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ZonaryQuasar

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  1. 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.
  2. Like
    ZonaryQuasar got a reaction from Connall in TranslationZed - A Project Zomboid Translation Tool v0.9   
    What I suggest:
     
    A Search bar. Select... where Key or Value (depending what dropdown item is selected) like `%SearchString%`.
    This would make things much easier to check inconsistencias of items between files.
     
    EDIT: and preferably make the list auto-refresh at each keypress
     

  3. Like
    ZonaryQuasar got a reaction from Connall in TranslationZed - A Project Zomboid Translation Tool v0.9   
    When the tool is loading and binding the key/value table, it's ignoring initial and last whitespaces (like it is using Trim)
     
    Example:
     ContextMenu_From_Ingredient = "de ",
    ContextMenu_EvolvedRecipe_Spice = " como Tempero",
     
    Then I save and exit the tool. When I open the tool again, it's only "de". So I have to everytime remember the values that needs a space in the end and fixing it, to prevent this:


     
  4. Like
    ZonaryQuasar reacted to Greybear in E-window-hopping problems   
    So - normally when a window is still in its frame, you need to hold E in order to jump through. This changes when the window is broken, to simply just needing to press E. This causes a lot of problems for me, as it can be very hard to spot whenever a window is broken, and I sometimes press E to try and open a window, but instead ending up jumping through a broken window, cutting myself to shreds in the process. This is also a big problem when I try to open doors to close to broken windows. I would really prefer if broken windows would require you to hold E before vaulting, right now using E is simply too risky...
     
    Also, thanks for making a great game. The attention to detail and the rigorous implementation shows both talent and heart in the development team. Kodus from a very impressed game designer. Keep doing what your doing .
  5. Like
    ZonaryQuasar got a reaction from grammarsalad in "Soft Landing"   
    Would be an interesting use to the hay piles you found on most barns.
  6. Like
    ZonaryQuasar reacted to Iamnotasurvivor in *del*   
    *del*
  7. Like
    ZonaryQuasar reacted to Iamnotasurvivor in *del*   
    *del*
  8. Like
    ZonaryQuasar reacted to Fritz in Younger & Older Characters   
    With the animations update coming, the models of characters are being overhauled and with this comes many more possibilities for modding. For people who play RP servers for example some of us play older characters or teenage characters and yet the models of the default characters generally don't seem to be able to reflect this, rather being more suited toward the default 27 year old character the info button denotes. So will it be possible to mod such types of characters into the game, and have them be selectable?
     
    It would probably be a lot of work as they would need their own animations, and maybe their own accompanying traits .(e.g - old people get weakness/lower strength, reduced stamina, unfit etc. as a tradeoff, and maybe the benefit being something like an 'experienced,' multiplier that adds up onto all your skills, or maybe only the occupational ones)
     
    Perhaps the menu would look something like this? 

     
    I'm no modder so I don't know what the inner workings of how to do this stuff is like, but it'd be awesome to have.
  9. Like
    ZonaryQuasar reacted to Connall in TranslationZed - A Project Zomboid Translation Tool v0.9   
    I'm not super familiar with the GitHub web interface, however the first option merges it to master in your fork. The second option would create a new branch in your fork and make a pull request to get merged into your forks master. Nothing you do from a fork can make it's way to TheIndieStone repository, without creating a pull request specifically for that repo and even then any changes would need to be approved by me, so not like it's going to slip in there by accident. So experiment to your hearts content.
  10. Like
    ZonaryQuasar reacted to Connall in TranslationZed - A Project Zomboid Translation Tool v0.9   
    For a bit, I have been working on a tool to try and make Translating Project Zomboid a little bit easier. The tool provides a couple of conveniences that users may find quite nice.
     
    1. A Visual String Editor
     
    The tool parses through all files that are in a "key = value" format (this means that location description files are not supported at this time) then sorts them into tables that can be edited by the user. It also checks the English files for what the current state of translations are and shows what strings have been added (green) and removed (red). After one use of the tool, a cache file is created in the language folder, which will then keep track of when English files have been modified and will show what strings have been modified (orange/yellow). Hovering over strings will allow you to see what the original version of the string was and what the updated version is, so you can decide whether it's necessary to update those translations.
     
    2. Consistent Character Encodings
     
    One problem that comes up surprisingly often is translation files having their character encodings changed when users saved files. This can cause problems with how languages would get rendered in game, or create problems for other translators down the road. As such this program makes sure that each language is using a consistent character encoding that will work in the game. These can be overridden should the user choose, if you believe they are in error.
     
