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Shotgun_Messiah

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  1. Pie
    Shotgun_Messiah reacted to nasKo in Statedoid   
    This week has seen the final team members who’ll be working on version 41 moving wholesale into the new tech – so it’s a relatively brief blog as much of the week has involved introducing the new systems, tools and workflow to the wider team.
    It’s an exciting time, and so far it’s gone pretty well. Backstage right now animation states are being hooked up to animations – so hopefully incoming weeks you’ll be able to see more and more gameplay in what we show, as opposed to the more testbed stuff that TEA have shown in recent times.
    With that in mind, here’s a couple of vids from Zac, first off a walk through downtown West Point to test some of the latest optimization work, and the improved shaders that remove a lot of the bleached-out-ness from proceedings.
    (You might be able to spot a few zeds in outfits from future map additions too, and also please forgive some of the float-y zeds – they should get fixed this week).
    After that, here’s another zombie spawning vid – in this testbed instance with a zed-count upped to 510 before they start turning into impostor sprites on the periphery of your vision. (Please note that the brief pause before each spawn batch will be optimized by pre-loading the data).
    Right now, Zac is looking into some further threading optimization as, bizarrely, better machines were having some stutters – the general plan being that TEA will continue to make engine, tool and optimization improvements while everything is bound together.
    Some work that will remain in the non-anims realm andtransferred later on meanwhile (due to the ongoing public beta test) is Stas’s work on improved controllers. He released the latest test version today, and is now well on the way to fixing up all of the inconsistencies reported by our willing bunch of community testers. Check here if you would like to join ‘em.
    Finally, last week we showed an example of the Sims-style cutaways that ChrisW is working on – but it was very WIP and we probably didn’t underline quite how much it would improve the visibility inside buildings. With that in mind, then, perhaps this image will be a little bit more explanatory.
    This week’s snowmelt from colic2005. 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 MailingList that can send blogs like this and patch notes direct toy our mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  2. Spiffo
    Shotgun_Messiah reacted to 956Texas in Eerie --coming soon--   
    If you are from the U.S im pretty sure you have seen a similar store in your city or town.
     

     

     
    I have over 20 buildings
  3. Pie
    Shotgun_Messiah reacted to 956Texas in Eerie --coming soon--   
    Team:
    956TX    = Building Creator, Map Creator, detail editor, Sprites Creator
     
    Atox   = Detail editor, Building creator, Sprite creator, map creator, Beta Tester
     
     
    VikiDikiRUS    = Building Creator, , Beta Tester
     
     
    Hello everyone

    The Team is working hard to give the community a good map with alot of love put into it. Anyone who is interested in joining the team in doing custom sprites, and buildings is welcome to join. We are doing this not for the team but for the community of PZ, we want this game to expand more and have more variety of places to explore. We promise the community the map will be fun, and maybe in two months or less ( depending on time, and school) you will be exploring the north side hoods, or centeal city avenues. Lets not forget the metro rail system implemented in the city to evade walking through streets filled with undead. This is a good project for all to enjoy and play with friends on friday nights multiplayer coop.

    If anyone would like to help in donating buildings, or officially become part of the team, please contact any of us in the top. With the help of the community the faster we can finish this map as a team.

    -Donators will be given credit-

    -Team members will test the alpha and beta stages of the map-

    Thank you all for reading.

    Danz




    update 1.0



    Ive set up a Metro System going from South to North, aswell the County Jail sitting in the Center of Town.

    Anyone who wants to contribute in helping me do Buildings 2 floors and up
    I need the following, and you will be given credits for your help

    20x20 buildings 2 floors and up
    10x10 small houses (brick walls)
    10 x 10 Convenience stores


    update 1,2





    The Metro....
  4. Pie
    Shotgun_Messiah reacted to lemmy101 in Build 40.43 Released!   
    [NEW]
     
    New zombie network transmission system.  
     
    Two circles with radiuses definable in server options:
     
    ZombieUpdateRadiusHighPriority (default 10 tiles)  - zombies in this tile radius circle from a player will be transmitted to that player every frame, meaning their movement will be smooth and precise. ZombieUpdateMaxHighPrority (default 500) can be used to limit the amount of zombies in this circle (ordered by those closest to the player) that will receive these high frequency updates, so in the midst of the horde only the closest few will be precisely transmitted to clients (the most relevant zombies).
    ZombieUpdateRadiusLowPriority  (default 300 tiles) - zombies in this tile radius circle will be updated to the player infrequently, enough to keep track of their approximate movement, but when low accuracy is needed since they are not close to a player. Uses the amount of seconds defined by ZombieUpdateDelta (default 0.5 seconds) to define how frequently the server will send these zombies. Lower ZombieUpdateDelta values will make them more precise at cost of server load and network traffic. Higher values result in less traffic but more obvious pausing, sliding and glitching.
     
