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ZonaryQuasar

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  1. Like
    ZonaryQuasar reacted to Raul_ in Radio Translation Files   
    Translation into Portuguese Brazil
     
    Base:  https://www.dropbox.com/s/pk4ws5id0omf7nz/RadioData_0_PTBR.txt?dl=0
     
    Updates: https://www.dropbox.com/s/63u80stjmv4u2ww/RadioData_1_PTBR.txt?dl=0
     
  2. Like
    ZonaryQuasar reacted to Batsphinx in Comment: Fanny in British English has a very different meaning than in the US....   
    Mate.... sit down we need to talk about something...
  3. Like
    ZonaryQuasar reacted to lemmy101 in Comment: Fanny in British English has a very different meaning than in the US....   
    Yeah a good few of us are British including 3/4 of the directors, so we were aware of this it's set in the US so US colloquialisms rule and it is just extra funny to be called a fanny pack anyway, it seems a rather tame thing in a brutal dark zombie apocalypse to worry about tbh. We've resisted renaming pop to soda still I guess though we'll get to it!
  4. Like
    ZonaryQuasar got a reaction from Maris in Some food items take an unreasonable amount of time to eat   
    Can confirm that this is happening, without head wounds.
  5. Like
    ZonaryQuasar got a reaction from thejoker954 in Generators duping & unable to put in cars   
    You have to grab the generator with both hands first, and then the weight of the generator will go from 40 to 20, so you will be able to put on the car seats.
  6. Like
    ZonaryQuasar reacted to lemmy101 in IWBUMS 41.15 RELEASED   
    Lots of fixes in this one. Though big apologies to some of the crash people out there. We're really working at trying to solve your issues, and have tried a few things, but with no errors or crash traces being reported by the build, they are somewhat a mystery and hard to puzzle out. We likely haven't fixed everyone's issues, but we'll get to the bottom of it eventually and you're not being forgotten.
     
    NEW
    Renamed playstyles for clarity and to emphasise dev intent for how they should be played. Brawler becomes Survivor, Survivor becomes Apocalypse.
    - Added anim-less transitions for sneakWalk -> strafe, sneakRun -> strafe, sneakWalkLow -> strafe, and sneakRunLow -> strafe
      - Eliminates the odd turning arc while transitioning to strafe.
    - Removed strafeToWalk animation from strafeSneak -> walk/run/etc.
      - Reduces the amount the character jumps while transitioning from strafeSneak to said states.
    - Implemented SFX for lower impact car collisions
    - Added falling-zombie state.
    - Added context-menu tooltip for opening/closing curtains to display keyboard and mouse shortcuts.
    - Added VERSION=1 to keys.ini. Remap C to L when VERSION is not present or is less than 1.
    - Added state transition from lunge to falling for zombies.
    - Added climb over fence transition to falling (when there's no floor on the other side).
    - Added Height map texture for puddles. This texture should increase performance when drawing puddles.
    - Added Logs/ZombieSpawn.txt to record zombie spawns.  Should record zombies spawning inside of buildings, not so much outside.
    BALANCE
    - Toned down zombies and zombie spawns a little in Survivor (formerly Brawler)
    - Reduced the delay after climbing through a window or over a fence before the player can move.
    - temporarily disabled body temperature change to help people survive winter
    - Made hit detection on body parts on downed zombies a little tad more generous
    - Bare hands in multi hit can now shove up to 3 zombies - on Survivor mode (formerly Brawler)
    ANIM AND MODEL CHANGES
    -tweaked several turn anims
    -reversed mccoy van logo
    FIXES
    - Fixed shoving the first zombie within range, rather than the closest zombie within range.
    - Fixed incorrect path to Ambient Piano
    - Attempted fix for Mac issues via rebuilt Mac 'lighting' libLighting.dylib
    - Fixed zombification from tree scratches.
    - Fixed RenderThread jobs sometimes being reported as finished before they are invoked.
    - Fixed "Random" button in the Customize Character screen resetting the player's profession.
    - Fixed molotovs and broken weapons not being removed from the player's hands.
    - Fixed item icons on the ground being twice normal size when "Double sized textures" = No.
    - Fixed issues saving the player to the vehicles.db database.
    - Fixed unicode filenames are not supported by animation/model importer.
    - Fixed not being able to open/close windows via the context menu when the player is already standing at the exact
     center of the square.
    - Stopped zombies dragging down a god-mode player to their death.
    - Lowered outside passenger positions of SportsCar (fixes a camera glitch).
    - Rip Clothing and Craft Sheet Rope work on all selected items (if they're valid).
    - Removed PerformanceSettings.modelsEnabled and PerformanceSettings.support3D.
    - Lowered the number of asset-loading threads from 4 to 2 on systems with 4 or fewer hardware threads.
     i.e dual-core with hyperthreading, or quad-core without hyperthreading.
     - Fixed missing trait icons when using the Turkish locale. (Prone to Illness, Illiterate, etc).  Anything with a capital I.
    - Double-clicking tutorial and playstyle labels in the new-game screen proceeds to the next screen.
    - Fixed issues attacking while in a vehicle (infinite ammo, can't shove).
    - Try to fix exceptions in ClimbThroughWindowState.  Don't store IsoWindow or IsoGridSquare in StateMachineParams since 
    they may become invalid due to map scrolling (for zombies on the edge of the loaded area, not the player)
    - Fixed lua error in DebugChunkStateUI
    - Fixed displaying LMENU as LALT.  Display RMENU as RALT.
    - Fixed clearing a keybind displays it with no name instead of NONE.
    - Fixed some weirdness in the fastforward cancel when near zombies.
    - Fixed items floating off the ground when dropped from inside a vehicle.
    - Fixed multiplying generators after using "Equip in both hands".
    - Set generator ConditionMax=100.
    - Set some vehicle part ConditionMax=100.
    - Fixed parenting the player's inventory to a zombie after a knife gets stuck in the zombie's head.
    - Fixed Bare Hands not being counted as a favorite weapon, except when stomping.
    - Fixed "Untie Hair" option being available for already-untied hair after loading a game.
    - Fixed player not dying properly after falling.
  7. Like
    ZonaryQuasar reacted to lichterloh in Some food items take an unreasonable amount of time to eat   
    Did some experimenting. There's usually a good correlation between hunger reduction and eating time, except for food with less than 10 hunger reduction:
     
