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bobthejob

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  1. Spiffo
    bobthejob got a reaction from FilibusterRhymes in Filibuster Rhymes' Used Cars!   
    Wow I don't know how I missed those links! I must have been really tired when I read it and didn't notice somehow! thank you Joker for pointing that out and thanks to Fenris for always helping the community and Fillibuster the modding hero BUSTER BREAKER Wooooooooo for making this thanks! You all make the game so much more special! I have MORE fun because of you all! THANK YOU FRIENDS!
  2. Like
    bobthejob got a reaction from WATTO in United States Military Pack (Build 41)   
    Please post an alternate direct download link. I don't have the steam version and the website will never let me download it. pzmods is down too
  3. Like
    bobthejob got a reaction from moriak in gog.com version projzom user MODDING DEPRESSION :( Requesting comprehensive direct download link list   
    oh my zombies. I must scream in joy you beautiful heroic genious I enviously dunk myself in mashed potatoes, HOW HOW. THIS GLORIOUS THING YOU FIND!?
     
    THANK
     
    YOU
     
    FRIENDE
     

     
    Maybe this save me and able to get all mods?????????????????????  
     
    p.s. steam never send even in spam folder. steam doesn't like ALL my emails
  4. Spiffo
    bobthejob got a reaction from Berries 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!
  5. Like
    bobthejob got a reaction from Sexual_Zombie 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!
  6. Spiffo
    bobthejob got a reaction from crossed in HD Remaster/ Graphics overhaul for PZ to bring it into 2019   
    will try thank you. maybe with max settings + your advice = game look improve. thanks
    MUCH good news for water. now we need AJ's reverse osmosis filter for PZ.
  7. Like
    bobthejob got a reaction from numbersixthecat in Obey gravity, it's the law!   
    I would love to see specially made buildings that are like elaborate maze like traps that if one part is destroyed it triggers a multi-level collapse of the entire structure by making different levels very awkwardly dependant on each other through very odd construction paradoxies
  8. Like
    bobthejob got a reaction from trombonaught in The most reasonable suggestion ever made!   
    I Really like these ideas but they should also include sleeping bag functionality for a more comfortable rest on the floor so that you can do whatever you want.
     
    Is sleeping inside a car optional? if not this should also be included. I would love to have cars that are actually quiet (electric cars!?) and build a garage and park the car inside and close the gate and then all the doors and be inside a fence, inside a garage, door closed, inside the car, sleep inside car. very comfy. very safe.  (WARNING DONT STAY IN A CAR IN A CLOSED GARAGE WITH THE CAR ON THE CARBON MONOXIDE WILL KILL YOU)
  9. Pie
    bobthejob got a reaction from Bejasc in gog.com version projzom user MODDING DEPRESSION :( Requesting comprehensive direct download link list   
    I reacted pie. I assume pie means happy things. also pillow and spiffo and like = all happy reactions. I confuse.    pie = good? pie.
  10. Like
    bobthejob reacted to Kaleidozombie in More Flexible "Random" Options in Zombie Lore Settings   
    I would like a modification to the Random options under several of the Zombie Lore options that when selected gives you a list of available options that you can check/uncheck so it will randomize between the options that you chose. So you could then randomize between Basic Navigation and Navigation, but not Navigate + Use Doors when modifying the Cognition option. You could then also select the game to randomize between Shamblers and Fast Shamblers, but not Sprinters when selecting the Speed option. You could also then add the Random option to the Sight, Hearing, Smell and Memory options as well perhaps with the option to check/uncheck the variables that you want when randomizing.
     
    Update: It would also be nice to set the values for each option so we can make each them more common or more rare when randomizing. It could either be percentage values or point values.
     
    Shamblers 60%
    Fast Shambers 35%
    Sprinters 5%
     
    Shamblers 6
    Fast Shamblers 3
    Sprinters 1
     
    You could set the point values to be out of 10, 100 1000 or whatever, so as long as the values added up to 10, 100, 1000 or whatever it would count the values, or you could just let people add any value and determine the percentages from there.
  11. Pie
    bobthejob reacted to Connall in The Modders Wishlist   
    So I recently been poking around and speaking to modders on a fairly regular basis (shoutout to the workshop_modding channel on Discord) and recently it feels like I been finding out about certain issues, or wishes more through happenstance than actually seeing it brought up elsewhere. So this thread is being created for modders to make requests for changes that could greatly help them in the creation of mods.
     
    With that in mind there are a couple of caveats and preemptive questions I feel I should perhaps address:
     
    Q: When will my suggestion be implemented?
     