    3. Item and Recipe Translation File Generator
     
    Items are ever changing, however there is no English file with item names and in fact, they are derived from the scripts in which the items are declared (this will be changing soon) as such it is often required for myself to generate a file with all the names so that users can see if there's any difference. I have now taken it out of my hands (partially at least) and have created a part of the tool that allows you to create translation files for recipes and item names quickly and easily so you can fix these problems yourself.
     
    4. Unified Editor & Publisher (Coming Soon)
     
    The aim of the tool is also to allow users to edit translation files but also be able to publish these changes to the Translation repository where are translations are held. This negating the need for a Git tool, or to even completely understand how git tools work, since it is one of the biggest roadblocks for people contributing. I was going to release this with this version originally, but have chosen instead to hold off. Purely because I want this to be right and used correctly from the get go, rather than changes coming in later on and causing issues.
     
    If you're interested in try the tool out and providing feedback, you can find it over here: https://github.com/TheIndieStone/ProjectZomboidTranslations/releases
     
    Translation files here: https://github.com/TheIndieStone/ProjectZomboidTranslations
     
    TranslationZed User Guide: https://github.com/TheIndieStone/ProjectZomboidTranslations/wiki/TranslationZed-User-Guide
  11. Like
    ZonaryQuasar got a reaction from grammarsalad in Alarms(or at least some of them) should not trigger on instantly   
    Agreed. This, combined with my other suggestion (being able to shut off alarm with high Electric skill) would make things very interesting! But also the alarm hearing range should be wider, and last longer, or it will be too easy.
  12. Like
    ZonaryQuasar got a reaction from grammarsalad in New type of spear   
    The idea would be a metal spear, right? So why the branch? I think the metal bar, scrap metal and the propane torch/welding rods/welding mask would be enough to craft one. 
  13. Like
    ZonaryQuasar reacted to MrTrololo in Warning signs about zeds inside buildings   
    warnings about buildings and places infested by zombies written on walls and fences with paint and/or blood written by some peoples before they died
    here's few examples:
    -"they are here"
    -"beware of the dead"
    -"dead inside"
    that signs would appear randomly on maps in places filled with zeds,just like houses barricaded not by players
  14. Like
    ZonaryQuasar got a reaction from MrTrololo in New type of spear   
    The idea would be a metal spear, right? So why the branch? I think the metal bar, scrap metal and the propane torch/welding rods/welding mask would be enough to craft one. 
  15. Like
    ZonaryQuasar reacted to Blue001 in Expanding the Sandbox Options   
    Suggestion Description : Additional Options in the Sandbox setup menu to provide more varied game-play to those who want it.
     
    Suggestion Reasoning : How you choose to play says a lot about you as a player... and then there are people who create lets plays of self made challenges.
    The best way to enhance play for everyone who uses the sandbox mode is to expand on the options available to them for more variety and interesting game-play variants.
     
    Suggested Additions Sorted By Sandbox Category Sections
     
    Population -
    Zombie Distribution should be split into the following multiple options to allow for more varied zombie spread.
    Urban - very high, high, normal, low, very low, random
    Rural - very high, high, normal, low, very low, random
    Wilderness - very high, high, normal, low, very low, random

     
    World
    Change Power and Electric Shutoff options from drop downs to text input and allow range (#-#) inputs to allow for random day ranges. So 5-10 would have water shutting off between 5 and 10 days, 0-100 could happen at any time from day 1 to day 100. And allow single number non-ranges to set an exact date for shutoffs.
     
    Nature
    Add the following weather options. Multiple weathers set to 100 percent will just have then cycle per day. Weather will still only occur in the correct season.
    Chance of Fog - 0-100
    Chance Of Rain - 0-100
    Chance of Thunderstorm - 0-100
    Chance of Snow - 0-100

    Sadistic AI Director -
    Helicopter, Meta and Sleeping Events should all add a "rare" option for in between the sometimes and never options.
     
    Loot Rarity -
    Add a new section for - 'Recipe Books' , so you can have books that teach you something be more rare, but still allow basic books that help with boredom be found commonly.
    Add new section for Tools
    Add new section for Clothes
    Add new section for Meds

    Character
    Add dropdown options for...
    Starting Hunger - Starving, Hungry, Sated, Full, Random
    Starting Thirst - Dehydrated, Parched, Sated, Hydrated, Random
    Starting Health - Almost Dead, Low, Medium, High, Full, Random
    Starting Wounds - Lots, Many, Some, A Few, None, Random
    Starting Wounds Type Allowed Checkboxes for, Bleeding, Scratched, Bandaged, Burned, Dirty Bandage
    Starting Panic - Insane, Terrified, Scared, Panicked, Fin, Random
    Starting Tiredness - Walking Dead, Extremely Tired, Tired, Drowsy, Fine, Random
    Add a Start Drunk Checkbox
    Add a Re-spawn Rules Drop down. Will contain the follow options.
    Hardcore - World is reset completely on your death. New Survivor - Re-spawn somewhere in same world as a new survivor and be able to return to your old base. Re-spawn - Player re-spawns at the last bed they slept. All of their gear is on their corpse but they retain all of their skills/recipes. Re-spawn (Penalty) - Same as re-spawn but player can not gain xp for one full game day.
     
