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Berries

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  1. Like
    Berries reacted to lemmy101 in IWBUMS day 1 patch released!   
    Forgot to increment the version number and we have reduced devs today due to OMG FINALLY rest time, so forgive the lack of version change.
     
    – Rebuilt jassimp64.dll with statically-linked c++ library (removes dependency on msvcp140.dll).
    – Fixed exception in MouseState with 2-button mouse.
    – Fixed lua error with climb-through-window context-menu command.
    – Fixed solidtrans objects next to windowframes-without-windows being solid.
    – Removed 3D-models and 3D-corpses options to fix invisible zombie bodies.
    – Removed AutoZombieManager.java which adjusted the number of 3D models based on performance.
    – Fixed exception with “New Roof-Hiding” = No option that causes black screen outside.
    – Fixed “welcome to build 41” being off-center.
    – Possibly fixed rainbow-colored bodies on Mac OS.
    – Possibly fixed failure to load bob/bob_idle animation on Windows using the Turkish (and potentially other) locales.
  2. Like
    Berries got a reaction from Geras in 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. 
     
     
     
  3. Like
    Berries reacted to nasKo in Clipdoid   
    Hello, here’s a latest compilation vid of recent PZ work! Details then follow below…
    While Zac continues to work on the rotational animation system that we’d like finalized and implemented before an IWBUMS release, this week the following has gone into the internal dev build.
    VEHICLE CLIPPING IMPROVEMENTS
    In the last two versions we always had a problem with clipping when it came to characters and zeds standing close to vehicles – now though EP has worked out a way to render vehicle models into the scene the same as character models, thanks to the OpenGL depth buffer.  So the top of the player won’t get cut off in certain orientations, running over zeds looks better and the ‘invisible forcefield’ we had around cars isn’t so necessary.
    CHARACTER CREATION SCREEN
    We’ve started to finalise the character creation screen – working on what’s automatically unlocked for different professions, making the randomize button work, choosing what you can wear from the get-go – and what will be found out on the game map etc.
    CLOTHING DAMAGE / HOLES
    Now when attacked, clothing on both human survivors and zeds will show damage – making that body part more vulnerable on the next attack. So if you are wearing a fireman’s jacket and it takes a bite then it will get a hole in it – and the next hit on your torso will have to take into account the protection of what you’re wearing beneath it. A full helmet might protect the neck, meanwhile, but will slow combat speed – and potentially restrict vision.

    In terms of the clothing, though, the overall condition now lowers every time you get a hole is bitten or ripped into it – meaning that eventually clothing can be torn apart and destroyed.

    This follows into the clothing on zeds when you hit them too – right now it’s basic slash/hole marks on clothes, but in future versions this could easily be shown as deep wounds and bruises.
    SERVER-SIDE SAVING
    Yuri’s work to bind the save system to a server-side database has been merged into the main test build after a successful bout of testing – this means no more lost cars via irl power outages and unconventional game exits.
    SIMS-STYLE CUTAWAYS ON PLAYER-MADE BUILDINGS
    ChrisW is partway through his work on making his cool cutaways work with homes and extensions created by players. We’re so excited about this that we’ve sourced both screens and a video about it – though please consider it WIP as Chris is still deep inside the code.
    This week’s under construction forest fortress from Grumpy. 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!
  4. Like
    Berries got a reaction from Bejasc in 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. 
     
     
     
  5. Like
    Berries got a reaction from Sexual_Zombie in 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. 
     
     
     
  6. Like
    Berries got a reaction from ZonaryQuasar in 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. 
     
     
     
  7. Like
    Berries got a reaction from MadDan in 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. 
     
     
     
  8. Like
    Berries got a reaction from Burger_Time in 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. 
     
     
     
  9. Like
    Berries reacted to Okamikurainya in Small but Important Suggestions Thread   
    1020. Ticks. The wilderness can be dangerous in so many ways, walking through bushes and such should present a chance of acquiring an "injury" called "Tick" which can be removed with tweezers. Mostly these will just cause an increase in stress and if you just leave them they'll eventually vanish by themselves, but they have a good chance of getting infected and causing a fever, forcing wilderness players to leave their safe zones and find access to antibiotics.
    Edit: Can be removed with hands, but changes into a Scratch injury.
     
    1021. Splinters. When certain weapons break while equipped, you fail a Carpentry exercise or maybe randomly sometimes while removing bushes and foraging, the player will get an "injury" to your hands called "Splinter". Like the Tick, it can be removed with tweezers but will eventually vanish by itself. While the splinter is in your hands it will cause minor pain.
     