    Zombies outside the outer low priority radius will never be transmitted to the client, and will be invisible. Depending on the config and player's resolutions and zoom modes, this may cause zombies not to be visible at a distance with 4k res, or when right click scrolling the view, or when driving a car fast, but is potentially a sacrifice worth taking for a stable and performant server, and this effect can be reduced by expanding the outer radius to suit your own needs. We can look at adjusting the defaults further once we've seen what the server runners go with for their options, as it's hard for us to judge how far we could push it on a 60 player server, so our defaults start off relatively conservative.
     
    Out of the box, with default settings, it will be have just like previous builds, but server operators can adjust these numbers to gain better performance. After xmas we'll adjust the defaults and work on this more once we have more info.
     
    New message given to player when trying to claim a safehouse and already part of existing safehouse
     
    [FIX]
     
    Fixed errors with safehouses.
    Fixed duplication of rope text in build menu
    Removed ability to access items placed in a bag placed in a car (seat, trunk..) as it was causing issues in MP
  5. pillow
    Shotgun_Messiah reacted to sniperman1109 in Build 40.40 - Patch Released   
    Great update! Will we one day be able to sleep in bath tubs as well? That’s something I’ve been wondering for a long time now? Lol
  6. Spiffo
    Shotgun_Messiah reacted to Batsphinx in Build 40.40 - Patch Released   
    PATCH 40.40 - FULL CHANGELIST
     
    NEW
    Improved night visuals by adding indoor masking to color exterior when inside, so interiors are no longer affected by climate coloring. Split climate colors into exterior (shader) and interior (mask) variations. Added config file to initialize colors. Added debug panel to edit climate colors ingame and save config file.
    BALANCE
    Highly reduced odds of breaking a windows when trying to remove it at lvl 10 carpentry. Can now sleep on a piano seat. (somehow) Double doors now shown in red if trying to build inside a building. Made it possible to disassemble many more items, including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves. Added chance of success in the disassemble context option tooltip. Adjusted ambient, rendersettings and shader to fix flash/street/car lights. Added minimum values for rain and snow, a very low value as it sometimes looked patterny. Changed darkness so it's more variable during weather. Added dither circle to weathermask Adjusted non-default sandbox night darkness a bit Added missing moon calcs to climate system, and readded night moonlight coloring Saucepan can now be used to disinfect bandages. Added missing textures for fractured bones. You now can't splint a chest. Updated Translations. Added support for Estonian lanugage.
    FIXES
    Fixed Steam servers appearing password-protected when Password is empty. Fixed /changeoption server command not accepting empty option values. Fixed foraging never finding anything for admins/mods in multiplayer Fixed vehicle engine sounds not being muted in the menu screen in multiplayer. Fixed empty ChunkObjectState packets being sent in multiplayer. Fixed whisper in chatbox crashes with spaces or slashes Fixed not being able to whisper to some players Fixed being able to build a stairs in the opposite direction directly on top of another staircase. Fixed some disassemble definitions having no 2nd items and giving wrong info. Fixed required skill not being displayed in tooltip when picking up or placing furniture. Fixed drainable items not cooling down when placed on the floor.  Fixed custom weather settings not applying for some challenges when loading an existing save. Previously, if you continued a "Winter is Coming" save, you'd get rain instead of snow. Fixed items remaining equipped after placing traps and installing vehicle parts. Fixed GetTextWithPrefix of non-existant table when a whisper target is out of range. Fixed whitespace being deleted from name in quotes of whisper chat command Fixed some red errors when input regex parts into chat. Small refactoring chat window. Fixed concurrent chat server problem. Chat system is thread-safe now. Fixed bug in isoregions where a pole sometimes invalidated a region room and rain could get in. Fixed Turkish translation files causing errors when displayed in game. Fixed Safehouse channel being heard by any member of any safehouse, not only by members of a particular one Fixed "plumb sink" not being synchronized in multiplayer. Fixed game sometimes locking up when exiting. Fixed game freezing if player not found.
  7. Pie
    Shotgun_Messiah reacted to Kaleidozombie in Escalation   
    A lot of people ask for features which would allow the players to survive for longer in the game. I've heard that a lot of those features aren't planned because the game is about how you died and not how you survived. I wouldn't mind seeing some of those features added to the game, but I'd also love to see a new feature added alongside them. It may have to wait for NPCs to be added, but it might not have to wait. I'd like to see events that escalate the threat to the players based on their chances of survival based on what they have acquired in game so far.
     
