ZombieHunter

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Everything posted by ZombieHunter

  1. ZombieHunter

    Feedback on July 4th Video + UI Feedback

    By taking experience from other games. 1. Hotswap Inventory using a Gear Wheel. A Hotswap inventory is a nice mechanic from Defiance The idea is you go to a UI screen that has 3 Rows 2 columns ( or more - for example quick utility button which swaps with off hand ) You set these up in advance somewhere safely. Then when you want to switch you hold down the gear wheel button and it displays the 3 slots. You pick which slot you want and the person bends over takes 1.5s to swap out predetermined items. The time it takes to switch depends on what level of inventory its in. If its in top level it takes only 1s if it is inside a container it takes 0.5s extra for each item packed. ( Example of an Ingame Gear Wheel to pick a "Gear Set" ) Now you have a quick and intuitive way to swap between "Gear Sets" For example Slot 1 = Two Handed Weapon + Flashlight Slot 2 = Pistol + Flashlight + Rock Slot 3 = Hammer + Shield The slots can be filled anyway the player pleases, those are just examples The 3rd slot could be a "Hot Swap" which switches with the offhand slot. Or if a person is using a 2 handed weapon temporarily "disables" the two handed weapon while the hot swap item is used. If a player wants to switch between them simply pulling up the gear wheel and picking one of the gear slots will equip all relevant items.
  2. So going by this Video - Starting with the Good. I love the Pistol \ Zombie Reaction - it looks fantastic the reaction to being hit in the shoulder and then being hit in the head feels fluid I am hoping the "Red Highlighting" on aiming shown earlier gets added this build as it has not been shown for a while. The Ok Getting very "detailed" animations while nice results in more egregious irregularities. Like a person eating a can. Which is why people do a generic animation for all items. Or the Pistol Feedback animation on Zombies having the same response as the Assault Rifle Feedback even though multiple shots are fired as opposed to one. The Bad At 0:38 seconds a zombie approaches from behind completely ninja approach and gets an instant bite. I can tell this is going to be an extremely annoying feature which bends reality. Zombies are heavy footed they don't try to "mask their presence" yet somehow a zombie can hear you walk around but you can't hear them coming? but only see them coming? Due the limitations of the positional sound, I recommend an indicator similar to Metal Gear Survive. Which great way of measuring the direction of sound and position of enemies without actually giving away their location. In Summary With that said while the game is shaping up to be great - It might be time to take another pass at the UI. The UI feels clunky - especially modded recipes that adds countless tabs and numerous recipes that repeat the same result with variations. It might be time todo crafting more in line with something like Starbound where the main character has limited recipes and other recipes are shown based on object interacted with. Finally a window of a "Recipe" book that lists all recipes based on the object. Left side lifts objects which can be made, right side shows all possibilities of that recipe. Also a way of better sorting inventory and equipping items. In reality we don't have to open inventory and equip an item when we need to grab a gun or weapon. We simply drop the item in our hand and pull out our gun or machette on our waste immediately.
  3. ZombieHunter

    Sound Markers Pings

    One thing that will help players both those hard of hearing and those not would be "sound pings" of loud noises. Such as when a zombie knocks on a door or barricade a "ping" appears that refreshes every 3s. These pings can also be played when a zombie "moans" when not in direct sight line. So you know something is coming from behind you. Zombies aren't ninjas, they don't try to sneak up on people they are incapable of advanced thought. So this would help especially with survival in the new combat system.
  4. ZombieHunter