    1022. Bruises. Simple injury addition. Can be gotten from "Zombie Punches", but no risk of Infection. Can be gotten from pretty much any blunt force trauma.
     
    1023. Wild fruit. Chance to find Plums, Cherries, Pawpaws, Persimmons and Sassafras while foraging. These are all native to Kentucky and you'd be bound to stumble on some, especially at high foraging levels.
  10. Like
    Berries got a reaction from Axezombie in Zombies magically appearing inside my house at night   
    I'm pretty sure this is a bug with the meta sleep events. Don't quote me on that though. 
    The only solution would be turning them off in the Sandbox options or waiting for the next update.
  11. Like
    Berries got a reaction from Greybear in Zombies magically appearing inside my house at night   
    I'm pretty sure this is a bug with the meta sleep events. Don't quote me on that though. 
    The only solution would be turning them off in the Sandbox options or waiting for the next update.
  12. Like
    Berries got a reaction from Legoland99 in Small map bugs   
    Location: https://map.projectzomboid.com/#0.5625555911685057,0.10464194913101307,1224.7512355848437
     
    Description: 
    The inner living room wall(s) use a facade that's usually used for the outer walls. It looks very strange.
     
    Location: https://map.projectzomboid.com/#0.5562604698931896,0.10170001943236911,1224.7512355848437
     
    Description: 
    The level 0 wall tile uses a grey stone facade, while the level 1 tile above uses a yellow brick facade. It looks very weird, and it's not even seen on the online map. (Likely a bug introduced with build 40)
     
    Location: https://map.projectzomboid.com/#0.9172242816206371,0.2717156391739158,612.3756177924218
     
    Location 2: https://map.projectzomboid.com/#0.66426326311681,0.212467790198147,231.13869259618653
     
    Location 3: https://map.projectzomboid.com/#0.5502823029086823,0.10274567350794927,462.27738519237306
     
    Description:
    On the online map, this house seems to have missing walls. I've gone there in-game to investigate this, and haven't found any. What I found instead though, was a very strange looking row of walls. They were on level 1 height, above the porch.
     
     
    Evidence: https://imgur.com/a/PQrHD5I
     
    sorry for nitpicking
  13. Like
    Berries got a reaction from Enoahe in Small map bugs   
    Location: https://map.projectzomboid.com/#0.5625555911685057,0.10464194913101307,1224.7512355848437
     
    Description: 
    The inner living room wall(s) use a facade that's usually used for the outer walls. It looks very strange.
     
    Location: https://map.projectzomboid.com/#0.5562604698931896,0.10170001943236911,1224.7512355848437
     
    Description: 
    The level 0 wall tile uses a grey stone facade, while the level 1 tile above uses a yellow brick facade. It looks very weird, and it's not even seen on the online map. (Likely a bug introduced with build 40)
     
    Location: https://map.projectzomboid.com/#0.9172242816206371,0.2717156391739158,612.3756177924218
     
    Location 2: https://map.projectzomboid.com/#0.66426326311681,0.212467790198147,231.13869259618653
     
    Location 3: https://map.projectzomboid.com/#0.5502823029086823,0.10274567350794927,462.27738519237306
     
    Description:
    On the online map, this house seems to have missing walls. I've gone there in-game to investigate this, and haven't found any. What I found instead though, was a very strange looking row of walls. They were on level 1 height, above the porch.
     