     
    Food Item Hunger Time Mint Candy 2 9s Cherry 3 9s Radish 3 9s Cookie 5 9s Pickles 5 9s Processed Cheese 5 9s Strawberries 5 9s Sunflower Seeds 5 9s Raspberry Shortbread 7 9s Bell Pepper 8 9s Carrot 8 9s Peanuts 8 9s       Lemon 10 2s Modjeska 10 2s Tofu 10 2s Yogurt 10 2s Zucchini 10 2s       Candy Cane 10 3s Leek 12 3s Tomato 12 3s Corn 14 3s Lettuce 15 3s       Waffles 15 4s Banana 17 4s       Pancakes 20 5s       Pineapple 25 6s SandwichTomatoLettuceHamPickles 36 9s Watermelon 60 15s
     
     
    It's as if the low hunger items are eaten too fast for the animation system so it falls back to a default value?
                                                                                                                                                                                                             
  8. Like
    ZonaryQuasar got a reaction from ditoseadio in Can't fast forward   
    But it's the same thing/case, no?
    If the player decides to rest while being chased by zombies (and by that I mean, if the zeds know where the player is), they will bash the doors until the door is destroyed and then they will bite/attack the player.
    So if the player is being followed, enters a room, close the doors, sits on the floor and hit fast forward, it's his fault if he dies, no?
     
    What the player should do is first eliminate all the threat, and only then safely rest on the floor.
    If he does this, then there's no reason to change the range of the fast forward cancelation.
  9. Like
    ZonaryQuasar got a reaction from ditoseadio in Can't fast forward   
    I understand what you are saying but I don't think that can be considerate as unfair deaths. If the player decides to rest in the middle of a forest, out in the open, it's his fault only. I always find a house or a secured area with walls+door first before resting, and this change is impacting the gameplay in this case. I'll explain:
     
