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ZonaryQuasar

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  1. pillow
    ZonaryQuasar got a reaction from Bejasc in New Infection Options   
    This was already suggested ( https://theindiestone.com/forums/index.php?/topic/25561-a-new-transmission-option-saliva-only/ )
    Please use the search tool before creating another thread. =)
  2. Like
    ZonaryQuasar reacted to Civillain in Project Zomboid Combat Tutorial!   
    I do! https://www.twitch.tv/civillainous
     
     
    I actually had no idea this setup existed in all honesty! That sounds worth a bonus video!
  3. Like
    ZonaryQuasar got a reaction from Civillain in Project Zomboid Combat Tutorial!   
    Awesome tutorial. You gained one follower!
    Do you have a twitch channel?
  4. Like
    ZonaryQuasar got a reaction from Geras in Small but Important Suggestions Thread   
    1013. Possibility to use Seat belts in cars to prevent broken ribs in a car crash
     
    1014. Possibility to rest inside cars (at the moment you can only sleep)
     
    1015. New item: Thermal bottle. Instead of making a lot of cups of hot coffee, one could simply make a full bottle of coffee and put in a thermal bottle so it doesn't get cold.
  5. Like
    ZonaryQuasar reacted to nasKo in Clipdoid   
    Hello, here’s a latest compilation vid of recent PZ work! Details then follow below…
    While Zac continues to work on the rotational animation system that we’d like finalized and implemented before an IWBUMS release, this week the following has gone into the internal dev build.
    VEHICLE CLIPPING IMPROVEMENTS
    In the last two versions we always had a problem with clipping when it came to characters and zeds standing close to vehicles – now though EP has worked out a way to render vehicle models into the scene the same as character models, thanks to the OpenGL depth buffer.  So the top of the player won’t get cut off in certain orientations, running over zeds looks better and the ‘invisible forcefield’ we had around cars isn’t so necessary.
    CHARACTER CREATION SCREEN
    We’ve started to finalise the character creation screen – working on what’s automatically unlocked for different professions, making the randomize button work, choosing what you can wear from the get-go – and what will be found out on the game map etc.
    CLOTHING DAMAGE / HOLES
    Now when attacked, clothing on both human survivors and zeds will show damage – making that body part more vulnerable on the next attack. So if you are wearing a fireman’s jacket and it takes a bite then it will get a hole in it – and the next hit on your torso will have to take into account the protection of what you’re wearing beneath it. A full helmet might protect the neck, meanwhile, but will slow combat speed – and potentially restrict vision.

    In terms of the clothing, though, the overall condition now lowers every time you get a hole is bitten or ripped into it – meaning that eventually clothing can be torn apart and destroyed.

    This follows into the clothing on zeds when you hit them too – right now it’s basic slash/hole marks on clothes, but in future versions this could easily be shown as deep wounds and bruises.
    SERVER-SIDE SAVING
    Yuri’s work to bind the save system to a server-side database has been merged into the main test build after a successful bout of testing – this means no more lost cars via irl power outages and unconventional game exits.
    SIMS-STYLE CUTAWAYS ON PLAYER-MADE BUILDINGS
    ChrisW is partway through his work on making his cool cutaways work with homes and extensions created by players. We’re so excited about this that we’ve sourced both screens and a video about it – though please consider it WIP as Chris is still deep inside the code.
    This week’s under construction forest fortress from Grumpy. 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!
  6. Like
    ZonaryQuasar reacted to Okamikurainya in Small but Important Suggestions Thread   
    1034: Windchill moodle when driving with no windshield.
  7. Like
    ZonaryQuasar reacted to Okamikurainya in Stressed Out Efforts   
    Failing a task should increase your character's stress by a small amount.
     
    Can't get that car part out? See the 100% brake dropping below 50% as you try to attach it, despite there being a 65% success rate? I know I was getting stressed.

    I imagine this would have more ramifications when the NPCs are added, but it could still have an impact now.
  8. Like
    ZonaryQuasar got a reaction from Bejasc in Small but Important Suggestions Thread   
    1013. Possibility to use Seat belts in cars to prevent broken ribs in a car crash
     
    1014. Possibility to rest inside cars (at the moment you can only sleep)
     
    1015. New item: Thermal bottle. Instead of making a lot of cups of hot coffee, one could simply make a full bottle of coffee and put in a thermal bottle so it doesn't get cold.
  9. Like
    ZonaryQuasar reacted to Berries in Small but Important Suggestions Thread   
    1024.
     
