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Suomiboi

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Everything posted by Suomiboi

  1. Climbing over the taller fences will be a thing. It was showed in a Mondoid video iirc. It'll come with the animations update. I don't know about the others though... EDIT: Bah, Ninja'd
  2. Ask Project Zomboid Developers The Indie Stone Anything Except About Non Player Characters. My guess.
  3. 1. Creative mode is just an addition to the tools. The tools themselves are and probably will be the more efficient or at least more accurate to use when mapping. So you don't need to wait. 2. It's a collision issue. You can't fix it in the tools. 3. You can use the opacity in tile mode to make walls see through. Choose the walls layer and there should be an opacity slider on the left side. 4. Welcome to the forums! Glad to see new mappers coming in! EDIT: on number 2 you could try placing floor tiles under the roof in tile mode. This way you should be able to walk on the roof or at least through it. This might not work however, I haven't tested.
  4. I'd say that quote is a false speculation, and to add you shouldn't make such drastic conclusions over speculation anyways... The system he's referring to should only work in cells not visited by the player in a long while. Empty cells slowly respawn emulating migrating zombies, but this shouldn't afaik be the case in the cell inhabited by the player. EDIT: and to add, you can change all of the settings to how they were before build 32. Plus there is sandbox.
  5. I did the tile sizes according to the road size. I made 2 way roads mainly 6 tiles wide so I adjusted the map to fit that. This way the buildings and rooms will be a little small when comparing to real life (I also made some 4-7 story buildings 1-2 floors smaller), but I think it fits with the game's style. Everything is a little tight.
  6. The problem again would be the isometric view. You'd have to stop the vehicle in 90° angles to be able to display any furniture, as all furniture atm has only 4 directions. Or the other choice would be to make the interior full 3d and that would fight with the other furniture in terms of style and looks... Plus the added workload...
  7. I almost never use an axe as a weapon, I find too valuable for that. I have no problem tackling 3 zombies with just a rolling pin, although I prefer frying pans. When there's more than 3, I know to walk, or rather sneak away. Avoiding zombies is easy if you just learn to walk/sneak behind corners as soon as possible, breaking sight and never run except if you're covering distance or in serious shit. And remember to charge your attacks. I also generally try to stay away from anything remotely crowded. I almost never go to WP(West Point) or its center. The sandbox is also another option for you in addition to First bite. I don't understand where you had the idea that the game is made to cater this special, elusive group of people called casual players? Also the "casual" player is not supposed to survive this, you aren't either. This is a permadeath game. There was a post by Lemmy, I think, at one point where he described that they wanted a years survival to be an actual challenge. It hasn't been that after the early days of the game. However people wanting the opposite now, might suggest that we're getting somewhere close to that. Remember, PZ is a "Hardcore Sandbox Zombie Survival Game". It says so in the steam presentation page. For building forts, there's first bite, sandbox, the mapping tools and soon the creative mode. There's plenty of where to choose and not all can be satisfied with the survival settings. Also these additions were made from extensive community testing. Zombie amounts are unrealistic in my opinion too, but I think this is more of a gameplay concession thing. Btw welcome to the forums Panda!
  8. While reading today's Mondoid with the part about a new botanist trait, I came to thinking why are only herbs mentioned with the botanist trait. The most common thing to get from nature is food, so why wouldn't that be included. If a person has enough knowledge to craft medicine out of plants she/he should also know at least the most common edible plants. These could be for example found only by foraging with a botanist trait. There could be the "unknown plant" thing too. Mushrooms are already there so why not add a few of these (all listed should be common enough in the KY region): Amaranth - A common weed.Cattail - Common along shorelines.Clovers - Very Common among grass.Dandelion - A common flower.Plantain - A very common food and remedy. I think this might/should be already coming as a remedy, but it's also edible.Watercress - Common near water.That's a few for now, list more if you know what edible plants there are in the KY area! What do you guys think?
  9. Generally it's good to start a new game with any map mod. I have often had weird building glitches and bugs when I haven't done that.
  10. It's everyone. The map hasn't been updated with the proper zones for foraging.
  11. The MP crowd doesn't seem to be that active in the modding sections. They usually hunker down and figure things out themselves I guess. And I think most mappers are more SP oriented. You could try finding a few servers that run modded maps and ask the people there personally (I think there are a few here on the forums). And if you do it'd be helpful if someone made a post about it on the tutorials section! Edit: I see your somewhat new here so I'll just add welcome to the forums!
