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Suomiboi

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Everything posted by Suomiboi

  1. I really like the student and teacher ideas, but I'd maybe make them work with some of the traits/hobbies to avoid adding ten new professions. I'd think that if you choose the student profession you could get a 25% learning boost to all the traits you choose and a negative buff of 25% to all the negative traits and hobbies. (or just the positive, I dunno) Or maybe even add them as traits. A teacher would be the teacher of his/her selected profession and same for the student!? EDIT: just noticed that this was a mod idea suggestion. Nevertheless I like those ideas!
  2. I have to say that I somewhat agree with the speed issue. I made a post about it a while ago, but it seems that many people don't want the speed changed at all. I personally think that there just needs to be slightly more variation and zombie speeds shouldn't be off/on/sprint, where "on" is a constant speed of a zombie, even if it's just walking around. I think that the "sprint" should be much longer and also slightly faster and also gradual. When a zombie gets closer to you it should slowly start gaining speed imo, I think it would increase the feel that it is gaining on its food and would feel more fluent altogether. Why would a zombie slow down after it lunges or gains on you? Aren't they supposed to be basically tireless? And here comes the topic of player speed that was discussed on another topic. It would seem that we're going to get gradual speed (a Mondoid showed gradual speeding up animations) for the player, which I think would be great for balancing this out. I personally also dislike the fact that you can simply walk away from a horde and there's no way that they'll be able to follow you. I think in Max Brooks lore it's stated that what makes zombies so dangerous is not the fact that they're fast, but very durable. They'll walk or shamble after you for miles on end, and when you're tired, that's when they get you. But with these current speeds it simply isn't possible. You'll just walk away and they'll be left in the horizon within a few blocks. Even hordes. And last in my points is just that. Big hordes stop after they lose sight of you. Zombies altogether stop when they find the spot that they last saw you in. That means there would be no chance of wandering hordes in the game as it's presented to the player. Sure we can make scripted events that send mega hordes coming past your base and I'm for that, but it would seem silly when what you're seeing when they come after you is the opposite. They stop and then they start wandering on the spot. They should continue to the direction they were heading without stopping as long as they lose interest or find something more interesting. This would go with the gradual speed. Once they've lost sight of you and gone past the point where they last saw/heard you/anything they'd start to gradually lose interest and stop. unless in hordes. I mean, how do zombies know how to stop at a certain place where they heard a gunshot. It's not like they should have pin point hearing. Also that would in my opinion show or at least hint of intellect which should be a no no. This might be an issue after the zombies have gone out of the loaded range, but still it bothers me that they just drop back and say "Hmm... It was probably nothing." Well at least they don't get back to their post.
  3. The average rainfall in Louisville is about 10cm per day which in a square meter sized barrel would amount to just 1 liter. That's not even enough for a pot of water. Now admittedly I haven't used the rainbarrels in a while, but I remember them collecting a lot more than that... But if we're thinking that we use the water coming down roof tops into those shute thingys, that's a whole different matter. But I think even that should be coded to only work when adjacent to buildings...
  4. I think I remember Binky saying that they'd want to give zombies semi-random items/clothing etc at some point, including profession wear and stuff like that... But it's been over a year from that post so can't say what the current view on that is.
  5. Suomiboi

    New to the Mapping

    This is probably the most common problem with new mappers, make sure you also have the "map_veg.bmp" correctly named with the correct colors (in the pdf) and in the same folder as the "map.bmp".
  6. I just make them smaller if they bother me... But sure, if it's not taking anything away from anyone, I'm all for it.
  7. There's the lua debugger. You can load edited lua files while playing. But you still have to edit the files outside of the game. It won't always work/glitches at times, but it's a very useful tool for testing simple value changes for example.
  8. shooting from second floor is possible, it was added in build 28 but its buggy sometime. Ha! I never noticed. Maybe I haven't played enough or used enough weapons. Is it possible from windows too?
  9. It's been suggested many times to have different elevations, and the devs thought about it at one point when they wanted to go full 3D, but since that wasn't necessary (due to EasyPickin's optimizations) it's unlikely that it's going to happen. It's in the pile called plausible, but unlikely. The shooting from second floor should become a thing at some point if I'm not mistaken. It's been suggested a lot.
  10. Suomiboi

    Trash

    Floor grime or floor overlay. Definitely not floor. Only floor goes to floor.
  11. Clean. It's in a roll, better to throw.
  12. I want to throw toilet paper.
  13. Aye, at the challenge the zombie spawn is handled differently, but in order to export the map files you need a zombie spawn map, only in your case it can be totally black. I'd start getting comfortable with the tools and exporting before trying to make the actual map, because there will be some issues down the line. But room definitions I think are something that you will need, if that's what you mean? They can be found here. If you haven't, I recommend to follow through this tutorial first: http://theindiestone.com/forums/index.php/topic/5075-mapping-guide-v02/ Here's also a small video series on the mapping tools: http://theindiestone.com/forums/index.php/topic/6851-thuztors-mapping-tutorial-videos/ If you get any specific questions on the tools I'll try to pop in to answer, but the exporting process in general is a bit too big to handle in one post.
  14. No worries, that's why I posted the how to. Thanks again!
  15. @Mansini could you please add spoiler tags around long lists in posts: [spoiler] your list here[/spoiler]Thanks
  16. Not sure if you noticed that this is a mod suggestion... The devs have from none to little to say about mods' content.
  17. Suomiboi

    Dreadwood

    The train station looks cool! However I'd test if those stairs work one after another like that. You might have to put a floor piece between them to work.
  18. I usually do the straight/diagonal lines in tiled and have every type of corner as a building.
  19. Send a PM to a mod. They'll move it.
  20. Yep, I haven't had time to test it either, but you could always give that a shot!!
  21. I just cut and paste :/ it's really awkward I agree, and why I asked blindcoder to put Radcliff in pzmaps.
  22. Tiled can't find your textures. You have to point them to it. I can't remember the details, but you should find the answer from the forums by searching "red question marks".
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