    Before the change I was able for example to go to the second floor of a two story house during the helicopter event and keep reading books until the helicopter goes away. Now is impossible to do this because I can't fast forward and have to wait from 8am to 22pm without doing anything until my character becomes tired enough to be able to sleep. Can't go to the first floor because is flooded with zombies too. If the fast forward was possible, one to two days fast forwarding reading books was enough to clear the area so I could escape and go back to my base.
  10. Pie
    ZonaryQuasar got a reaction from Beard in Some food items take an unreasonable amount of time to eat   
    Can confirm that this is happening, without head wounds.
  11. Like
    ZonaryQuasar reacted to Pandorea in Can't fast forward   
    The detection area has indeed been increased because of the new ability to sit down and rest anywhere. Prior to this change the number of unfair deaths while resting (and fast-forwarding) has been awfully large - you sit down, fast-forward, next thing you know a zed is biting you while the char is getting up, helpless.
     
    That said there may be a bug lurking with corpses having an effect of this, so if anyone spots THAT, please do report!
  12. Like
    ZonaryQuasar got a reaction from lootedspiffo in A new "Transmission" option: Saliva only   
    In the Custom Sandbox mode, in Zombie Lore, you have three "Transmission" options: Blood+Saliva (the default), Everyone's Infected (TWD style), and None (never get infected by scratches/bites).
    What I suggest is a fourth option: Saliva only.
    This way means that the player can't get infected with scratches, only bites. This makes the game a little easier than the default, and a bit harder than None. You will still need to take care to not being bitten, but scratches will not kill you (specially those damn crawlers! ). 
     
    Why I'm suggesting this: I've always played with the default config and ended up frustrated every time my character died from some silly mistake, so I started playing with the "None" configuration. But with that I can only be killed if I get surrounded, and with vehicles around that is very unlikely to happen. So with Saliva only would be a mid term, I would still have my character when a zombie scratches me, but I have to always take care of not being bitten.
  13. Like
    ZonaryQuasar got a reaction from lootedspiffo in Revision of the Weight System   
    Last week I created a new character and started with the Very underweight trait (+10 points), one of the most negative traits there is along with Obese.
    The thing is... I managed to gain 25+ kgs in 13 days in game without even bothering, and I never ate until full, just until satisfied. It was VERY easy to lose one of the most negative traits, basically free points.
    This happens because the weight system is (and correct me if I'm wrong) based on one variable: calories count.
     
    You gain calories eating, but there's no way to burn them. They will simply decrease over time, but before they can decrease you are already starving and have to eat again, so the calories count goes up again. 
    I know that this can be avoided by eating wild berries and low calories type of food... But even in real life, one person doesn't simply gain +20 kgs in less than two weeks, even if they just eat fast food like McDonalds. 
     
    Maybe if there's a limit that you can gain/lose in one day? You can only gain or lose Xkg per day. (suggested value for X = 1?).
    Or even better, make actions such as running and chopping trees burn calories. 
  14. Like
    ZonaryQuasar got a reaction from trombonaught in Stop the DEPRESSION!!!   
    I disagree, I love the soundtrack and always put my headphones for extra immersion.
    If you want to hear some music, why don't you keep a youtube playlist or spotify and mute the game?
  15. Like
    ZonaryQuasar reacted to Livio Persemprio in Stop the DEPRESSION!!!   
    the theme is dark, the music is fine as it is. the devs made the sandbox mode so nobody should tell you how to play and you can tailor it to your own need. in this case the real solution is just mute the music and play something you like from a playlist. 
    the thing is, when it comes to the standard experience the devs envisioned, someone being able to kill 17k zombies is somewhat of a defeat for the devs. zombies are supposed to be scary, and the new update will do wonders in that regard. you just enjoy the game in a different way, which is fine, nobody can tell you how to have fun, but the official soundtrack will never deviate from the theme the devs have in mind
  16. Like
    ZonaryQuasar got a reaction from Max Dickings in Stop the DEPRESSION!!!   
    I disagree, I love the soundtrack and always put my headphones for extra immersion.
    If you want to hear some music, why don't you keep a youtube playlist or spotify and mute the game?
  17. Like
    ZonaryQuasar got a reaction from JonneKebab.com in Add Guns that add to world building   
    I don't want mean to sound rude, but if anyone want's to play with an extensive list of guns, there's ORGM already for that.
    That's the main reason I never played with that mod... too many guns. 
    For me a game like Project Zomboid doesn't need more than 2-3 types of pistol/revolvers, 2-3 types of shotgun, 2-3 types of automaric rifles and maybe a sniper rifle.
    More than that just complicates things, being number one reason: Not everyone knows about guns and their names and their differences.
  18. Like
    ZonaryQuasar got a reaction from Okamikurainya in IsoZoid Tool   
    It's looking pretty cool!
  19. Like
    ZonaryQuasar reacted to Okamikurainya in IsoZoid Tool   
    Another new version is up. 
    This time with blends and walls.
  20. Like
    ZonaryQuasar reacted to Okamikurainya in IsoZoid Tool   
    ISOZOID

