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FlashFire

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Posts posted by FlashFire

  1. Quote

    All PZ's UI is is Windows Explorer. It's really not that complicated.

     

    And this just seems like an utterly unnecessary angle of attack given that it's a window for the transfer of liquids and another for viewing chicken in a coop.

     

    Well there's no attack here, so I believe we're good :)

     

    If you feel that way, that's nice. I felt that way too. It when others, new players, pointed out for me that I realised there's a ton of actions you can do a lot of differents ways. Same for the amount of windows you can display at the same time whereas it should maybe for more concise or organised in the same windows. Sometime for people it's complicated to find the right window for the right action because there's so much of them. And now, you're adding another two.

  2. Quote

    If it's even worse somewhere, it doesn't mean that don't have to try to do better.

     

    Yeah I agree with Vek. It's not because there's worse out there than we shouldn't get a better ui ? I don't get why you bring another game into the argument.

     

    And IT IS complicated for most people which tries out the game today. It's a real feedback I got from over 14 people I've tried to get into the game and they ARE regular gamers, not just any randoms.

  3. Hello,


    I don't post here very often, but i felt like I would this time, raising my concerns


    I've been playing project zomboid for... years, i think i played it since 0.1.3a, since your very first releases, and since, played every single one of them. I'm a big fan and even an old internal beta tester. Never missed any blogposts, I've always loved and admiring the work at TIS, and I think this is the very first time i'm concerned about the directions you choose to take.


    Today I felt very... confused. While reading today's blogpost I kept saying to myself... "Yeah... but why?" about the liquid management.

    While there might be a need for a liquids management I must not considering, I really don't think you need to take it this far ? transfering liquids was very fine the way it was. Why would you even need to take it to the milimeter graduation ? that's insane x)

    And I also don't get why you feel like adding another ui window just for that purpose?

     

    Many of the new players I'm trying to initiate at project zomboid are always sooo confused about the UI interface. That mostly why 80% of them quit the game without venturing further. There's so much UI windows, so much different ways to interact with things, people gets irritated about it. And honestly, we can't blame them : a game that need a tutorial about how use their interface is a good indicator on how difficult it is to interact with it.

    I personally don't have trouble interacting with stuff, but i think it's because i've been discovering everything as it was added at the same time the game developped new things.


    There's so much stuff to be done, so much stuff to improve (the UI would be a great start) i'm really wondering why and how you choose to work on new systems like this.

    At this point of the game growing at it is, with so many player coming in, and TIS being so community friendly over the years, i'm even surprised there's not thread or regular poll on what the team should do, or aleast to know what people would think or like from what idea you guys have and what you do next. (I don't talk about roadmap, i hate roadmaps) ( also i know there's the suggestion forums, but i'm thinking more something on the front page, like blogposts)

    You could have feedback and ideas without even going too deep in a system that can take weeks to develop and most people won't even use (or worse, quitting the game cuz facing the tiredness clickling on things, closings, and opening windows everywhere everytime every actions) which would you allow to redirect your devs toward something more useful/wanted or take it to a simplier level

     

    Don't take it too bad, but I feel like something there's a lot of things that has been done, way too complicated, way too deeply and not very useful (i'm thinking for example, at all the radio systems that i never used and never saw any use this far, over the years. And I recall seeing alot of blogposts about it, I felt like it took some much time on the dev team) I'm not saying they shouldn't be in the game at all, but maybe it wasn't the time for or not a this level of detail.


    Like I said, I love this game, and love the team and I know as a developper that sometimes we need suggestions and feedback to get new perspectives

     

    Keep up the good work !

     

  4. Still unable to try vehicles yet. All of them has "Ingnition : failure" => they turn on for a second then the engine stops. Everytime.

    Of course, my game has no mods installed.

     

    edit : Forget it, it was because I want 6 month after the apocalypse : all batteries were dead.

  5. Well woaw. It's awesome, great work !

     

    That sprite working in order to make the world more 'lived' is awesome. making me think about the ability of actually PUT things ON table/containers would be great too.

     

    Keep up the good work ! :)

     

  6. Yes. All the yes. SS13 needs to relinquish its monopoly on apocalypse bartender simulators.

    I'm not sure what the moddability of alcohol is, but I doubt that there's any support for adjusting alcohol content in drinks, so beers are gonna get you tipsy like whiskey.

    But, if no one picks this up, I might very well do it myself.

     

    There's this, found in items.txt with the item "item WhiskeyFull"

     

            Alcoholic    =    TRUE,

            AlcoholPower = 2,

     

    though, I recon I don't really know how it works. But I think it's quite moddable.

    But, great Idea :)

  7.  

     

     

    It's difficult to do without lots of extra resources, but if you build stairs up to the 2nd floor of your building and build a regular floor on that level, the ground below the floor you build won't get wet during rain. Buildable sloped roofs and such would be nice, but you can already make a functional roof with what we have.

    I know we can, but this just would look so much better. And what about removable roofs? Ya know guys, i think this is the most important part of this suggestion, because i can't make not-shit looking base on the house with the roof without this.

     

     

    But... this is possible ? I did it many times. Juste take a sledgehammer on the level where you want to destroy it, press "r" to choose the tile you want to destroy and there you go...