     
    Evidence: https://imgur.com/a/PQrHD5I
     
    sorry for nitpicking
  14. Like
    Berries reacted to nasKo in Night Drivin’   
    Hello all, for your viewing delectation today we have an extended gameplay compilation from the internal test build – the roughest edges/bugs now sufficiently quashed to allow for it.
    As we explain in the vid we still have a fair few issues to chase down in the coming weeks: strafing issues, character wheeling meaning it feels quite imprecise with the turning circle, general combat issues where some weapons feel too slow/fast etc.
    We also still need to plug in work on rotational blending, MP hook-ups and the work on the zoom that led to the sharper-looking models we showed off in past weeks. None of which are overnight affairs.
    So you can see what work we still have to do, we’ve used some subtitling to underline some of the issues as and when they crop up during the gameplay.
    All that said though, it’s really feeling fun to play – and to look at. So, here we go.
    Also added to the internal build this week is an experimental system to help with gun aiming – which will also come alongside a general tightening stuff like the shotgun radius, before we fully overhaul firearms in a future build.
    Please note a) this might not end up in the main game or primary game modes depending on how fun it feels, and b) the colour is WIP and will be toned down in any full release.
    We have also done work on attacks to feeding zombies, and added more zombie-like stances to zeds eating dead bodies. We are also in the process of adding smashed glass that lands after you break windows, which will then prove a hazard if you fall on it during your escape – or of course don’t wear shoes and do a John McClane over it.
    Short but hopefully sweet! See you next time!
    This week’s night drive from Spicy Eggplant. 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
    Berries reacted to geronimo553 in PZ Community New Outfit Thinktank   
    Heeled shoes and high heel shoes would also be a nice addition. Several dresses, crop tops, short skirts, leather jacket/pants, motor bike helmets, kevlar helmets, visible makeup, makeup that changes facial colors (eyes,lips,face), hair dyes, comb to change hair style, and I could go on and on. 
  16. Spiffo
    Berries got a reaction from Ice Sex in Mist Me   
    Amazing.
  17. Like
    Berries reacted to nasKo in Mist Me   
    Less weighty blog than last week, but hopefully some good stuff still lies within. Read on!
    BUILD 40 PATCHING
    We’ll be releasing a new IWBUMS version for the next (final) Build 40.37 patch either tomorrow or early next week. This will contain a few quality of life improvements and the required chatbox whispering fixes, but the main feature will be the improved darkness and more colourful internal lights that we showed last week.
    CONTROLLERS TEST
    We are extremely grateful to everyone helping out with the current Controller improvement beta, and Stas has been using everyone’s feedback to fix bugs and streamline the system. It turns out that there are a lot of people very passionate about us getting this right, and it’s making the test process feel worthwhile and fun.
    Stas has just released Controller Build 6, and at this point most show-stoppers and major irritations have been removed. So if you’ve been holding off on helping out, it’s a good time to join.
    Details on what we need to know about the Controller build, and download instructions, can be found here. Everyone who gives active feedback will be receiving a free PZ Steam code as a thank you, so jump in if you fancy it.
    BUILD 41
    This week TEA and Martin have been doing a lot of work on clothing layering – unlocking the ability to wear items of clothing beneath, or on top of, other accessories and outfits. This has also meant that ‘one piece’ clothing like dresses, overalls and similar have become an option.
    “In the below video you can see me mixing and matching outfits, and layering them as I please,” explains Zac.
    “Every Outfit now supports a list of base textures for Top and Pants, and every ClothingItem also has its own base texture that it applies to the character mesh. So you could, for example, wear a t-shirt with an apron over it – and then a jacket on top. With this same combo you could also wear jeans and calf-high boots.”
    “This allows for: gowns, dresses, miniskirts. Boots, sneakers, slippers. A vital choice between boxers or briefs etc.”
    “Using the cloth layering system, you can even choose whether to wear your boots over- or under your jeans – or your underpants on top Superman style. Though, this said, the actual in-game UI implementation of this will still need to be done – currently it’s done through AnimZed.”

    Finally, here are a few other outfits that Martin has come up with using the outfit editor and some of the new features highlighted in Zac’s video.

    In other 41 duties, meanwhile, Yuri this week continued his work on the new water visuals, and has rewritten the code for calculating the direction of water movement so it reads where water should be still and where it should flow. He’s also excluded swimming pools and other such bodies of the water from the system, so they’re not automatically given a shore.
    This week’s foggy junction from KostyA4247. 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. Also, if you were one of the kind folk who supported us in the recent Steam Award voting then thank you very much! It really is appreciated.
  18. Spiffo
    Berries reacted to bobthejob in Really Reasonable Realism Improvements Suggestions   
    I love the idea of zombies if strong or numerous enough being able to break down walls or even topple houses if you set them to extreme settings, but this is silly and I would only like it as an option. I'm sad that huge hordes of zombies can only break doors and windows. It seems a bit silly too in that way. I'm also disappointed that cars can't crash into signs or buildings and cause any actual damage. Cars crashing into buildings are not so uncommon and get reported on the news less often than they actually happen. I saw a news report once that a man got drunk or had a heart attack and drove his SUV right into a mans bathroom right through the cinderblock wall. Why can't we do this in PZ?
     
