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leon2356

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  1. Spiffo
    leon2356 reacted to cmkb3 in 2 bugs ive found recently.   
    #1 is not a bug -- smoking causes vasoconstriction (veins constrict == less blood, esp. to extremities) which causes a reduction in local body temperature.
     
    This article is focused on feet, but it also applies for hands:
     
     
    I can confirm #2: driving with no windows broken does not allow you to pan (aim weapon). With the driver's window broken, you can aim and pan your screen -- the vehicle will not accept any further input (and will continue accelerating, turning, etc) as long as you are aiming/panning.
     
    EDIT FOR #2: Panning the camera requires a separate keybind to be done separately from panning the camera while aiming. This is found in the keybindings menu and is not bound to any key by default. See: https://old.reddit.com/r/projectzomboid/comments/emn82p/gazing_into_distance_with_rmb_in_a_car/
  2. Like
    leon2356 reacted to Axezombie in Bild 41.24 loot window is always open   
    that's because you clicked on the little icon in the top right corner of the window to let it open, click again on it
  3. Like
    leon2356 got a reaction from Pandorea in Hair growth   
    In build 41, characters already have hair growth. If you make a male character, make him with no beard. then wait a few days to a week. then they will grow a beard. Hair takes a bit longer but it will grow too.
  4. Like
    leon2356 got a reaction from grammarsalad in County map   
    https://steamcommunity.com/sharedfiles/filedetails/?id=1414457780&searchtext=region+map
     
    This mod does exactly what you want, give it a look if you get the chance.
  5. Spiffo
    leon2356 reacted to Pamplemousse in Construction System   
    Preface: This idea is for beyond 1.0 when the current roadmap is complete.
     
    I was looking at this old video displaying an early concept of what Project Zomboid creative mode would look like, and I saw something of a resemblance to the Sims 4's excellent construction system. However I thought it would be great to take the same mechanics one step further and instead expand upon this system in the normal mode of the game. As of now you place every little wall segment one at a time, meanwhile in what I'm suggesting, you plan/plot out what your desired construction site will look like (imagine what's shown in the creative video except its like 50% opacity) and then to pull it off you can either incrementally work on it yourself, set your construction oriented NPCs to do the job, or work on it with your buddies in multiplayer. I think it would add a much more collaborative aspect to it (as you and your friends can act as the architects) and also make the construction feel more realistic.
     
    There's definitely room for additions and there will need to be parts of it that might require regulation (Setting a cap for the amount of these ghost objects of your blueprint you can have at a time, or whether to keep them client or server-side) but I think it would be an amazing addition to the game.
     
    Thanks!
    -Pamplemousse
     
    Side-note: Maybe build templates could be saved too so you could use your usual setup, or download one from the workshop? Could expand into an even bigger community building aspect.
  6. Like
    leon2356 reacted to Artfactial in Music collection mod- CD's and Cassettes   
    Oh wow, I knew about the videogame mod, but hadn't seen the Cd one yet. Should probably have checked beforehand. I have about 200 Cd items ready so that'll be a nice base to experiment on the implementation.
    Thanks a lot! I will check them out, see how easy they would be to appropriate and contact the authors!:D
  7. Spiffo
    leon2356 got a reaction from Artfactial in Music collection mod- CD's and Cassettes   
    https://steamcommunity.com/sharedfiles/filedetails/?id=1934920186
    Here is a mod that adds CDs and functioning CD players to the game. There are only 3 CDs but each has several custom music tracks on them.
     
    https://steamcommunity.com/sharedfiles/filedetails/?id=1934751140
    This one make it so you can play those handheld videogames you find in closets and dressers.
     
    You should be able to use these mods as a base to make your own, or send a message to the maker of these mods and maybe he will throw a few tips your way.
  8. Like
    leon2356 reacted to Gurluas in Make one of the rifles round fed instead of magazine fed.   
    I fully support this, weapon variety is always nice!
  9. Like
    leon2356 got a reaction from Bourbon in Round fed MSR700 Rifle.   
    In real life the "Remington 700" most commonly has an internal magazine so does not use a magazine (Also you can special order it to be magazine fed). So I'm looking for a mod that makes the MSR700 round fed instead of using a magazine. Also because magazines for rifles are almost impossible to find and I want more options for rifles.
  10. Like
    leon2356 got a reaction from Gurluas in Make one of the rifles round fed instead of magazine fed.   
    In game currently there are 2 rifles, the "MSR700 Rifle", and the "MSR788 Rifle" having them both magazine fed make them a harder to use, due to the rifle magazines being SOOOO much more rare then the magazines for other guns in the game. For handguns if you can't find a magazine for a pistol, you got more options such as the revolver. Or you can use a shotgun that does not need a magazine. However with rifles you don't have that choice.
     
    I think the "MSR700" Should be made round fed and the "MSR788" should be kept as magazine fed.
     
    Also their real life counter parts. The "Remington 700" has a internal magazine and thus is round fed. And the "Remington 788" uses a box magazine thus is magazine fed.
     
    You could also add a weapon mod that makes the "700" magazine fed (Like how you can add scopes and straps). In real-life you can special order them to be magazine fed. And also you could add a speed loader to the revolver (Acts like a magazine).
     
    But I just think we need more options for the rifles.
  11. Pie
    leon2356 reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  12. Like
    leon2356 got a reaction from edsonsummers in Any mod like NIght of the Dead, some round survival?   
    The mod can, I don't know about the challenge. I think the latter is only for single player. I'm working on an addon for "coxishop" that will make a arcade mode for project zomboid. where you get one point per zombie kill and you spend those points on Weapons, Food, Nails, Meds, wooden planks, and books. stuff like that.
  13. Like
    leon2356 reacted to sniperman1109 in Animations will one day be released hype thread.   
    No problem!
  14. Like
    leon2356 got a reaction from Geras in Animations will one day be released hype thread.   
    Here is a link to a playlist with most of indie stones unlisted videos. Thanks sniperman1109.
     
    Link: https://www.youtube.com/playlist?list=PLfbBovtF3ArAWLpkayQUqMEG9BJT_LJjg
     
  15. Like
    leon2356 got a reaction from edsonsummers in Any mod like NIght of the Dead, some round survival?   
    What your looking for is the "house in the woods - last stand accumulator" challenge. That is the closest you will get to what you're looking for. You need to survive waves of zombies and in-between waves you spend points to level up and buy new weapons and ammo. Sadly I don't know of any mods that change the game in the way you're looking for.
  16. Like
    leon2356 got a reaction from sniperman1109 in Animations will one day be released hype thread.   
    Here is a link to a playlist with most of indie stones unlisted videos. Thanks sniperman1109.
     
    Link: https://www.youtube.com/playlist?list=PLfbBovtF3ArAWLpkayQUqMEG9BJT_LJjg
     
  17. Like
    leon2356 reacted to sniperman1109 in Animations will one day be released hype thread.   
    Here’s The link to the suicide animation video you were talking about and you will find a mixture of other animation vids on the playlist to! 
     
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