    The particle system (and other eye candy stuff)
     
    With Zomboid having a particle system in build 42 I'm suggesting some neat small stuff that can be done with it.
    (Or without, I have no clue what actually requires a particle system and what not.)
     
    1024.1.
     
    Footprints in the snow. Self-explanatory really. Could provide a PVP advantage. Perhaps the <redacted> could track your base by using the footprints as well! Not sure how performance-intensive this whole mechanic would be though.
     
    1024.2
     
    Bloody footprints. Same as above; activates when walking over a large pool of blood.
     
    1024.3 
     
    Water dripping down roofs/gutters after & while rain. In winter there could be little icicles hanging down the roofs/gutters. Pointless eye candy, but eye candy nonetheless!
     
    1024.4 
     
    Vehicle tire marks while drifting or taking sharp turns.
     
    1024.5
     
    Bloody tire marks. Same(ish) as above; activates when driving over a large pool of blood. (Or corpses)
     
    1024.6
     
    Smoke coming out of vehicle tailpipes.
     
    1024.7
     
    When driving over dirt/sand/grass, there should be a small effect that shows the tyres kicking up some of the dirt/sand/grass. The effect should be small/non-existent for offroad capable vehicles. Non-offroad capable vehicles produce a bigger effect, as they're struggling to move forward.
     
    1024.8
     
    Driving right next to a wall and scraping your car at it should show an effect of sorts. Should have a nice annoying sound effect to accommodate it.
     
    1024.9 
     
    Rain droplets banging against house/car windows. Should have a nice sound effect to accommodate it.
     
    1024.10
     
    When walking/driving over (upcoming) puddles, water should splash under the characters/vehicles feet/tyres. Should have a nice sound effect to accommodate it. 

     
    Other stuff

     
    1025. 
     
    Windscreen wipers. When raining, you should be able to use your cars windscreen wipers to get rid of the rain on your windshield. Not having any windscreen wipers or forgetting to use them will decrease vision depending on rain intensity. Should have a nice sound effect to accommodate it.
     
    1026.
     
    Freezing windshields & windows. In winter, your vehicles windshield & other windows may freeze, blocking your vision inside of the vehicle for a while. This can be prevented by using a anti-frost car cover before leaving the vehicle for a longer period of time; keeping the car in a garage or using a ice scraper to get the frost off your windshields & other windows.
     
    1027.
     
    Vehicle reverse lights. For some reason they don't light up in the game yet.
     
    1028.
     
    Using the vehicle AC should make a "blow" sound effect.
     
    1029.
     
    Dirt/blood accumilating on vehicles. Quite simple, depending on the way you drive dirt/blood starts accumilating on your vehicle. Purely cosmetic, should be cleanable. (Maybe make the car wash in the game usable?)
     
    1030.
     
    Fuel-filler caps. The current vehicle models don't have those for some reason, making it difficult to know which side should face the fuel dispensers.
     
    1031.
     
    Vehicle indicators. Left, right & hazard. Absolutely no use whatsoever, but still appreciated!
     
    1032.
     
    Winter & Summer tyres for vehicles. You'll have to switch between winter & summer tyres once said season(s) start. If you don't have the appropriate tyres for the current season, you should experience handling debuffs.
     
    1033.
     
    Transmission difficulty. Similar to reload difficulty, transmission difficulty will determine how easy/hard it is to shift gears in a vehicle.
     
    Easy - Everything's an automatic
     
    Normal - Automatics and Manuals; newer and more expensive vehicles tend to be automatic, cheaper and older ones manual. 
    Press <key of choice> to shift gears up and <key of choice> to shift gears down in a manual.
     
    Hard - Same as above, except now you'll have to press down the clutch to shift gears on a manual. On an automatic you'll have to switch between reverse, park & drive. 
     