     

     
     
    I struggled immensely with trying to make floor tiles for Project Zomboid, no image editor seemed capable of doing what I needed without warping the texture and breaking the seamlessness of the tile... So I made a tool to cleanly map a 64x64 flat texture to an isometric Zomboid tile (2x variation).
     
    I'm not a great programmer and there isn't really much in the way of a GUI, so you'll have to forgive me in that regard.
     
    Instructions for use:
    Replace the respective input.png of floor, wall or reverse with the texture of your choice and run IsoZoid. IsoZoid will then show you how the conversion turned out. Hit Enter to export the tile to the Output folder, hit Escape to quit. Clicking "Refresh" will reload the texture file.
    Floor textures work best at 64x64.
    Wall textures work best at 64x193
     
    Changelog:
    0.6
    Added "input_floor.png", "input_wall.png" and "input_reverse.png" for each respective type to use. 0.5
    Fixed a minor export bug with exporting flat textures. 0.4
    Fixed minor GUI issues Added a reverse mode for getting flat textures from floor tiles 0.3
    Expanded GUI Added blends for floor tiles Added ability to make wall tiles IsoZoid no longer closes after export. IsoZoid will adapt the texture if the dimensions are incorrect rather than giving you a prompt 0.2
    Spiffed up the GUI Tiles are now exported as transparent PNGs The tool recognizes invalid input tile measurements and will give you a prompt  
    Download:
    IsoZoid 0.6.rar
  21. Like
    ZonaryQuasar reacted to EnigmaGrey in Stop the DEPRESSION!!!   
    Mute the Music.
  22. Like
    ZonaryQuasar got a reaction from Okamikurainya in Stop the DEPRESSION!!!   
    I disagree, I love the soundtrack and always put my headphones for extra immersion.
    If you want to hear some music, why don't you keep a youtube playlist or spotify and mute the game?
  23. Like
    ZonaryQuasar reacted to nasKo in When Dabs Go Wrong   
    Hello all, here’s the latest from the Rotation Mines.
    ANIMATIONS
    The rotationals code is pretty much done, but Zac is now integrating a revamped animation provided by Martin for smooth 180 degree turns – once again using the power of Math(s).
    “The idea is to extract the rotation about the up axis to derive the character’ srotation angle” he explains, to the blog-writers complete non-comprehension. “Without having to go through the expense of Quat->Matrix->Euler conversions, so we deconstruct the quaternion transform to derive the result much faster.”
    Thanks for clearing that up Zac! Well, anyway – here’s a quick vid of where we were last week – when the rotations were working, but had weirdness around 180 degree turns.
    And now, here’s where we are as of this afternoon – with the improvements half-integrated, with a reminder in bold that this isn’t the final product by any measure.
    In this vid the walkToTurn and runToTurn anims still need hooking up, so the mid-stride ones used in this vid don’t look right. Likewise, there’s a one frame back-pedal still in there too, that needs hammering out. It’s getting there though.
    Everything should be looking sexier next week, and the feel of player movement will be less tank-like and far more enjoyable.
    Apologies for not having quite as polished a video as we had hoped this week, but we wanted to show you this at least to show that we’re getting there with it.
    By way of apology please have two bug videos that both show what can happen when rotations go wrong AND hint at the modding potential that Build 41 unlocks.
    Item 1: “The Spooky Float-Shuffle”
    Item 2: “When Dabbing Goes Too Far”
    As mentioned every week for a while now (not everyone reads every blog!) rotational anims are a core thing we need to get into the build before we can do a public IWBUMS test – alongside horde optimization and hooking the new anims up to MP.
    Of these items, rotationals are pretty much in the can once the above is finalised – barring polish once this 180 stuff is fully implemented.
    OTHER STUFF
    While the aforementioned pre-IWBUMS work on the animation systems is underway, other team-members are working on other aspects of the game to get it ready. Other stuff added to the internal build this week includes:
    Blood layer system so clothing closest to wounds get stained with blood first, before progressively making blood marks on the next item of clothing. So a t-shirt gets a blood stain first, before then starting to make a mark on the sweater that covers it. Quick video of this in testing seen here. A big bugbear in the current internal build has been that the player could drop-dead from bleeding from non-consequential areas – like a gash in your feet. Now all injuries have their own bleeding modifier, so a neck wound has far worse bleeding implications than, for example, your leg. Similar to the above, a speed modifier has been added to different body parts – so that injuries on some body parts have a greater impact on your walk and run speeds than others. So, for example, an injury on your upper leg will have less of an impact on speed than one directly on your foot. The character customization screen has been receiving some polish– improving suggested player and profession clothing load-outs, making coloration choices less garish and polishing the idles of the character model that you’re dressing up. A ‘player appearance’ tab has been added to the in-game health/skills panel. Here you will be able to make whatever in-game appearance customisations to your survivor that are available to you – dependent on you having the relevant scissors, combs etc. in your inventory. Disabled roof cutaways and interior furniture loading when you’re moving fast in a car nearby via the new cutaway system – giving a nice frame-rate boost when driving through the built-up areas like central West Point. TRANSLATOR SHOUT-OUT
    As mentioned before, we are still looking for people who would be willing to look over the current state of community translations for Projec Zomboid.
    We have had quite an uptick in Chinese players this year, which is easily one of our more patchy translations – so would especially like to hear from any Chinese-speaking survivors who would be interested in helping out.
    Information is available here on how you can begin contributing for any language.
    Feel free to leave any questions or comments in that thread, and Connall is also always monitoring the #translation discord channel should you prefer to talk on there. Many thanks!
    This week’s troubling scene from Ocha. 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 Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  24. Like
    ZonaryQuasar got a reaction from grammarsalad in Revision of the Weight System   
    Last week I created a new character and started with the Very underweight trait (+10 points), one of the most negative traits there is along with Obese.
    The thing is... I managed to gain 25+ kgs in 13 days in game without even bothering, and I never ate until full, just until satisfied. It was VERY easy to lose one of the most negative traits, basically free points.
    This happens because the weight system is (and correct me if I'm wrong) based on one variable: calories count.
     
