like
    Massi reacted to Snakeman in mod.info updated feature: (pack=...)   
    @Connall , @RobertJohnson

    Feature for mod.info (pack=....) needs to be updated to choose .packs.
    Example:
    pack1x=... (only load this pack when the game settings is 1x)
    pack2x=... (only load this pack when the game settings is 2x)
  17. Like
    Massi reacted to EnigmaGrey in When did you join pz   
    tl;dr Joined in 2011. I've annoyed everyone since.
     
    I joined around the tail-end of September 2011 -- just in time for the dark clouds of despair to descend on the community and rail against the additional month or two, it took for build 1.5d to come out. I was in a general diploma program at the local community college and writing my own isometric, tile-based engine as a side project, as I loved the original Fallout games (not to mention all the other ones of the 90s). My passion for that transferred to PZ.
     
    I later started helping people out with their support issues. I also commented excessively in the suggestions threads and stewed, waiting. When the Nothing came during 2012, I was offered a moderator seat and kept the forums clean, along with several others including Rathlord, Nasko, and Kirrus. I kept myself busy spelunking through the game's code, releasing a few paltry. half-finished mods and helping others.
     
    In 2014, ready to move on, I told TIS they should look at hiring someone to do their tech support, as it was time for me to move on. Instead of hiring someone else, they offered Rathlord and I a job (Mac for him, Windows for myself), which later expanded into my day job. 
     
    Since I've grown to encompass the Steam and Reddit communities, half a dozen servers at one time or another, and release a few more serious mods (cleaning up blood, putting out fires, scaled fonts). As an operations manager, I do anything and everything I can to make TIS a better company and to improve PZ, spanning everything from design to QA.
  18. Like
    Massi reacted to MrTrololo in Locked containers   
    character should be able to encounter locked containers,such as drawers(also in desks),cupboards,wardrobes,small metal chests.
    he would be able to open in three ways:
    -by finding matching key
    -by prying with crowbar
    -by just smashing container
  19. Like
    Massi 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
    Massi reacted to axeladalidez78 in RELEASED: IWBUMS Build 40.18   
    I've been in the winter is coming scenario and when fully equipped with a sweater, pants, shoes and being completely healthy you can actually withstand temperatures around -30ºC inside a building. If the air gets colder than -30ºC you should start getting cold. Considering that this set of clothing is the warmest one we have, I think it's fair enough that at least we don't freeze to death on -10ºC like before. I suppose that on the Anims update, with the new clothing system, this would be rebalanced.
  21. Like
    Massi reacted to PapayaKing in RELEASED: IWBUMS Build 40.18   
    It definitely seems like you should be cold in -11C, but I think they really improved the insulation of sweaters, seeing as how they're the only practical clothing we have against the cold. But yeah the cold/hot mechanics have been pretty wacky since the weather IWBUMS release. You're definitely on to something though, I haven't even made it to winter yet. 
  22. Like
    Massi got a reaction from PapayaKing in RELEASED: IWBUMS Build 40.18   
    It's me or since the last update of 40.12, at 40.16 the cold system is a bit weaker, no change in temperature is noticeable, being zero centered in ºC, they do not affect much the Character
     
     
     

  23. Like
    Massi reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    VERSION 40.16 RELEASED TO IWBUMS!
     
    NOTES:
     
    1. This might come packaged with an issue on some graphics cards due to a shader issue. We have a Radeon 390 on our internal testers, and it's playing up a bit. Please let us know if you have any problems, so we know how widespread an issue it is. Thank you!
     
    2. EP has also fixed an OLD bug that had zombies being immune to attacks while staggering backwards. This might create other bugs though, so please let us know if anything weird happens around smacking zeds around with melee weapons
     
    NEW
     
    Reflective windows on vehicles Added player temperature rework including better time control and overall system Added insulation value (0.0 to 1.0) for clothing items Added ability to switch between Celsius and Farhenheit Added proper windspeed kph & windchill factor, and info moodle Wind is better reflected by fx (snow, rain, clouds) Added options to debugger to trigger storms and blizzard Improved storms and blizzard BALANCE
     
    Updated translations. Renamed Metal Tube as Metal Pipe. Removed Pipe (plastic one) from recipes/dropping table, and now use Metal Pipe instead. Improved the appearance of crafting tooltips. 'Road Rage' trait renamed as 'Speed Demon' Digital watch now shows temperature Adjusted increased min cone night a bit MODDING
    Changed spawnchance for vehicle type definition from an Int to a Float. FIXES
    Fixed upgraded door frames blocking player movement. Fixed the delay before right-clicking starts aiming being shorter at higher framerates. (At 120fps, right-clicking to bring up the context menu could often initiate aiming.) Fixed player entering attack stance when pressing the Control key while the mouse is over the inventory window. Fixed the player aiming when the mouse is over the inventory tooltip Fixed fire and smoke sprites being drawn as part of the floor - being covered by snow etc Fixed corpses appearing black when first loading a saved game. Fixed items that should spawn in bags sometimes spawning in the container the bag is inside. Fixed adding bait to traps not working. Fixed not being able to get command history in chat panel Fixed 'Plays Baseball' trait not working properly. Fixed 'Q' shout not attracting zombies. Fixed not being able to make a pot of soup with a canned mushroom soup. Fixed not being able to refill an empty Propane Torch Fixed 'GameServer.hitZombie() doesn't handle vehicles being hit by players' issue Fixed BodyDamage.FoodSicknessLevel going below zero. Fixed slices of Cake and Pie not inheriting stats from the original item. Fixed sound-related exception when smoking cigarettes or drinking from a bottle. Fixed a second-story room in the Mall that wasn't considered a room for plumbing/electricity purposes. Fixed zombies being immune to attacks while staggering backwards. (This is an OLD much-complained about issue in MP, so yay.) Fixed zombies with 3D models not facing the player when shoved. Fixed News.txt not being read from mods. Fixed passengers being able to fall out of a moving car in MP and be run over if they disconnect briefly Fixed cold damage only when hypo 4 Fixed damage not stopping when in positive surroundings and rate of damage limited to x per min Fixed fog oversaturation during night Fixed viewdistance value not being adjusted properly Fixed rain appearing to be stretched Fixed campfires no longer trying to spread to non-burning floors regardless of items/objects on it.
     
  24. Spiffo
    Massi reacted to axeladalidez78 in RELEASED: IWBUMS Build 40.18   
    Your digital watch is displaying the air temperature around you, than means the air inside the car. Which can change using the heater or the cooler. The temperature displayed on the car is the outside temperature.
  25. Like
    Massi reacted to Geras in Small but Important Suggestions Thread   
    892.
     
    Odometer for vehicles and resetable trip meter to accurately check travel distance and fuel economy.
    Numbers could be random for each vehicle with the option to reset trip distance.
     

     
     
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