    Stealth System Concerns

    While the stealth system is a great idea in concept there are some general issues that I think that might be an issue. Currently, Zombies have mastered the ways of the Shinobi and "wall hugging" is likely to get you killed if a zombie is at the edge of the wall. I know many times I have seen zombies right along the edge and suddenly charge at me. With that said I think there might be a few states that might help the situation. 1. Silent Zombie ( Master Shinobi ) The silent zombie while quiet downside is slow reaction time. It takes a lot more effort to "wake them up" than a fast zombie. This gives players time to react. 2. Loud Zombie ( Master Angry ) [ Rare ] This would add a bit more tension - you hear deep breathing and growling. These are fresh zombies and likely to be easily stimulated. They are revealed in fog of war when in sneak mode and due to their noise they attract other zombies when stimulated. 3. Standard Zombie ( Master of None ) [ Most common ] They regularly make growling noises and shamble around. Have 2 states, stimulated and alerted. Stimulated is they hear a noise coming from a direction a random RNG roll is run through the Ai to decide if they want to act or not. The fresher they are the higher chance they will react. Older they are less likely they will react. The Ability to "Peak around corners" with head and with mirror. With head you slightly raise your profile With mirror your profile remains zero. Finally the ability to throw a "stone" to attract zombies to a noise with a hotkey that can only be done on Stealth mode. This would allow a more robust feature set to the survivor to allow them better to face dangers.
  5. With the new combat system proposed, it makes fighting zombie groups of 5+ almost a guaranteed death, without any sufficient countermeasure. If you try to be "realistic" without proper balance it is just going to make the game more frustrating and not fun. For example this new "Aim for the head" mechanic when down, is a bad idea. If I am in a zombie situation why would I am for anywhere else besides the head? With the controls being awkward trying to find the "head spot" in this game is going to be insanely frustrating. While we lack basic defensive structures still which could handle large groups. So now it is just compounding the problems. Guns attract massive hordes, and we have no defensive mechanims in place we could use to handle larger groups by being smart humans. Before implementing this new insta death mechanic, please add creative solutions first to deal with big groups, and quick switch weapons like holsters and tool belts.
  6. Hi, I am trying to make my first mod, but I want to use some of the core images and have no idea where they are. ( For example the Backpack Icon, Rope Icon, etc ) I check Zomboid \ Media but can't seem to find it. Any help would be appreciated, thank you.
  7. ZombieHunter

    [Answered] Where are the Object Image files for the Core game?

    For anyone who needs the Answer: First you need to download https://theindiestone.com/forums/index.php/topic/3511-pz-unpacker/ Then go to Zomboid\media\texturepacks Unpack UI.pak and UI2.pak Images should be a 32 x 32 png image with transparent background for icons.
  8. ZombieHunter

    Advanced Zedonometry

    I love reading these technical posts, I know a few indie devs that do it. Factorio guys do it often and Starbound Devs used to do it in Early Access So if you want to do more, no issue from me.
  9. ZombieHunter

    CLH - Russian Retexture | КЛХ - Русские Ретекстуры

    Even though I have no idea what is written, the art it sellf looks great! Nice job guys.
  10. This is me at 23:00 at night - with a flashlight on. It may look like a block bear on a new moon, but you can see that tiny bit of bookshelf. The darkness needs to be toned down 9000% - it used to be fine before the whole weather. Now its like the sun blew up and light no longer exists.
  11. ZombieHunter

    Flashlight isn't working properly \ Dark is way to dark

    That's great. Anyway I love the game either way. Keep up the great work.
  12. ZombieHunter

    Upcoming Combat Changes is a bad Idea

    While in Theory that may sound true ( zombies being deaf or distracted ) in practice it is not what i am seeing. Me and my friend have been trying all the new updates religiously cause we love the game and play on Survival mode. ( All detection settings set to normal ) If we walk within 15 - 20 tiles of a zombie even if they are turned around and not seeing us they immediately turn around and start shambling \ running toward us. We had a case day before yesterday. We were in a room with all the windows with curtains and simply standing in a corner doing nothing. Roughly staying in this room for 5 hours ( started at 22:00 )a horde came to our door at 2:30 am. This was like 15 - 20 zombies. For no apparent reason, just beelined at our door. It was by sheer luck we survived. If there was a "Tolerance" system it isn't working as it should. There is a difference between difficulty and frustrating and players do need some sort of reasonable awareness \ counter to be able to deal with these situations especially since one bite is death. There still is a lot of extremely bizarre behavior by zombies. For example, to test it I built a log wall just a single piece of log wall next to my house. The helicopter came and for no reason, the Zombies kept attacking that log wall like it was their mortal enemy. This log wall was in the middle of the street not connected to anything - I just wanted to see what would happen. To make things worse, I ran outside starting using my scream button ( Q - used in the tutorial ) They refused to chase me, they just kept attacking that log wall as if their lives depended on it )
  13. ZombieHunter

    Flashlight isn't working properly \ Dark is way to dark

    I reduced Darkness to 0.5 actually for the screenshot. If the shaders are being designed around them, shouldn't the option to disable shaders temporarily disabled \ permanently be removed in that case??
  14. ZombieHunter

    Flashlight isn't working properly \ Dark is way to dark

    I feel like that severity cap needs a second look, or should be configurable server side.
  15. Thank you for taking the time to write up the tutorial, was immensely helpful.
  16. I feel when the power gets out indoors become way to pitch black. Coming from a person who lived in a house for 20+ years I know for a fact that it is not pitch black in the morning, none of the lights in my house are on until late at night. To prevent overly complex lighting algorithm and since indoor lighting is separate. I think the light should have a "minimum" light level during daylight hours and clear weather.
  17. ZombieHunter