    You gain calories eating, but there's no way to burn them. They will simply decrease over time, but before they can decrease you are already starving and have to eat again, so the calories count goes up again. 
    I know that this can be avoided by eating wild berries and low calories type of food... But even in real life, one person doesn't simply gain +20 kgs in less than two weeks, even if they just eat fast food like McDonalds. 
     
    Maybe if there's a limit that you can gain/lose in one day? You can only gain or lose Xkg per day. (suggested value for X = 1?).
    Or even better, make actions such as running and chopping trees burn calories. 
  25. Like
    ZonaryQuasar got a reaction from Tails in Revision of the Weight System   
    Last week I created a new character and started with the Very underweight trait (+10 points), one of the most negative traits there is along with Obese.
    The thing is... I managed to gain 25+ kgs in 13 days in game without even bothering, and I never ate until full, just until satisfied. It was VERY easy to lose one of the most negative traits, basically free points.
    This happens because the weight system is (and correct me if I'm wrong) based on one variable: calories count.
     
    You gain calories eating, but there's no way to burn them. They will simply decrease over time, but before they can decrease you are already starving and have to eat again, so the calories count goes up again. 
    I know that this can be avoided by eating wild berries and low calories type of food... But even in real life, one person doesn't simply gain +20 kgs in less than two weeks, even if they just eat fast food like McDonalds. 
     
    Maybe if there's a limit that you can gain/lose in one day? You can only gain or lose Xkg per day. (suggested value for X = 1?).
    Or even better, make actions such as running and chopping trees burn calories. 
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