  12. had 3 more questions: How big of an area will we be able to copy/paste? I want to move all of WestPoint and the mall right next to mauldraug. Will we be able to rotate copied material? and will zombie populations reflect new biulding placements, like is the population system tied to the room 'type' you choose when figuring out loot spawns? Man I'm full of questions today. 1. Not likely a problem. Buildings are currently handled as separate instances and most coded info is tied to the room definitions I think, and those are generated in the tool. 2. I think one cell will be max as in with the mapping tools. and you'll probably have a hard time aligning it with anything. Stick to buildings or just change a cell name in the files. If you want large scale changes, the mapping tools are most likely still the best... 3. Most stuff most likely. Buildings can already be rotated in the tools, but since not all sprites have all 4 directions, everything doesn't rotate. So yes and no. 4. Loot spawns are handled via a "spawn map" and that has to be drawn separately at least at the moment. I'm not sure how they'll address this, if at all.
  13. You create a new folder in the media/maps folder and put the stuff there. Look at the muldraugh folder for what you should have in there.
  14. i see none.I think that it should have more of an affect than just slowing down transferring stuff. Things like- disrupted sleep. More prone to illness. Lose the ability to do complex tasks because you can't be bothered or focus. Learn skill points slower. Have negative effects with NPCs. I can put up with a bit of a slow transfer speed so there needs to be more negative affects I think. I fully agree. I'd maybe even add the restless sleeper trait if it continues long enough. I do wish that Robomat gets back to his sleeping overhaul mod and it gets implemented into the main game or the devs would do something similar themselves.
  15. In the US all non drinkable alcohols must be denatured: https://en.m.wikipedia.org/wiki/Denatured_alcohol And it is indeed toxic at least in most cases (depending on the chemicals used). However I don't know how that would effect it as a disinfectant.
  16. Could you give us a step by step of what you're doing with the export? Might help find the issue. With pics if possible.
  17. Not possible with that wall type unfortunately... You have to use those wall sockets above that window on the right... You can always draw your own holes in the wall texture and import them to the tools.
  18. It was talked about a year/few years back, the main issue is how to represent them in the 2D world. you'd have to cut the trees from the middle when near them to conform with other objects' heights and opacity. I remember Mash saying she'd want to have them, but couldn't think of a smart solution at the time iirc.
  19. There will most likely be a "military element", but it just won't be coming to give you aid... Look at where the game is taking place. Hint: Fort Knox
  20. The auto shop in WP... it's pretty devoid of tools you'd usually find in a place like that... how about placing those equipment there?... Or how about solar energy? ... This should really fall under the "engineering" occupation though... :T You must think its 1993.. i thought they said the 80's so more like 1983-1989 more or less. still, it means better classic cars.Well judging by the fact that they just changed the starting date from 2012 to 1993, I'd say it's fine to assume that it's the start year. I don't think they'd change the year if it was just for lulz. The previous official word was before 2000's, early 90's/late 80's iirc.
  21. Chipped stones come from certain types of rocks that are easily chipped and form long sharp edges when broken, not all rocks behave in such a way, as the Pingu above me said. I would actually suggest getting chipped stones only by crafting or at least with a very small chance to forage. Have it 30%-50% maybe chance to be able to succeed when crafting?
  22. First I'll point you to the obvious: http://theindiestone.com/forums/index.php/topic/192-commonly-suggested-suggestions-read-before-posting/ (it says "read before posting" for a reason ) Cars are very much planned as is a mechanic skill as far as I'm aware of! I like the example pic, although I don't know if we'll get that much variation between different sizes... I'd personally like to drive a truck in pz as I'm a truck driver myself. Also school buses would be cool. But as I said, I'm sure that the devs have already thought of such ideas and have something mapped out for the future. Second, welcome to the forums!! We're glad to have ya with us!! (clyde)
  23. OK I totally f*ckd that calculation. Goes to show that math isn't something you should do after 3 hours of sleep.
  24. I'll accept the fact that they might not get any faster, although I still feel it could be done so that it wouldn't be intrusive or seem lore breaking, after all the zombies already are "sprinting" faster than the player is walking or at least an equal speed... I'm mostly suggesting to lengthen that and slightly add to the faster shamblers' speeds. I'm starting to realize that the film makers have taken some editing freedom when creating the more fast paced bits and zombies do indeed just slouch forward. And I did recheck the zombie survival guide and that too confirms that they do just stride forward. But the bit that still bothers me is the thing that they stop at the point where they last saw you. I'm hoping that we'll get animations to being exhausted, which could warrant a slightly further reduction of speed without things looking off. I think that the current animation looks a bit off when you're tired and tricks my mind into feeling that I should be going faster.
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