     

    have yet to ever see that...

     

    I assure ya. It's working.

  8.  

    It's difficult to do without lots of extra resources, but if you build stairs up to the 2nd floor of your building and build a regular floor on that level, the ground below the floor you build won't get wet during rain. Buildable sloped roofs and such would be nice, but you can already make a functional roof with what we have.

    I know we can, but this just would look so much better. And what about removable roofs? Ya know guys, i think this is the most important part of this suggestion, because i can't make not-shit looking base on the house with the roof without this.

     

     

    But... this is possible ? I did it many times. Juste take a sledgehammer on the level where you want to destroy it, press "r" to choose the tile you want to destroy and there you go...

  9. I did some test with a real map, and it's technically all possible. But here's my remarks :

     

    The players can't spawn in the actual bunker, because if he does, no Zeds will spawn in it. We'll have to find an alternative.

     

    Do a largeeeeeeeeeeeee building consume lot of ram memory -> too much lag in the editor (I had a blank but large building with lots of rooms)

     

    Though, it's been a hot day, here in france, Maybe my computer had some pain to support this, or maybe because it's really memory consuming.

     

    otherwise, It seems feasible.

  10. I think biggest problem is a zombie respawn.

    Some ways I found how to solve it:

    1. Does Project zomboid have any things like zombie spawner? If yes we would be can just place zombie spawners in corridors (but anyway its not the best way).

     

    2. Create areas around the bunker where zombie spawns and then they comes inside.

    3. Make this bunker not a "true bunker". I mean like make a city looks like bunker. And these rooms I wrote in first message can be houses. Just give the impression like its a bunker but actually its a city with a bunker textures. But there is a problem with rain and sun (as u know, its impossible in bunkers :D). But anyway if use cheats before run this map (if cheats for night forever exist in this game idk)

     

    Waiting for FlashFire tests :)

     

    1°) There isn't

    2°) That's what I Said, in fact

    3°) That's the whole point. The game has to think like that, but the players won't see anything. I want to do the same thing as the mall, it seems to work fine so far, so i'll look around to see if it's possible to make it like that

  11. i like the idea, but facing the problem of not having enough and right light to grow plants and no rain makes it hard,

    but you could say the watertreatment is like now the river (tained water) and only in the garden area (open space) it could work.

    Atm generators would be a problem since they if run inside kill everyone.

    also you wouldn´t have trees growing for building and barricading much, but that would make it the challange.

    and the zombie spawn would get difficult

     

    At the very least, maybe don't spawn some generators would solve the problem temporarily. As for the wood, there would be lots of door to take down, but every planks would count too, so yeah, challenge.

     

    For the zombie spawn, I really dont know. Maybe we could make the area around the bunker openspace for zombie spawn, and modify the tiles we see to give the impression it isn't outside, but in the bunker like, the zombies comes from a pipeline area or something. I can't explain that in english very well but I my opinon it could work.

    I'll probably have to take a look to the Mall for an exemple, and do some tests to see how it goes

  12.  

    Basically, Without checking, I think it's probably super easy to do with modding already... just some code here and then to make it better, also, we would need some more appropriate art but, It's a good Idea to nerf water gathering which is, I agree, too simple to get.

    well then make it where you can collect less with a garbage bag (or tarp) A few branches, and some rope. It would hold less and leak over time. there, its balanced.

     

    You got me wrong, sorry about that. I meant the actual water gathering is way too much easy, from sink and toilets after the water shutdown, not from this idea. It's already balanced since you've got to boil the water before drink it

  13. Basically, Without checking, I think it's probably super easy to do with modding already... just some code here and then to make it better, also, we would need some more appropriate art but, It's a good Idea to nerf water gathering which is, I agree, too simple to get.

  14. Here : https://www.dropbox.com/s/uv1cz0oq9fvnhlk/BuryCorpsesENG.rar?dl=0

     

    I made this awhile ago, it shouldn't have issues with the lastest build, If it does, please let me know.

    You basically just need a shovel (spade) and click on the body to have the context menu option.

     

    I'm not really a modder, so don't judge the code x) I hope it's stable.

     

    Edit : You can bury everywhere, even in buildings... I wanted it to be only on grass, but i haven't figured out how.

  15.  

    I am not a tech savvy and you've probably already gone through the same process, but I'd still share some of my brainstorm.

     

    I've looked through items.txd and found the parameter "WeaponSprite = Handgun,"

     

    Then I searched for "handgun" and found "Objects_handgun" + "weapons_handgun.txd". inside "weapons_handgun.txd" I've also found a parameter

    "# Model Name:

    weapons_handgun"
     
    What if, in theory, you copy-paste all of these files and make a new model name out of existing files. For example - weapons_handgun1, and change the "weapons_handgun" to "weapons_handgun1"? Would it, in theory, allow you to spawn a new weapon in items.txd that uses a different weapon sprite by specifying "WeaponSprite = Handgun1,"? Or should I just stick to suggesting baseless and impossible ideas, supporting it up with wall of text to make it seem reasonable?

     

     

     

    I did that, to try, and WolfeClaw is right, I guess we need something to load the customs models, But I can't figure out how ( I'm in no way a coder T-T)

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