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Suomiboi

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Posts posted by Suomiboi

  1. Coool!

    The first thing that came to mind when reading these, is a slight lack of personality with the speaker. Of course this is to be expected in the first versions, but I hope there are plans on continuing development on that route. I think phares like "God help them" and the example of "Idiot Brian" seemed to go into a more personalized direction which is great. 

    All the best on your work! Still loving the game and been reading every update and tidbit since 2014.

  2. I got chills seeing Kate and Baldspot. Really happy about this news!

     

    Thanks for all the hard work through the years TIS! I really need to buy this game another time with a more proper price now. I've got almost 1000hrs spent into Zomboid (in steam alone, not counting the time before)! Still a huge fan and I really appreciate the tenacity of you guys.

  3. Great news on the sound department!

     

    As someone who's now worked in the music side of sound industry for a few years, I've been waiting for a sound "overhaul" for pz. I was thinking about starting a mod project for it, but this is awesome news!

  4. On 6/7/2019 at 3:00 PM, lemmy101 said:

     

    it's not currently planned, as it creates a real issue with the river, which is there purely as a a natural barrier way of meaning we won't have to model the entire of Louisville and surrounds over the river, only the portion on this side north of where the mall etc is (which will still be meaty enough in terms of work and play area). Also in terms of lore, for a good portion of the early game at least, the other side of the river is fine and unaware of the zombie threat across the river, so there are multiple issues with adding swimming and maintaining our story, the huge ton of work it would add aside.

      

    Maybe if at some point we can do some kind of 'currents are too strong' thing to keep the river uncrossable we could consider it. No promises though.

    I'd implement it as a current that pushes you back to the shore where you came from at an angle once you get to a certain distance. But I don't see the need for swimming as an integral part. It's not immersive to not be able to, but not a major gameplay hurdle either imo.

  5. On 5/10/2019 at 9:30 PM, PapayaKing said:

    ??? which part of paint it black?

      

    The main melody. It's like it's been cut to halves with different chording behind that makes it not easily recognizable.

  6. Oi! Is that a Rolling Stones - Paint it Black reference I hear in the soundtrack at 0:31 of the video? How long has it been there and why haven't I noticed it? :D 

  7. 4 hours ago, Zorak said:

    Actualy I preffer less skills but more important ones. Instead of 8 combat related skills 1 would be fine. Just add perk system each 2 lvls, where you can choose 1 combat perk on top of passive buff. Same goes for Agility skills. Its weird that I can fight like a champ with long blunt and at the same time have no idea what to do with short ones.
    
    Beside that the update looks cool.

    I actually prefer more skills and just like this, when you do something specific you get better at it specifically. If I swim a lot, that doesn't make me a good runner, it just improves my fitness. I find that too many modern games go with simpler is better approach because it seems intuitive, but it many times isn't better. This way increases differences in characters and therefore consequences for your actions and makes a more interesting gameplay.

    And hi to all! Long time no post.

  8. On 10.11.2018 at 7:48 AM, bobthejob said:

    pzmods redirects me to cream cheese advertisements and skyrim mods like the web page has been abandoned. Please post direct link for mod? Thank you! :)

    Sry but I don't have the mod files at hand anymore. I've been on a long PZ hibernation. I'll try to dig the files someday if I have the time.

  9. There have been a few suggestions on this in recent years, but it hasn't catched up with the devs. Here's one:

    As I said in that post, I'd prefer to have the grid plus the weight modifier together. The grid would be the limited space and the weight would affect your movement etc as it does now. But I don't think this that likely and although the devs have talked about an inventory overhaul, nothing to this direction has been mentioned.

     

    Modders ahoy!

  10. 17 hours ago, iyarkonan said:

    Are there any gun stores or anything of the sort in this map? I tried to figure out where stuff is on the map, but it's really tough without stuff being marked on the PZ map project (which I would be down with helping mark stuff on that website for this map). I'm playing chicken with a horde of at least 500 and no shotgun ;-;

     

    And I know this question was asked a couple of months ago, but it has been a couple of months, so is foraging/trapping in yet? I don't know if I should spend resources on trapping or not.