    Zombie Lore
    Separate Cognition into multiple options.
    Zombies Open Doors (Per Zombie) - Very Rarely, Rarely, Sometimes, Always, Never
    Zombies Navigation Intelligence - Verly low, Low, Normal, High, Super Smart
    New setting for Chance of Zombies spawning in "crawler" state - Very Low, Low, Never.

    Add a "New Zombie Lore Modifiers" section. Section allowing for changes to Zombie lore based on environmental effects. These of course will not allow such settings to go over a hard cap so that even with multipliers they don't move at paces the engine can't handle, or make super hearing zombies that always know where you are, etc.

    Base Zombie Speed
    Base Zombie Sight
    Base Zombie Hearing
    Base Zombie Smell

    Night Multipliers
    Zombie Speed at Night - Multiplier
    Zombie Sight at Night - Multiplier
    Zombie Smell at Night - Multiplier
    Zombie Hearing at Night - Multiplier

    Day Multipliers
    Zombie Hearing at Day - Multiplier
    Zombie Speed at Day - Multiplier
    Zombie Smell at Day - Multiplier
    Zombie Sight at Day - Multiplier

    Weather Multipliers
    Zombie Speed in Rain - Multiplier
    Zombie Hearing in Rain - Multiplier
    Zombie Sight in Rain - Multiplier
    Zombie Smell in Rain - Multiplier

    Zombie Speed in Fog - Multiplier
    Zombie Hearing in Fog - Multiplier
    Zombie Sight in Fog - Multiplier
    Zombie Smell in Fog - Multiplier

    Zombie Speed In Thunder Storms - Multiplier
    Zombie Hearing In Thunder Storms - Multiplier
    Zombie Sight In Thunder Storms - Multiplier
    Zombie Smell In Thunder Storms - Multiplier

    Zombie Smell in Snowstorm - Multiplier
    Zombie Speed in Snowstorm - Multiplier
    Zombie Hearing in Snowstorm - Multiplier
    Zombie Sight in Snowstorm - Multiplier

    Time Passed Multipliers
    Every X Hours Passed add 0.01 to Zombie Speed Multiplier - Default 0 = off
    Subtract instead of add speed checkbox
    Every X Hours Passed to add 0.01 to Zombie Sight Multiplier - Default 0 = off
    Subtract instead of add sight checkbox
    Every X Hours Passed to add 0.01 to Zombie Hearing Multiplier - Default 0 = off
    Subtract instead of add hearing checkbox
    Every X Hours Passed add 0.01 to Zombie Smell Multiplier - Default 0 = off
    Subtract instead of add smell checkbox

    Zombie Reactions to Environment
    Zombies Find Shelter In Rain Checkbox
    Zombies Find Shelter In Sunlight Checkbox
    Zombies Find Shelter In Fog Checkbox
    Zombies Find Shelter in Snow
     
    Advanced Zombies Options
    Zombie Corpse Re-spawn Multiplier (Increases or decreases the chance of zombies to be spawned in the area based on the number of zombie corpses around. IE they are attracted to the scent of bodies.)
     
     
     
     
    So what do you think? Add your own to this thread!!!
  16. Like
    ZonaryQuasar reacted to providence1111 in Adjustments to Skill Progression, XP, etc.   
    There is a lot I like about the book system.  It makes books a valuable resource you have to search for, the drawback though is book reading is critical to skill building and it is about the most boring part of the game.  I don't dislike it takes time, since time is a resource attached to zombie migration, hunger, boredom, etc.  How I would change how books work would be to simply make it work similar to sleeping, just with a built in mechanic that would pull you out of the timelapse if a moodle became severe (i.e. you won't read if staving to death, very sick, having a panic attack, etc.) or a zombie was spotted or banging on your house somewhere.  You could choose how long to read in hour increments and it would timelapse for you.
     