    I think there needs to be at least some small degree of realism in that sense. I also think it's silly that ramming a high speed car through a horde of zombies slows the car down so much, so fast. If you ever watch some of the crazy videos of car crashes on the internet (18 or older only! very warning!) There was a video of some women walking in the street doing a protest or march or some parade or something? in the street and a car drove them over and all the people in the street vanished into thin air as the car hit them and carried them out of the way of the camera, out of frame. The car didn't slow down and just kept going almost unaffected (but surely very damaged)
     
    I understand if cars in PZ slow down if they hit a large amount of zombies, but if the car is moving fast enough, it should go very fast through a large horde of zombies but it should become severely difficult to mantain control and the car should take serious damage. I think that would make it more realistic instead of always being slown down no matter what speed.
     
    tldr:
    zombies should be able to break more things given enough effort and large horde size or strength (or combination of some other factors)
    cars should be able to damage the environment more and handle driving through many z's at high speed'z
    cars should be able to drive through walls of buildings given enough speed with high damage to car and possibly driver
     
    Please take this suggestions and bite me! jk I love you. thanks for reading!
  19. Like
    Berries got a reaction from Sexual_Zombie in Zombies climbing on hoods.   
    Hi everyone, this is my first suggestion, so it's probably going to be incredibly bad anyway... Oh well, let me begin     Like it or not, but vehicles are too overpowered. I've been able to kill more than 1000 zombies with a single car, and it's still going! The problem with vehicles in Project Zomboid is that running over zombies at slow speeds is very effective and barely does any damage to the car at all.
    It is shown and explained well in this Video.  
    https://www.youtube.com/watch?v=mb76jxMBWpw
      (Yes, this does also work for really large hordes, I tried it. You just need some patience, as it takes some time.)   Now I'm not going to suggest you to just heighten the amount of damage zombies do to vehicles, as that's just a cheap, lazy and unrealistic way to balance things.
    Instead, I'll suggest something that'll involve the animation update! Ooo fancy   Oh yes, right, let me get to my point...   Basically, my suggestion is that zombies should be able to climb onto the hood of the vehicle when it's driving at very slow speeds (5-10MPH or below).
    They will then proceed to attack the windshield of the vehicle until it breaks. Afterward, once the windshield has been broken, they will proceed on devouring the player.
    This could also make it much more important to have a well-maintained windshield, which will then also cause the player character to be more careful of running over Zombies in the first place because that could break their windshield as well. To get a zombie off the hood, accelerate to a higher speed (25-30MPH or above) and perform some maneuvers such as slaloms, breaking etc.
    See Dead Rising 3 (Not a good game... But the driving was fine.) as somewhat of an example of doing this.     (To be fair they shouldn't be able to do it on larger vehicles, such as the SUV shown in the picture... That would actually give those vehicles a tactical advantage ; also excuse my bad editing skills)   I am pretty sure that it is difficult to animate something like this, but considering the game will have motorcycles, which will then have to have falling down animations that will have to interact with the environment, I think this will be possible in some way or another.  
  20. Like
    Berries got a reaction from Mr_Sunshine in Zombies climbing on hoods.   
    Hi everyone, this is my first suggestion, so it's probably going to be incredibly bad anyway... Oh well, let me begin     Like it or not, but vehicles are too overpowered. I've been able to kill more than 1000 zombies with a single car, and it's still going! The problem with vehicles in Project Zomboid is that running over zombies at slow speeds is very effective and barely does any damage to the car at all.
    It is shown and explained well in this Video.  
    https://www.youtube.com/watch?v=mb76jxMBWpw
      (Yes, this does also work for really large hordes, I tried it. You just need some patience, as it takes some time.)   Now I'm not going to suggest you to just heighten the amount of damage zombies do to vehicles, as that's just a cheap, lazy and unrealistic way to balance things.
    Instead, I'll suggest something that'll involve the animation update! Ooo fancy   Oh yes, right, let me get to my point...   Basically, my suggestion is that zombies should be able to climb onto the hood of the vehicle when it's driving at very slow speeds (5-10MPH or below).
    They will then proceed to attack the windshield of the vehicle until it breaks. Afterward, once the windshield has been broken, they will proceed on devouring the player.
    This could also make it much more important to have a well-maintained windshield, which will then also cause the player character to be more careful of running over Zombies in the first place because that could break their windshield as well. To get a zombie off the hood, accelerate to a higher speed (25-30MPH or above) and perform some maneuvers such as slaloms, breaking etc.
    See Dead Rising 3 (Not a good game... But the driving was fine.) as somewhat of an example of doing this.     (To be fair they shouldn't be able to do it on larger vehicles, such as the SUV shown in the picture... That would actually give those vehicles a tactical advantage ; also excuse my bad editing skills)   I am pretty sure that it is difficult to animate something like this, but considering the game will have motorcycles, which will then have to have falling down animations that will have to interact with the environment, I think this will be possible in some way or another.  
  21. Like
    Berries reacted to Geras in The Darkness   
    Shhh... don't give them ideas!
     