    The game will periodically do a check and take stock of the player's progress in the game. Every can of food is counted. Every generator. Every little bit of fuel. Every crop that is in the progress of growing. Every container. Every little thing will be taken into account. Everything will be given a rating based on how much of an impact it will have on a players survival. The greater the chance a character has at surviving the greater the chance the game will escalate things and the greater that escalation may be.
     
    With NPCs this may come in the form of raiders becoming aware of the players base and aware of the resources they have stockpiled within. If we don't want to wait for NPCs we could use the zombies and create different events to threaten the player. The game could also use the weather as a threat. The game would have more content added to allow for the players to survive, but this would be something to give the players false hope because the games 'escalation' mechanic would be present to steal that hope away at any moment.
     
    The odds could be in the players favor at the beginning, but every time the escalation check fails that adds to the size of the event when it finally does trigger which would also be influenced by how much the player has amassed over time. The better you do the harder you may fall eventually when the game decides it's finally time for you to die. The harder you fight the harder the game hits back.
     
    I know this is one of those ideas that is a quirky little thing I like but wouldn't be popular among the masses at all. I don't see it as very likely to be added to the game at all. I thought I'd share it anyway. Let me know what you think about the idea. Please also let me know what you would call this game mechanic/system because I wasn't quite sure what to call it. I named it escalation because it escalates the threat to the player based on the players threat to the games whole premise of ensuring you die. That and it fit alongside the naming sense or erosion a little bit.
     
     
  8. Pie
    Shotgun_Messiah reacted to Decay in Few things I'd like to see in PZ!   
    Hello everyone, It's me, Decay, I haven't been on the forums for quite awhile but It's nice to be back and It's also lovely to see the progress that the IndieStone has made with their little game.
    I haven't been playing too much of PZ recently apart from the here and there testing of the new additions like vehicles and occasionally to try a mod or two out.
    But In saying that, my love for this game will always be there since I started playing in 2014 way back when baldspot could fatally mess up making a pot of tomato soup 
     
    Anyways, here are my suggestions that I would love to see in project zomboid.
     
    1. A more realistic inventory system  
    It pains me to see dead human corpses with more than one large firearm in their inventory I mean where do you keep six rifles on you with three boxes of ammo without a bag and weapon holsters?
    A possible solution to this would be to add in a bit of text saying "You can only carry one large firearm at once and no large equipment without being severely encumbered" or even to add in weapon holsters/slings for your back. 
    (I imagine firearms will be shown on the players back once animations are out, so holsters could be another thing.) Perhaps maybe even a complete inventory revamp in this manner because how do you carry all those tins of beans in your pockets?   
     
    PS - A fix to the too many firearms in the inventory for corpse spawns could be to spawn them next to the corpse.
     
    2. More random new game!   
    It's lovely to have the chance to either spawn with a key to your house or not, it could add backstory to your character is this their home they're in? Or just a building they've gone to scavenge.
    I'd like to see more random new game in terms of characters moodles perhaps spawning in panicked? depressed? anxious? after all if we're to go by the (survival) timeline of the outbreak when you take control of your character at the start of the game if I can remember correctly it's already been three days since things have been kicking off so why not give us a bit of a taste into such things? Also in saying that perhaps a chance to spawn with car keys? Or (even a small randomly generated number of zombies killed at the start of the game, perhaps an option before you begin playing as I know the zombies killed meter is supposed to work for every zombie the player kills. Still, It would be nice to have it as a small addition.) 
     
    Edit 1. Also a chance for your clothing to be dirty or bloody upon spawning in.
     
    Also.. putting sledgehammers in backpacks is that possible in real life?
    I assume that when the animations system is in place we'll be able to see items in our characters off hands and maybe even being able to fight using both weapons at the same time?
    Another thing, you shouldn't be able to push multiple zombies with only five strength maybe around 8-10 strength you would be able to push more than one.
    You should be able to jump in to the back of vans, sit in truck beds and even sleep in them.
     