     
    Another angle that could add more variety to skill progression would be to have static locations contain an XP bonus.  For instance, a hardware store or a rural warehouse contain a special workbench and that is the only way to get a high carpentry XP bonus,  Maybe an electronics store had a maintenance bench in the back for electronics.  An automotive shop for leveling mechanics, shooting range for guns, etc. etc.  The idea of having these XP bonuses would be that they would be worth the time to frequently visit, but given they are static locations scattered through out each town, it would require you to traverse the town to revisit them.  Also to add more complexity, you are required to supply specific materials for each skill building task, electronics parts, wood, ammo, etc. this way you are driven to gather supplies to level these skills up, another reason to explore the map and loot more.   
     
      
     
     
     
     
     
  17. Like
    ZonaryQuasar reacted to nickodemos in Adjustments to Skill Progression, XP, etc.   
    Interesting idea. I would say that your system has some merit but if it was implemented maybe only for levels after five. This way you have a grasp of things but to expand into higher learning you need the shops.
  18. Like
    ZonaryQuasar reacted to DemolitionDerby in Hydrocraft Mod   
    Hey,
     
    It is pretty straightforward in MP as you just need to change a setting and it will be taken into consideration when starting the server.
     
    Also, the game has a setting where "only containers with less than X amount of items" will be re spawned when spawning loot so your own containers are safe as long as they have more items that what the setting is configured for.
     
    This setting is "LootRespawn = 4," (Can be found in SanboxVars) where the container has to have 4 items or less and it will spawn again.
     
    Other settings is "HoursForLootRespawn=0" in the "Server Settings INI", pretty self explanatory.
     
    Single Player seems to be "more complicated" in the way that you have to "create a new game" with the settings you want and overwrite your old game settings with the new settings as I don't think it can be modified directly (anyone correct me if I am wrong).
     
    I did find a thread on Steam linking to another Reddit topic which seems to be addressing this exact thing so you will most likely find what you are looking for here;
     
    https://steamcommunity.com/app/108600/discussions/0/3160848559788912153/
  19. Like
    ZonaryQuasar got a reaction from Thyranim in Fuse Box in Buildings with Alarms - High Electric skill can stop alarms   
    A new gameplay mechanic: A fuse box (in the back or randomly located to be more difficult?) present in houses and other builduings with alarms, so a character with high electric skill (10? 8? 6? I don't know what could be considered "high" for this) could disable the alarm.  Of course this makes things easier, so to compensate , double or triple the time that the alarm rings to make it viable spent all that time learning a high electric skill.
  20. Pie
    ZonaryQuasar got a reaction from Trojan_Turps in More Math(s)   
    Awesome!!! I can't wait!
    Just one minor detail, I think that the pistol sound is too loud for the outside, it gives this feeling of echo that the sound makes when you're indoors. It would be possible to have a different sound when you shoot outdoors (without the echo)? 
  21. Like
    ZonaryQuasar got a reaction from Magic Mark in More Math(s)   
    Awesome!!! I can't wait!
    Just one minor detail, I think that the pistol sound is too loud for the outside, it gives this feeling of echo that the sound makes when you're indoors. It would be possible to have a different sound when you shoot outdoors (without the echo)? 
  22. Like
    ZonaryQuasar reacted to nasKo in More Math(s)   
    A very happy 4th of July to our survivors in the US!
    The grand plan was to have a slick new vid for you today showing, amongst other things, the fixed-up anim-masking issue with the hovering props that we discussed last week.
    Good news: it’s been fixed up as Zac has been back at the math(s)…
    Bad news: it sadly came in too late for us to have time to do a bells/whistles video of all latest progress for today’s blog and a new Spiffo’s Round Up over on Steam.
    (BUT OH WAIT – TURNS OUT A LAST MINUTE SURPRISE VIDEO WAS POSSIBLE! ENJOY! -ed)
     