    The rest of the environment should be upgraded to match the pretty water
  22. Like
    Berries reacted to Batsphinx in IWBUMS Beta: Version 40.35 Patch   
    There's currently an IWBUMS server running on the most recent 40.36 update. If there's anyone who fancies playing on it this evening and making sure it's not falling over itself we'd be very grateful.
     
    (If you spend a few hours on there and prove it with a few screens, and we can see you in the logs, we'll reward you with a PZ code for a friend. As it'd be good to know it's running smoothly prior to the patch release.)
     
    Report any issues here, as ever
  23. Like
    Berries got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    Just updated my post with some more bugs/weirdness I encountered while playing some more Project Zomboid. 
     
    Hope it'll help!
  24. Pie
    Berries got a reaction from Pandorea in Improved Gamepad Control: Test Build - free PZ Steam codes for active participants   
    Alright, guess it's my turn for some Feedback.
     
    1. XBOX One Controller   2. Yes   3. The new gamepad customization menu makes absolute sense and is great! This is pretty much all I've been asking for, a way to rebind the controller controls.  It works perfectly fine for me and recognizes my XBOX One controller. The only way it could be improved in my opinion is by making it a bit clearer which tab is for which button.     (For example by adding lines like I just did, or moving the tabs a bit to just make it a little clearer)   4. The gamepad overall feels pretty solid, however, I still feel like some sort of "vibration" in intense situations such as driving at high speeds or taking damage would improve the feel a lot. Not much that I used to play with has changed, except that it just got a whole lot better due to the ability to change controller button binds.   5. Like I said above, controller vibration in intense situations would really spice it up by a whole lot! Other than that I don't think it needs further improvements.   6. No, I do not play in split-screen.   7. No offense, but that's a horrid idea and would severely handicap player freedom and movement. Imagine driving and wanting to eat a pack of chips, you open up the inventory and... Guess what, that suddenly makes your character unable to control the car and stop... Because he/she only wanted to eat a bag of chips. Or you quickly want to pull out your kitchen knife while walking away from a zombie that's trying to attack you? Good luck, cause if you're unable to move you'll just get eaten... Or you'll have to run to a safe spot a mile away from where you're standing just to pull out that knife and kill that one zombie. Please don't implement this, or make it exclusive for characters who are extremely high panic or all thumbs.   8. Here's a list of the bugs and issues I encountered:   1. For some reason, the game always crashes when I'm trying to start up a car.   2. The gamepad button icons look a little ugly for me. (I am playing on low settings though, but I doubt that affects the looks of the icons)   3. When exiting the game menu with the keyboard/mouse, or alt-tabbing, I have to take over the player again.   4. When walking at slow speeds (not running, not sneaking), the character always seems to turn in a random direction after stopping to move.   5. I can't seem to rebind the "Interact" and "ToggleInventory" buttons. No matter how many times I tried they simply go back to the original button binds when I'm in game.   6. Pressing the "X" (Interact) button when not interacting with something always makes the controller button prompts disappear. Along with this, the game simply ignores any buttons I press after the prompts disappear until I press the "B" button on my XBOX One controller, which makes the prompts appear again. I also tried rebinding the "B" and "X" buttons multiple times to see if it's maybe got something to do with the thing "B" and "X" were bound on. No matter what though, "B" was always the button that made them appear again, and "X" the one making them disappear. (I'm trying to explain it as detailed as possible, it's actually quite difficult putting it in a way for everyone to understand)   9. No changes in performance... Is this responsible for making my game crash when trying to drive?   10. Fix the crashes when trying to drive.     Hope this helped!
  25. Like
    Berries reacted to DoritoS in Burglar perk   
    More professions should have perks unique to them, similar to how the Ranger can move through trees faster. Some professions are rather weak, especially when they can be leveled up passively while playing under another class which can make it difficult to justify choosing them. I'd suggest buffing the burglar with a lock pick skill that lets you open locked doors without triggering alarms.
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