    If I think of any other suggestions I'll make sure to bump this thread.
     
     
  9. Spiffo
    Shotgun_Messiah reacted to Axezombie in A idea if the game devs are interested   
    yeah we could have the same effects for characters, steam from the mouth and footsteps in snow
  10. Spiffo
    Shotgun_Messiah reacted to Chess of Confusion in A idea if the game devs are interested   
    I was thinking Skid marks or tire marks when braking fast or when braking and turning hard..also when the car is idle liquid come from the tale pipe and steam comes from it in the winter. 
  11. Like
    Shotgun_Messiah reacted to KinaUndead in In game loot   
    Haven't seen anyone mention this earlier, and I saw that announcement about how RJ was messing with the loot in game, I was going to suggest possibly adding more liquor and little higher chance for them to the bar and liquor stores, and actual foods and goods stuff you think you might find on shelves in the stores and gas stations. Right now you only find stuff like chips, charcoal, and a couple other items when you should be able to find some canned foods and snacks and drinks and things basically it would make sense for a store shelve to be carrying. Would like to see chain link fence posts and the also to able to be disassembled down for metal pipes, and the chain fences themselves maybe metal scrap. Maybe be able to dissemble mailboxes and metal cabinets for metal plates as well would be nice! A lot of people do still use metal welding, and these would be nice additions to help use it, though it would also be nice to see a way to get some metal bars. I know that PZ has always been mostly a melee focused game, and theres mods that currently sort of do this, but maybe the addition of some new firearms to the game maybe like full auto rifles and a few SMG and new shotguns would be nice, of course along with the ammos. With the new animations coming in it would be nice to be able to have these set up, as well as how the zombies interact with the weapons.
  12. Pie
    Shotgun_Messiah reacted to Nebula in Commonly Suggested Suggestions   
    Maybe here already talked about this ...
    1. Add radios to cars
    2. Allow manual gearbox shifting.
    3. Give the opportunity to sleep in cars.
    4. Make it possible to start the engine by shorting the wires in the ignition lock ...
    5. Increase the range of communication from radio stations!
     

  13. Pie
    Shotgun_Messiah reacted to Kennethdio in InfestedSurvivalistBunker.tbx Building Available (Highly Detailed) (Google Drive Link)   
    Wowee!

    When the apocalypse rolls around, you need protection, perhaps isolation, people, and a stockpile of supplies. Being in those circumstances when hell happens will likely prove to be very beneficial and a lucky position. But despite all this, you may still fall. This is one of those scenarios, nothing went right. Those who thought they were safe met their untimely demise.

    This bunker is resilient despite falling to either raiders, hordes, or anything in fact, as this is your asset, your piece now. This bunker has a lot.
    - 26 rooms.
    - Highly detailed.
    - Contains both .tbx and .bak files.
    - Barricades and furniture arranged to explain it's demise.
    - Given room definitions.
    - 6 hours of work done on this.
    - Me approving this to be high quality.
     
    These 26 rooms are-
    - Garage / Bunker Entrance
    - Garage Storage
    - Male restroom.
    - Female Restroom.
    - Cafeteria / Corridor.
    - Maintenance Sector Hall.
    - Water Treatment Plant.
    - Generator Room.
    - Maintenance Storage.
    - Cafeteria.
    - Cafeteria Kitchen.
    - Cafeteria Kitchen Storage.
    - General Purpose Sector Hall.
    - Showers + Bathroom.
    - Locker room.
    - Quarters.
    - Library.
    - Briefing Room.
    - Armory Office.
    - Armory.
    - Medical Bay.
    - Medical Storage.
    - Laundry Room.
    - Private Quarters Living Room.
    - Private Quarters Bedroom.
    - Private Quarters Bathroom.
     
    =================================================================================================================================================================
     
    DRIVE LINK HERE: https://drive.google.com/open?id=1vSpd3j_St6_NuAscPITkMCzfsaOafqm5
    (Google Drive is supremely easier than Dropbox, so i'm using this now).
     
    Any questions, criticisms, compliments, i dunno, or something. Just post it and stuff.
  14. Pie
    Shotgun_Messiah reacted to Vortecus in The most reasonable suggestion ever made!   
    So I need to put up my tent in a bathroom so I can sleep in it? Complete nonsense. The player should be able to sleep anywhere as long as he's not in danger, not panicked. Tents require tarp and tent pegs to be assembled, which without mods, can only be looted and they're relatively uncommon.
  15. Pie
    Shotgun_Messiah reacted to EnigmaGrey in The most reasonable suggestion ever made!   
    It's what I wanted and expected from the sleep "over haul," (god that word is overused so much) really. 
     