    So, here’s a still image to show it’s working at least! And sorry it’s going to be a boring blog today!
    Elsewhere it’s been a really productive week on the internal Build 41 anims beta, but almost all of it in the form of fixes, balance and general improvement. The changelist is lengthy, but the content of it rather dull for anyone outside the coding team.
    Something cool that’s been added is craftable spears and spear attacks, but elsewhere it’s been loads of more minor tasks covering the new cutaway system, pathfinding, footstep sounds, noisy dead zeds, indoor puddles, fixing the issues with radios that are currently in the public build, clipping, tree-chopping, bread knives, strafing, sprinting, turning circles, bite react anims, colour adjustments etc etc.
    This is the way it’ll be for a few weeks now while we wait for Zac to drop in the rotational blends and MP work that we need before we IWBUMS – and (aside from the next one) you’ll see less and less ‘new stuff’ being shown in vids, and more and more general internal tester gameplay.
    So apologies for the dulldoid – but there should be a tasty new vid fairly imminently to make up for it, now that Zac’s math(s) have come in once more to save the day.
    Our thanks to everyone who left a review for us this past week, but most especially this survivor who goes into painstaking detail over how he very nearly shit himself (actually physically shit himself) while playing. Cheers all!
    This week’s foggy meeting from [PAX]McMiller. 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!
  23. Like
    ZonaryQuasar reacted to Geras in Small but Important Suggestions Thread   
    9. Make it so heavy stuff which is drainable (bag of coal, spray can, paint, water bottles, bag of cement etc.) changes weight accordingly with 'uses left' bar, so a bag of coal which has 1 use left will not weight 8.0 or a bottle of water with one sip left will not weight 0.8. You get the idea.
    10. Make it so used drainable stuff consolidate with one another, for example 2 bags of coal with half of uses left will make full bag of coal (it might be a bit awkward with painkillers, though, as they are in blisters... or propane tanks). Also usefull with cans of paint of the same colour. Blindcoder did a mod for that.
    11. Make it so we can pour gas from one canister to another. Or make them consolidate, but keep the gas can.
    12. Make it so existing walls can be painted/plastered.
    12a. Make plastering/painting change the appearance only of 1 side of a wall so we can choose inside and outside colours separately.
    13. Make it so you can equip a bag from your hand directly to your back and directly from your back to your hand (we need to unequip and equip again atm).
    13a. Same thing as above but for 2 handed weapons that are equipped in one hand and we would like to equip it in both hands. Or the other way round.
    14. Make it so we can put garbage bags into rubbish bins and metal barrels to create a water collector. Or just clean said containers thoroughly with bleach and use as water collectors without bags.
    15. Make it so we can pour fresh water into existing box, barrel, and other collectors for indoor storage.
    16. Make it so we can empty a collector from water (to move collectors). TBH I'm not sure if this is implemented already or not. (not my idea)
    17. Make it so we can use seeds as bird/squirrel/rodent bait in traps (not my idea).
    18. Make it so we can open doors and windows with a crowbar (penalty for that would be noise). (We can't do that now, can we?)
    19. Make it so we can break the glass in openable windows and then open the window to climb through it without injuries and without the need to clear the broken glass.
    20. Make it so we can break glass in doors with glass to open the door.
    21. Make it so we can choose the fill for our shelves and book cases and what not. Guns on a bookshelf certainly don't look like books  Though, that would require some of Mash's magic.
    22. Propane tank bomb.
    23. Make it so we can move entire doors without breaking them (door must be unlocked and it would require a screwdriver or other tools).
    24. Give mailboxes a small inventory where magazines and newspapers would spawn.
    25. Make it possible to power a gas station fuel pump with a generator (there is a mod for that already).
    26. Make it so street lights are not on 24/7 and make some of them flicker/don't turn on at evening/night.
    27. A button to toggle visibility of entire outsides of buildings, street lamps etc. (so upper floors don't disappear when you get close).
    28. Make traffic lights animated when power is on (low priority :))
    29. Make an option in game settings for a character to automatically turn the lights in a room on upon entering and off upon leaving.
    30. Make metal bar and metal pipe weapons.
    31. Make it so chainlink fence doors do not leave planks when destroyed (wire maybe? metal pipes/bars?).
    32. Make it so it does not snow nor rain in MU underground and metal hangars.
    33. Make it so those entire-wall-section-tall windows can be just walked through when glass is broken (so no need to press "e" to jump over imaginary ledge).
    33a. Make it so it takes more planks to barricade said windows (would require new art, I think).
    34. Create new art for barricading wide windows (we put nails into glass atm).
    34a. Make it so when you break double window it breaks in the other section as well (would require new art, I think).
     
     
     
  24. Like
    ZonaryQuasar reacted to Keshash in Small but Important Suggestions Thread   
    Also,
     
    6. It'd be nice to have some loot drop from destroyed walls, similar to doors.
  25. Like
    ZonaryQuasar reacted to Burger_Time in Small but Important Suggestions Thread   
    957. Different way to heal faster — rest. 
     
    Maybe instead of eating lots of food, we should rest more in order to make our health restore faster?
     
    958. Make overeating a bad thing.
     
    IRL, overeating is bad thing. So why is it good here?
    Maybe it should make your character, ahem, puke if you run, make healing a bit slower due to organism spending more time digesting food rather than healing wounds and some other things, however, it will make your character happier especially if he was hungry before.
     
    959. Analog/mechanic watches.
     
    A much more common type of watch than a digital one. Should be a bit heavier, not show temperature and maybe even have their own interface.
     
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