    A: It may never go in. This is something I am going to be balancing with my other duties, such as the small suggestions thread and my bug hunting duties, so not everything will be implemented. Obviously, we'll try our best but no promises!
     
    Q: WorldZed, TileZed etc could use feature X
     
    A: I personally don't work on those tools, so I can't actually make changes to them. Some of the team members who work on those tools, are also rather busy folks so feel free to make a suggestion and I'll try and pass them along to the relevant people, but don't expect those sorts of changes to happen or if they do, to be quick.
     
    Q: I want to load models, skin characters, or other questions about loading this stuff in.
     
    A: I also don't really work on those systems. A change has been made that will be going out in the next build, which should help people in that regard. However, it's only supposed to tide people over until animations come out where these sorts of things will become a bit better supported.
     
    Q: That seems like quite a few caveats.
     
    A: I suppose it is. This really is to get a pulse on what modders are looking for and to perhaps help matters out slightly, but it's also important to note this won't be a main focus, but this gives a collective avenue for modders to make suggestions and potentially make things, just a little bit easier.
     
     
    So! Suggest away!
  12. Like
    bobthejob reacted to trombonaught in Button Creep   
    Further to my post in Pea Super, I included some thoughts below on how to reduce some clicks in the game and make some interactions more intuitive.
     
    TLDR; My humble vision would say to keep the game down to three possible player actions:
    Right click to open menus/options.
    Left click to execute.
    Space to cancel execution.
     
    1. Change the default ESC to cancel actions in cars:
    Is this indicated in the game anyplace? I think it's more intuitive to hook this function to the spacebar/shove action, which is likely what 90% of players use to cancel actions outside of vehicles.
     
    2. Radial menu access when in cars:
    What if the vehicle action radial menu were made accessible by right clicking a car while inside of it? Pressing "V" is fine, but most of the game's interaction is "right click" or "E" as a substitute. Consistency here could keep button creep to a minimum.
     
    3. Device interactions:
    Similar to #2. Could devices be set so that right clicking on them opens the device menu instantly? The character would still have to walk over to execute actions, but this saves us a click. Similarly, it would be lovely if clicking outside of these menus closed them, much as context menus or pinned inventory menus close when clicke out of. Finding that tiny little close X can be life or death sometimes.
     
    Anything else that could be trimmed down?
  13. Pie
    bobthejob reacted to askertr in Weight Problem solved   
    İf live weight problem,very easy. First need notepadd- Second-item.txt and choose one item probaby always use item - baseball bat- find weight=3 change to weight= -9999.
    And open game see  sorry my english Good Luck Dudes...
  14. Like
    bobthejob got a reaction from Nachalas in Weight Problem solved   
    thanks very helpful! I will try to make my pants weight negativle 200lbs and fly away like superman
  15. Like
    bobthejob reacted to tommysticks in Vanilla Lightsaber Mod   
    What do you mean behave like a real lightsaber? 
     
    It does sounds n shit, kills instantly. 
     
    I see you’ve posted on a lot of my mods, I’ll try to hook you up but it’ll be like a week. I’m in training. 
     
    I could certainly add more colors. 
  16. Pie
    bobthejob reacted to Fenris_Wolf in gog.com version projzom user MODDING DEPRESSION :( Requesting comprehensive direct download link list   
    Sadly the number of working mods on steam is substantially less. Most are outdated. However its still possible to download the workshop mods through SteamCMD in anonymous mod (without owning the game on steam, or having a steam account).
     
  17. Pie
    bobthejob got a reaction from Pandorea in gog.com version projzom user MODDING DEPRESSION :( Requesting comprehensive direct download link list   
    Does anyone know a website that lists all active up to date mods for projzom with direct download links for gog users? I can only find mods in random threads hit and miss across the mod section of forums here and less than 50% have links other than steam (steam doesn't let you download if you dont have the steam version of projzom) and gog users are completely missing out on 99.9999% of all the mods out there! I feel really bad because look at all these mods, and we can't download them
     
    https://steamcommunity.com/workshop/browse/?appid=108600&requiredtags[]=Mod
    774 entries
     
    https://steamcommunity.com/workshop/browse/?appid=108600&requiredtags[]=Map
    121 entries
     
    No way to download them!
     
    If you try to download the mod manually from steam it says "subscribe to download" and if you subscribe, you can not download because it will only allow the game to download the mods through steam. ouch.
     
    Please help the gog community have the same access to all mods as steam users for projzom so we will all have fun! I beg for help! thank you!
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