    Suffering penalties from poor choices of sleeping spot, becoming accustomed to the discomfort, and being a to sleep or rest anywhere ... 
     
    With the sleep events it could be even more fun.
  16. Spiffo
    Shotgun_Messiah reacted to Burger_Time in Some medical suggestions.   
    Disclaimer — some symptoms of the injures I've suggested may be not implemented currently (Like passing out). This post can also contain some type ofof injures that have already been suggested (even if it was me ).
     
    First of all — I want to suggest some sort of rework of the Frist aid skill. Currently, first aid skill only makes healing wounds more effective and IMO is useless.
    So here's my suggestion about First aid skill — a person with low skill can misdiagnose some injures. For example — if he got a fracture, he can think that it's only a twist or something like that. But if he gets checked by a doctor, he will know exactly what injures he have.
     
    Next up — Medicine production.
     
    Besides very crude ethnoscience we should be able to produce medicine. Like, why should scientists' labor go a waste? We can use it instead!
     
    With high First aid skill, some information from the Magazines (Science and Med magazines, please?), needed resources and equipment and lots of time our characters should be able to make some Basic medication. They won't be as effective as the pills made by proffesional workers in Labs, but they sure as hell will be better than herbs.
     
    Here are a bit of examples:
     
    Penicillin — antobiotic, which can be gained from a common mold. Big amounts of Penicillin can make your character feel bad.
     
    Hydrogen Peroxide (H2O2) — can be used as an disinfectant in small amounts in solution with water. Can be obtained by hydrolysis of Ammonium Peroxydisulfate (Can be found in Medical clinics or labs. Maybe even crafted?)
     
    As for painkillers and other things like Sleeping meds, there are some things (I.e morphine which can be obtained from opium), but I'm not quite sure if they will be fitting (For opium — it's obtainable only from some plants which cannot be met in America), but there may be some alternatives I don't know anything about.
     
     
     
    So, there's a another one suggestion — we need more ways to hurt ourselves.
     
    Here's the list of injures I want to see in game:
     
    Twist — an injure that can be gained if you: Run on the stairs; Jump from not-so-high spots; getting hit; got into car crash.
    Symptoms: Moderate pain, slight damage and reduced walking/fighting abilities (Depending on what you've twisted)
    To heal you need to reduce it (Or how do it called) and rest few days. The higher your/your teammate first aid skill, the higher your chances to successfully reduce (?) Twist.
     
    So ummm. Not very painful fracture.
     
    Concussion of brain — an injure that can be gained by: Getting hit; Car accident; falling from the high spot.
    Symptoms are: short/medium pass out (Depending on the state), pain, insomnia, stress and (?) hallucinations (?)
    To diagnose it, you/your teammate need to have a 3 first aid skill or higher.
    To heal it, you need to: Rest for a week/two weeks (depending on state). Healing can be speedup by taking the right pills.
     
    Injure of the brain — more serius type of brain injure than concussion. Can be gained by: A car accident; Getting hit; falling from high spot.
     
    Symptoms are: Medium/long/Very long pass out (depending on the state) (The last state (That accompanies with very long pass out) Have a very high chance to be lethal if not treated by a professional), moderate pain, moderate/several/very several damage, nausea, insomnia, stress and (?) Hallucinations (?).
    This injure can be mistaken with a concussion of the brain. To diagnose it, you/your teammate need to have a 5th level of an first aid skill.
    To heal it, you need to rest for a few weeks/month/A LOT OF TIME, BASICALLY and take some pills.
     
    Bruise — an injure that can be gained by receiving any blunt weapon damage I.e zombie hit, slight car crash.
     
    Symptoms: none. That's a Bruise, what did you expect?
     
    You don't even need to treat it — it will go away after a few days regardless of treatment.
     
    Contusion — an injure that can be gained if something exploded near to the character. 
     
    Symtopms are: hard of hearing/Deafness, stress, insomnia.
     
    To heal it, you need to rest for Few days/Weeks depending on severity.
     
    Frostbites are skin injures, that can be caused by standing outside house at cold windy weather. Usually affects Toes, feet, fingers, hands, ears and noses.
     