    Silencer / Suppressor Mod

    Thanks, I will post all the information you provided to steam to help others!
  18. ZombieHunter

    Silencer / Suppressor Mod

    Thanks, I found the ORGM settings - I am running a dedicated server and found the ORGM.ini file but it is 0kb, I am guessing it only saves the changes. So I will have to manually edit it in SP then copy that file onto my dedicated?
  19. ZombieHunter

    Silencer / Suppressor Mod

    So I double checked to make sure all the parts are installed correctly made sure the versions I got were https://steamcommunity.com/sharedfiles/filedetails/?id=514618604 https://steamcommunity.com/workshop/filedetails/?id=640674707 What seems to be happening is even though the Surpressor installs correctly on the weapon, and makes the "noise" as if silenced. The noise reduction function and noise spread does not actually occur. It still pulls zombies from very larges distances as if not installed at all. You can check out the other steam comments, again thanks for the reply and continued interest in the mod.
  20. ZombieHunter

    Upcoming Combat Changes is a bad Idea

    The problem really is the Ai it self and nerfing it really isn't the answer because the "normal" should be balanced. Having a point system to "Trigger" zombies would be ideal solution. It needs so many points before a zombie starts following a player. For example we first create 3 variations of zombies Fresh ( Rare ) - requires 4points Aged ( Common ) - Requires 8 points Rotting ( Uncommon ) - requires 12 points 1 point per second in vision 1 point per noise event ( breaking glass \ opening doors \ opening windows ) 4 points per 2 seconds for car engine. ( The reason it is 2 seconds is incase car zooms by, zombie just ignores it ) 8 points per gun shot per second Point decay is 2 points per second. So unless a zombie is constantly "stimulated" they just wander around aimlessly like a zombie should.
  21. ZombieHunter

    Silencer / Suppressor Mod

    Ill try again and get back to you, thanks for the quick reply.
  22. ZombieHunter

    Silencer / Suppressor Mod

    Apparently this mod doesn't work anymore, any hope of finding out what caused it to break?
  23. ZombieHunter

    Upcoming Combat Changes is a bad Idea

    While outdoors it is less of a problem, but when you are in cramped spaces inside a zombie sneaking up on you like a stealth ninja assassin who has mastered the arts of the shinobi you are pretty much going to get 1 shot. There are currently a lot of issues with zombies, 1. They all have 20 / 20 vision with perfect peripheral detection 2. They got hearing that makes even bats jealous. 3. Some zombies do not make noise when moving around, which means they are able to sneak better than even max level sneak humans 4. Some how zombies are able to follow you in a large horde with 20 other zombies obstructing their vision. 5. Advanced Ai pathing to detect points of entry Recommended Fixes: 1. Zombies don't instantly detect you, but require a period of time to be triggered. This was done in the old commandos games where even if the enemy saw you, you had a period of time before they actually were triggered 2. All zombies make "noise" if a zombies are coming from behind you, you see a "blip" it doesn't show you how many zombies just that a noise is there in the "shadow" region. The blip appears as the center location of the average. 3. Zombies should be single-minded creatures they shouldn't find alternate paths to go around to enter a location. Nor should they keep being triggered when a sound goes away. The stimulation cooldown should be shorter especially in larger hordes chasing running players.
  24. While the last update fixed a lot of issues with admin characters a few still remain and would be wonderful if they could be fixed. Admin characters ( even with godmode and invisibility disabled ) Still; Read books instantly Still craft items, or place many items instantly ( like planks on windows ) If these two could be toggled on and off like other features that would be great. Thank you
  25. Holsters and Tool belts are nothing new, we had them for more than a 100 years from knights sword sheath to fictional characters like batman, they make surviving in the world easier. The ability to equip holsters and tool belts would refine one major issue of the inefficient UI. The system could be similar to Defiance MMO - you setup "Gear sets" you want ahead of time. Then a wheel GUI appears you pick one set. Then takes 5s to switch to the new gear set. This way you can go around looking for belts and holsters to add guns, flash lights, hammers, etc ( one handed weapons ) to quickly switch between. Proposed Mechanic. Default: Starts with 1 Set Find Tool belt - Gets 2nd set unlocked ( One handed Meele - 2 items0 ) Find Holster - Gets 3rd set unlocked ( One handed Range ) Make Modified Backpack - Gets 4th set unlocked 2 handed range \ meele ( one item ) takes 2s to change between one handed sets Takes 3.5s to change to 2h set. Unfortunately, this is the best Video I could find on Youtube, but it makes the point pretty clear.