     
     
  10. Like
    ZonaryQuasar reacted to Darkmark8910 in Medium Suggestion: Distillery System   
    Kentucky as a state is known for bourbon; Kentuckians claim bourbon as their own, usually citing Elijah Craig as their inspiration.  Heaven Hills is based out of Louisville and has been since the 1910s, and they make many well-known brands of whisky (like Evan Williams, see others at https://www.heavenhill.com/history.php --- must be 21+ to view). 

    So while Louisville might be a long ways' away, including the liquor manufacturing for the inevitable whisky companies in Louisville doesn't have to be! 

    Perhaps for a longer-term feature, we could work on a distilling method for liquor, perhaps something like this:

    1. Build a rain barrel. 
    2. Put milled (IE processed) grains into it; using corn would work
    3. Put hot water in the barrel
    4. Put yeast (yes, cooking yeast) into it
    5. Put into a fermenter (basically a big steel barrel), keep it temp-controlled, and wait 3 days (7 if no electricity for temp-control), occasionally "watering" it with cold water. Congrats, you made beer!
    6. Continue toward whisky. Build or find a column still. Building a still would require cooking and metalworking skill.  Distilling takes a few hours, so setting this up like a kitchen stove item (with an on/off button and a place to put the fermented beer) might not be a bad idea. Congrats, you made icky-tasting whisky! 
    7. Build a cask to store well. Perhaps you could even re-use the rain barrel from #1. Carpentry skill dictates how good the barrel is; if you build a bad barrel, you may lose some of the liquor. 
    8. Let it age if you're inclined. Congrats, you made better whisky! 

    In-game reasons for this:
     
    Long-term, non-spoilable happiness item-making Long-term manufacturing of disinfectant An alternative to jarring for food storage  A long-term way to get wasted & make bad PZ survivor decisions Later down the line, for a Louisville bourbon distillery and NPC item-trading as a commodity   
    Downsides: 
     
    If it's made too detailed, it could be confusing Outside of roleplayers, not many players would get wasted on purpose  
    Anybody in this forum made their own liquor before? What may I be missing? 

    P.S. Maybe you could even convince Indiestone management you need to tour a local whisky manufacturer and/or try to make your own Indiestone whisky for research purposes....

    Sources w/ pictures & charts: https://blog.distiller.com/making-whiskey-mash-bill/ https://blog.distiller.com/whiskey-deconstructed-distillation/ http://www.ispirits.com.au/wawcs0148057/faqs.html https://www.whisky.com/information/knowledge/production/overview/how-bourbon-whiskey-is-made/bourbon-distillation.html 
     
  11. Like
    ZonaryQuasar got a reaction from Okamikurainya in Small but Important Suggestions Thread   
    1013. Possibility to use Seat belts in cars to prevent broken ribs in a car crash
     
    1014. Possibility to rest inside cars (at the moment you can only sleep)
     
    1015. New item: Thermal bottle. Instead of making a lot of cups of hot coffee, one could simply make a full bottle of coffee and put in a thermal bottle so it doesn't get cold.
  12. Like
    ZonaryQuasar reacted to OLd gRiFF in Small but Important Suggestions Thread   
    1019. Randomly locked rooms in houses. It would give more use to the house keys. 
  13. Like
    ZonaryQuasar reacted to MrTrololo in Car trailer   
    can be attached to car if trailer is near of it and both are placed properly ,increased capacity,weight and fuel consumption,decreased top speed and acceleration,characters would be able to take seat in trailer,it can detach if you perform wrong reversing
  14. Like
    ZonaryQuasar reacted to nickodemos in A new "Transmission" option: Saliva only   
    I have always wondered about this myself. With the new combat system coming up this would be a nice addition.
  15. Like
    ZonaryQuasar reacted to lemmy101 in A new "Transmission" option: Saliva only   
    It'll be on the list
  16. Like
    ZonaryQuasar reacted to RingoD123 in Minor Suggestion: add arrows on road near sharp 90-degree turns on highway   
    We like this idea and I will start the process of getting this in game after I ask Mash to make some arrow overlays for the road. My thought is a 90deg left and 90deg right arrow for each of the 4 directions along with a 90deg Left+Right for T-Junctions.
    My thinking is placing these about 10-15 tiles from the turn/junction itself on straight long roads.
  17. Like
    ZonaryQuasar reacted to Darkmark8910 in Terrible Suggestion: add in a Spiffo's Cheesy Puff Chicken Sandwich   
    B/c if you haven't heard of KFC's new Cheetos Chicken Sandwich, it's actually based on something of a rural tradition. You take chicken tenders and use cheese puffs in the breading of it.  It's also aggressively American and aggressively rural Kentucky, so fits the lore; Kentucky Fried Chicken came out with it after all! A more traditional example (that might've existed in 1980s Kentucky) is below. 