    Symptoms are: insensetivity (if frostbite haven't been heated), minor pain/severe pain (depending on state and if frostbite have been heated up), reduced speed (if feet is injured), reduced fighting abilities (if hand is injured) or even (?) Immobility of injured limb (?).
     
    To heal it, you need to: bandage injured part of the body, enter any house and slowly heat up injured limb (if you heat it up fastly, you can make it even worse). When your character starts to feel pain, bandage frostbite and stay in a warm place from 5 days to 4 weeks depending on severity.  Healing can be speedup by consuming hot food (?).
    If your character got the last state and doesn't feel pain even after long attempts to heat frostbite, limb most likely needs to be AmPuTaTeD.
     
    More stages of wound infection. Usually happens when you gain scratch in dirty place. Has four stages: Slight infection, Moderate infection, severe infection and deep infection.
     
    You can prevent your character from receiving severe stages of wound infection before/when only the first stage appear by disinfecting the wound. But when you gain moderate infection, you gotta treat it more.
     
    Symptoms: sight/moderate pain, higher body temperature, wound purulence.
     
    The first stage isn't dangerous at all. You can just disinfect the wound and you should be fine. If not treated well enough, it will go to the next stage...
     
    Moderate wound infection is the thing you should really worry about. To treat it, you need to disinfect it sometimes and take antibiotics.
     
    Severe infection may be fatal because it quickly grows into Deep infection. To treat it, you need to take antibiotics, disinfect wound and rarely do blood transfusion.
     
    Deep infection. The virus going to kill you. To treat it, you need to amputate part of the body where infection appeared before it reaches main blood flow.
     
    P. S. To wound infection: slight infection won't grow into higher stages in normal conditions, so you won't be dead only because you've cut yourself when tried to climb through broken window and you don't have any disinfectants around. But if you got several unbandaged and not disinfected wounds, then sure it will grow.
     
    Really need to think about it more...
     
    Artery rupture — an injure that causes large blood lose which will kill you very quickly if you won't do anything.
     
    Appears after recieving a deep wound on a specific part (I.e neck). As I said before, it will cause a huge blood lose.
     
    First thing you need to do is apply tourniquet like belt or something like that. After that you need to stich the wound and you should be fine, however, it's highly not recommended to do any tiring activities because the stitch may break up.
     
    Eye injure is a very rare injure that will make your vision abilities worse.
     
    Has a very small chance to appear (1—5% depending on accuracy) when recieving damage on the head. Usually makes your character feel severe pain which can lead to to unconscious due to the pain shock.
     
    Has four three stages: slight temporary, severe temporary and severe permanent. Slight stage will simply make your vision a bit worse, but the severe stage will make your eye unable to see.
     
    Treatment for the temporary stages is fairly easy — you need to bandage your eye and disinfect it over time. The permanent stage is unhealable.
     
    Traumatic shock is not as much as injury or disease but a state. Depends on the severity of pain and blood loss rate, so the more character feels pain and the more blood lose rate, the higher state of shock will be.
     
    Traumatic shock have two stages: Erectile and Torpid.
     
    Erectile state happens when character feels medium/severe pain and have Medium blood loss rate. Character is more active due to Adrenaline boost (I will talk about it later), usually accompanied with screams/moans.
     
    Torpid state happens when character feels severe and higher pain and have Fast/very fast blood loss rate. If gained after the erectile state, character will slowly lose all the strength and eventually will become unconscious/unable to move. Char don't scream or do any activities, he's just lying on the ground or somewhere else.
     
    Adrenaline boost, again is nota an injure, it's a state. Usually appears when character's stressed, panicked or injured pretty badly. In this state, character will have more strength, become more active, feel less pain, hunger and fatigue. However, this state doesn't last very long, and soon adrenaline boost effect will stop, which will bring back all pain and hunger effects, give your character Fatigue boost and make your char's limbs shake.
     
    Paralysis. A very harsh injure to have. Usually appears if char experienced some things that normally would have make him dead. I.e falls from 5 story building.
     
    Symptoms: loss of control, insensitivity.
     
    Have a very high chance to appear after the Spine fracture (Everything below the fracture spot will be paralysed) and 100% after the neck fracture. Pretty much can't be healed.
     
    Internal bleeding is another pretty much dead sentence. Same as Paralisis, appears only if you will get into situation that will 100% kill you in any other conditions. Everything is simple — your character begin to lose all his blood until he dies. However, there can also be minor internal bleeding, which will disappear over time, but will make some serious damage.
     