    There's no changes to the map until the next version after 0.2 (whenever that'll be) so no foraging or trapping unfortunately. There's no gun store because I think there weren't any in the game at the time I released this version. So sorry not that either. :( Also I'm not sure, but I don't think the Vine Grove area has any irl either. So you'll just have to try and survive without, let's settle to call it realism aka a feature... ;)

     

    EDIT: now that I specifically searched there should be one in the town center... I'll add to my list for the next version. :)

  11. Check your rules.txt to see if you have those in place and that all of the lines look similar in the code.

     

    ie.

    
    rule
    {
    label = Dark Grass   
     bitmap = 0
        color = 90 100 35
        tiles = darkgrass
        layer = 0_Floor
    }
    rule
    {
    label = Medium Grass
        bitmap = 0
        color = 117 117 47
        tiles = medgrass
        layer = 0_Floor
    }
    
    

    and not for example

     

    
    rule
    {
    label = Dark Grass   
     bitmap = 0
        color = 90 100 35
        tiles = darkgrass
        layer = 0_Floor
    }rule{label = Medium Grass
        bitmap = 0
        color = 117 117 47
        tiles = medgrass
        layer = 0_Floor
    
    }
    
    

    or something like that. I remember having that same issue and changing the code fixed it. Or you can just download the file again and replace the old one.

  12. 6 hours ago, Jaspymon said:

    I'm about to start a solo run on this map and I'm curious as to the location of grocery stores.  I see one on the far eastern side of the map, as well as in the mall, but I see nothing near the spawn location next to the gas station west of center.  Is there something I've missed?  Foraging and trapping still out for now?  Been almost a year since we've heard, so I wanted to check. :)

    There's a small grocers in the middle of the block which has the Pizza Whirled, opposite the Knox bank and church. There's also a food market on the east of the map, here. And the third is as you said at the mall. That's all there is (irl too).

     

    Foraging and trapping are out unfortunately yes. I've been waiting to see what the creative mode brings along, but I haven't yet abandoned this wholly. I've had to put it on the sidelines, since I've had a lot of work and school lately. I have been slowly adding to the map though and I do plan on finishing it some day. Foraging is something I haven't even tried to learn to put in yet so it's most likely gonna be a while until that happens.

  13. Hey, I had the same as above happen to me when I cleared my cookies. Now I can sign in as normal. I've allowed the notifications now as it's more annoying to get the notification every time i open a link rather than every time I get a notification, which is rare nowadays anyway. So all fine for me now. :) The world symbol didn't let me disable the notifications either.

  14. Firefox now keeps prompting me for browser notification on every new tab and every time I open a new link on the site. I don't want to put it on and it's not allowing me to say "never on this site". My options are not now and "Always recieve notifications". Anything I can do?

  15. You have to make a single cell map and then offset it to match the one you want to replace. You'll have to know a bit about the mapping and modding process. Search for "thuztor's mapping tutorial". I think it has all of the required info, although you might need to apply it a bit.

  16. Hello Guys,

     

    Is possibile to edit the original PZ map (West Point)?

     

    Thanks!

    No it's not possible afaik. The devs want people to create new content rather than edit the existing one. Also they want to keep the artistic rights to the map to themselves.

     

    You can replace cells in the map, but not edit them. The creative mode might change this though. We don't know yet.

  17. Looks nice. :) A few problems though. That/those large window downstairs won't work as it requires a specific holed wall to fit into. Also I noticed you don't have light switches upstairs which means it'll be dark in every room there.

    Overall it looks really nice and well planned. It does look lived in. :)

  18. But the item name is nails. And there's a picture of 3 nails in the item itself. I personally think this is a bit nitpicky (not meaning to offend ofc!)... If you really need to have 2 or 4 nails in your barricades, you can just edit the according files. I think it's balanced to fit the gameplay quite well now as is.

     

    Or should we turn this into a discussion whether we should have a picture of four nails, or change the name to nail and a pic of a single nail, or have a delta value of 3 for the nails item and edit every recipe they're included in?

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