     
  18. Like
    ZonaryQuasar reacted to Connall in TranslationZed - A Project Zomboid Translation Tool v0.9   
    I will be looking into implementing it.
  19. Like
    ZonaryQuasar got a reaction from grammarsalad in *del*   
    While I love micromanage things and liked the idea, I don't know if it fits the vision the developers want for the game, but maybe this is a great idea for a mod. I think that right now there's only a mod for defecation. I would love more Sims mechanics to Zomboid, so a full higyne mod would be awesome (defecation + urination + having to wash your clothes weekly + taking bath/brushing your teeth ). Oh look, here comes the Goth family for a night snack! 
  20. 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.
  21. Like
    ZonaryQuasar reacted to Connall in TranslationZed - A Project Zomboid Translation Tool v0.9   
    Fixed in 0.4 available here: https://github.com/TheIndieStone/ProjectZomboidTranslations/releases/tag/0.4
     
    It should fix the issue, you should delete the cache file in your languages translation folder since it might cause strings to be marked as modified when they have not been.
  22. Like
    ZonaryQuasar reacted to turkler in Cars should behave more like cars   
    Well, I'm just gonna get to the point.
     
    Currently in Zomboid, if a car is not accelerating, then it's shifted into neutral. The problem is that this happens no matter how fast you're actually going. Now, you might say that this is the most fuel efficient way, and it might be, but here's the thing;
     
    Literally no one drives like that.
    And there's a really good reason for that, in Zomboid you can upshift/downshift instantly, but in real life it takes about half a second for that gear to kick in.
    The thing is that this is completely  unrealistic, and you only hear the engine idle if you're going 120 but stopped accelerating, which is a massive immersion-breaker.
     
    So, what should happen is:
    -If you're accelerating, you should upshift as you get faster.
    -If you stop accelerating, the car should still roll with the speed it already has, but it should stay on the gear it correlates to, and should only downshift when it becomes slow enough to actually downshift.
    -A car should only shift to neutral when it's completely still.
     
    Now, there are a couple ways of actually fixing it.
    You could, of course, implement is as-is, but I'd very much love a manual shifting option, just like how we have hardcore reloading, we should also have hardcore driving.
     
    And on the topic of vehicles, can we please smooth out some of the roads? I mean, I understand making tens of tiles for highways to actually look good while still having markers and everything, but can we at least have 45 degree turns, and not 90 degree turns that I end up crashing at every time? It's genuinely hard to drive in most highways because you both need to speed,  but if the road decides it's gonna turn, then you're probably gonna crash at that speed and die. 
     
     
    oh also the jeep model is horrible
  23. Like
    ZonaryQuasar reacted to lemmy101 in Reloaded   
    I'd say putting aside anything catastrophic popping up, definitely this year.
  24. Like
    ZonaryQuasar reacted to lemmy101 in Reloaded   
    oh, apologies. We were under the impression people wanted us to delay it as long as we possibly could.  we've obviously been trying to get it out there as soon as possible. We also said upfront before this build it's a massive rewrite of the entire game and will take a long time. People keep using this 'lose interest' like some kind of warning. If people are impatient and annoyed, we'd MUCH prefer them to lose interest, and then find interest at some point in future when they find out its out. Interest in the form of being annoyed and complaining the build isn't out yet is of no benefit to us whatsoever, there are plenty of other games in the meantime to sink your teeth into.
     
    As said in the thursdoid, we're down to our last 'big thing that needs to go in', while nothing is certain the dates you said are perfectly plausable for IWBUMs, its certainly nowhere near another year.
  25. Like
    ZonaryQuasar got a reaction from trombonaught in Reloaded   
    Particularly I prefer they take all the time they need instead of releasing a version full of bugs just like all the other game developer companies does.
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