    As I've said several times before, happens in extreme situations like car crash, falling from high place.
    Also may happen because of rib fractures.
     
     
    Stay tuned! I can add more injures in any time.
     
    You can write an injures that you want to see in game too in comments.
     
    Bye!
     
     
     
     
     
    MEDIC!!!
     
  17. Pie
    Shotgun_Messiah got a reaction from numbersixthecat in A Dialogue System !   
    A small way for us players to feel more immersion ,feeling empathy for the character ,by giving the character small random lines based on pre apocalyptic occupation or gender ,and the stress / boredom / hunger-thirst ,illness level we are in.                                                      When in a certain zone for example ,west point ,mall , spawn house ,the character comments ,mumbles about the enviroment ,when feeling cold the character may curse etc. sometimes our character can say psychotic or fun jokes out of nowehere (depends on the stress level for our character to go full.mental) u got the idea.                                              This way we can feel less bored while playing singleplayer or even multiplayer and feel more empathy for the character.         2-                                                                               A fast way to communicate in multiplayer ,for example while being chased by a lot zombies we just hit a key ,the game reveals a small menu ,and we press number keys or our own customized keys to pick a line to shout/say things like “ they are coming !” “run” “help” “MEDIC!” (kinda like in team fortress 2) “i am hungry” “come” “go” “behind you!”  “drop your weapons” etc. much better to use in dangerous situations etc without having to mess around with the time consuming chat box.
  18. Like
    Shotgun_Messiah got a reaction from Luxus Zigard in Basements & subways   
    An addition of basement floors to the game !maybe some of them are full of zombies or stocked with food ,metalwork items etc ,maybe the people who used to live there were preparing for the apocalypse when the zombies first started to appear.
     
    SUBWAYS
    the abandoned underground rail system of Kentucky ,from the towns of Knox Country ,west point etc ,leading all the way up to the upcoming giant lousville map. underground metro system where the player can travel around the entire map with fear ,panic ,what if there are zombies roaming around ? what if you get  lost there ?  maybe you have managed climb up back to the city from the sewage where there are gas leaks and crawlers camouflaged in the pile of human waste ,crawling for your flesh. maybe we can even see floods in the game because of this syatem since you will be walking in a place full of liquid human waste ,so maybe the devs can add animations for walking while soaked in water ,swimming etc.
  19. Spiffo
    Shotgun_Messiah reacted to Jere in Using zombie guts to disguise ourselves.   
    I like this idea and have thought about it myself. I'm sure it could be made into a mod.
     
    My thoughts on it were you would need to have some blade accuracy leveled up to be able to do it, if you had a cut or were cut with the zombie skin/blood on you you could be infected and the bonus is it gives an enhanced version of inconspicuous. Perhaps the closer you get to the zombies the more panicked you would become, increasing heart rate and bringing attention to yourself, or perhaps if you moved quickly rather than sneaking.
     
    I do very much like the idea of it wearing off and rain washing it off as well.
  20. Pie
    Shotgun_Messiah reacted to Lightning Flash in Using zombie guts to disguise ourselves.   
    I looked just in case this was already suggested and couldn't find any thread on it, so I figured I would make this suggestion here.
     
    It would be really useful if we could use zombie guts to disguise ourselves among the dead and maneuver our way through crowds without being spotted.
     
    Rubbing the guts will take at least ten seconds of real time. Standing still, it will wear off after roughly 6 in game hours. Walking, it will wear off in maybe 3. When it rains, it will wear off in a matter of thirty or so real-time seconds. Better hope you're not in a horde by then.
     
    Now I know people are going to say that it would make the game relatively easy because people would do it all the time. Of course, there will be repercussions or heavy risks. For example, if you have an open wound or scratch at the time you rub the guts on your body, you will instantly contract the disease.
     
    If you make a sound, you will gradually increase the risk of blowing your cover. If you were to have a cold, sneezing would immediately give away your location.
     
    If you have no wounds and rub the guts on you, every time you do so, you will gradually increase the risk of contracting the infection by 2% the first time, then 4% the second time, and it will gradually increase by 2. So yes, you could potentially contract the virus by rubbing that corpse's guts on you, but there's a horde banging on the door outside and is about to come in any second. Is it worth it?
     
    Of course, this in its own is probably not a great description for it.  In this scene of The Walking Dead, Rick and Glenn shamble through the streets of Atlanta covered in zombie guts, while surrounded by a horde. In the same scene, the smell washes off due to the rain and the zombies notice they aren't dead, and begin to give chase.
     
    While useful, it could be dangerous because you never know when they will suddenly just realize you're living.
  21. Pie
    Shotgun_Messiah reacted to Geras in *Advanced Walls* & *Gates*   
    Yeah, brick and concrete walls would be a perfect addition to existing wood and metal walls.
     
    Maybe to balance those kind of walls we would have to defend them from zombies as the mortar/concrete sets and hardens. 
    Something like maybe it would take 2 or 3 days for a section of wall to set and within that time they would be easily destroyed by even one zombie.
    Or even better, make the setting time dependent on world temperature and make it impossible to build in freezing temperatures, as in real world.
     
    Concrete walls would require concrete bags (already in game), sand/gravel (already in game), metal rods/pipes to reinforce (already in game), water and buckets or something.
    Brick walls would require bricks (not in game currently), concrete, sand/gravel, bucket and water.
     
    Sounds cool enough to me.
  22. penisham
    Shotgun_Messiah got a reaction from trombonaught in Ladder   
    Such a basic thing with big potential !we defınitely need ladders ....now
  23. Like
    Shotgun_Messiah got a reaction from Burger_Time in A Dialogue System !   
    A small way for us players to feel more immersion ,feeling empathy for the character ,by giving the character small random lines based on pre apocalyptic occupation or gender ,and the stress / boredom / hunger-thirst ,illness level we are in.                                                      When in a certain zone for example ,west point ,mall , spawn house ,the character comments ,mumbles about the enviroment ,when feeling cold the character may curse etc. sometimes our character can say psychotic or fun jokes out of nowehere (depends on the stress level for our character to go full.mental) u got the idea.                                              This way we can feel less bored while playing singleplayer or even multiplayer and feel more empathy for the character.         2-                                                                               A fast way to communicate in multiplayer ,for example while being chased by a lot zombies we just hit a key ,the game reveals a small menu ,and we press number keys or our own customized keys to pick a line to shout/say things like “ they are coming !” “run” “help” “MEDIC!” (kinda like in team fortress 2) “i am hungry” “come” “go” “behind you!”  “drop your weapons” etc. much better to use in dangerous situations etc without having to mess around with the time consuming chat box.
  24. Spiffo
    Shotgun_Messiah got a reaction from Hilrof in A Dialogue System !   
    A small way for us players to feel more immersion ,feeling empathy for the character ,by giving the character small random lines based on pre apocalyptic occupation or gender ,and the stress / boredom / hunger-thirst ,illness level we are in.                                                      When in a certain zone for example ,west point ,mall , spawn house ,the character comments ,mumbles about the enviroment ,when feeling cold the character may curse etc. sometimes our character can say psychotic or fun jokes out of nowehere (depends on the stress level for our character to go full.mental) u got the idea.                                              This way we can feel less bored while playing singleplayer or even multiplayer and feel more empathy for the character.         2-                                                                               A fast way to communicate in multiplayer ,for example while being chased by a lot zombies we just hit a key ,the game reveals a small menu ,and we press number keys or our own customized keys to pick a line to shout/say things like “ they are coming !” “run” “help” “MEDIC!” (kinda like in team fortress 2) “i am hungry” “come” “go” “behind you!”  “drop your weapons” etc. much better to use in dangerous situations etc without having to mess around with the time consuming chat box.
  25. Like
    Shotgun_Messiah got a reaction from Luxus Zigard in A Dialogue System !   
    A small way for us players to feel more immersion ,feeling empathy for the character ,by giving the character small random lines based on pre apocalyptic occupation or gender ,and the stress / boredom / hunger-thirst ,illness level we are in.                                                      When in a certain zone for example ,west point ,mall , spawn house ,the character comments ,mumbles about the enviroment ,when feeling cold the character may curse etc. sometimes our character can say psychotic or fun jokes out of nowehere (depends on the stress level for our character to go full.mental) u got the idea.                                              This way we can feel less bored while playing singleplayer or even multiplayer and feel more empathy for the character.         2-                                                                               A fast way to communicate in multiplayer ,for example while being chased by a lot zombies we just hit a key ,the game reveals a small menu ,and we press number keys or our own customized keys to pick a line to shout/say things like “ they are coming !” “run” “help” “MEDIC!” (kinda like in team fortress 2) “i am hungry” “come” “go” “behind you!”  “drop your weapons” etc. much better to use in dangerous situations etc without having to mess around with the time consuming chat box.
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