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Suomiboi

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Everything posted by Suomiboi

  1. If you're just doing outside grime, press "g" and you should be able to just select one to be added automatically. Or it might have been ctrl + g. Can't remember :/
  2. There is a search on the forums. It's the magnifying glass in the top right corner of the site. It even says "search" . . . Plus, google works: site:www.theindiestone.com your search hereexample. The developers said maybe to amputation. And it's on the first page.
  3. A building can not be created or converted into a map. You have to create the map (.pzw) from a bmp picture map and place the building there. Also you can't currently add anything in the existing vanilla cells, you can only replace them.
  4. Suomiboi

    OnCook?

    Try to see here, if you haven't: http://theindiestone.com/zomboidjavadocs/
  5. A good idea imo! Would be a pain to drag them, and shoddy wood as said. But I think it'd be a great way of getting wood without having to chop trees or breaking down doors. Although it does remind me of work. :S
  6. If you re-read my post, you'll notice that I'm not talking about realistic vanilla, but a simple fun mod. Modding doesn't need to obey the laws of physics...
  7. Try and paste this over your existing rules.txt. Don't forget to back up! http://pastebin.com/D1T8ddv1
  8. I think I have a fix for this. I won't be at my pc until tomorrow evening (going to bed right now), but if no one's come up with an answer by then, I'll try to find the fix! And if I don't remember send me a pm or bump this thread so I'll see it. If you can't wait, I recall it being something with the rules.txt as the error says. And find the line it points to. Twiddle around and you might find the fix yourself! EDIT: I seem to be always going to bed when I answer this topic.
  9. But also Real Life =/= Zomboid. It's more like Real Life ≈ Zomboid. Although the game is based to be as realistic as possible there can, have and will be gameplay concessions to that. And that's also half of the beauty of games. Let's not get too focused on our own opinions and let's have others say what they will.
  10. I'd think cumulative effects would work fine imo. Tired, exhausted, poor nimble skill, extreme panic and sprinting, while not in a combat stance. You could even implement a charge for the stability. So this way there would be an active choice: open bathroom door, get to a combat stance, see zombie, run away = no tripping as you're sure footed when you start running. Against: open door, walk in (or run), see zombie, run (turn quickly), have a chance of tripping determined on exhaustion, tiredness, panic and skills. Also I'm for the rathlord's suggestion of running through hordes.
  11. I fully agree with blindcoder, it'd be a great mod! Have ore spawn at certain places and especially in something like mp those would get very hard to defend/obtain as everyone wants their share. Fun mod, totally! Vanilla, not necessary imo.
  12. As far as I know, no one has tested how the numbers work exactly. It's always been a touch and feel type of thing. In theory you could create a new distribution file and make only a few items spawn in specific containers, then do multiple playthroughs and calculate the medium of the spawns to determine how the numbers work. But that seems like quite a bit of a chore and I for one am pretty lazy...
  13. A few quick notes. More specific guns is a no go. Maybe a revolver could happen but it's not going to get as specific as you're wishing. The devs have said their word on that. Also RJ didn't want to add suppressors due to many reasons told in many threads. You can search them for why. Fort Knox is planned or at least the devs want to add that. A military presence is something they've been planning for a long time, it'll happen if they have enough resources, aka time and money. I like the butcher's shop, it'd be a fun addition imo. There's actually already a sort of factory here. It's marked as a warehouse, but I've always thought of it more as a factory of some sorts. Infected animals is also a confirmed no by the devs. It doesn't fit their thinking of the lore. I think they're going to go with the animals die when infected as with Max Brooks lore. Crawlers used to spawn "under" beds (they were conceiled by the bed sprite) at one point and personally I thought it was hilarious, but many people thought it was annoying as hell to have your great save ruined by an enemy you couldn't see or know that was there. Mental health has had many conversations and in the times of the old forums lemmy had said that it'd be interesting to have people with drug addictions etc. The idea might have been tossed since then though. Mental disorders are definitely interesting in a zombie apocalypse, but I'm not sure they fit the average joe thingy. I look at it as the other side of the coin compared to rare professions like blacksmiths etc. And from that we get to your professions ideas, which I think, with the exception of the vet, fall into that category. I think they'd be too rare occupations to add to the game. The convict could be a maybe, but we already have a burglar... A convict is too far from a single proffesion imo. I mean a convict can be as you said a murderer, a tax fraud, a pot dealer or anything in between so it's quite a large generalization. How would one add traits to that? As a hint, but this is just my opinion, you could form better and deeper discussions on your subjects if you first search what has already been said about them. Also it's generally a good idea to have one discussion per subject to get more input on it. You can also necro post on old threads, if you feel like you have something to add to those conversations. Also, nice to see less active forumites return and share ideas after a long time. It really shows that the game has enough interest to keep a lot more people than just the active community members coming back to the game. Last, if you can't find any of the older threads I can try and search for them and give you links on what's already been said about these ideas on other topics. Welcome back!
  14. It's not rude or against the rules to post links silents, it never has been. You just seem a tad confrontational when posting them. And I doubt you'd get banned for actually posting links. You should know that much by now. The main rule is to be lovely, and if what you do leads to confrontations more often, it might suggest that your ways of representing yourself might not be that obvious, to those you're talking to, as they seem to you. The loveliness isn't getting through enough! We need more of it.
  15. I agree that it's much nicer, especially for newer people on the forums. It still is better to at least try and search. You don't have to go through all the topics and find it from the thousands of threads. Just click the magnifying glass and type bicycle or bike. Most likely a topic can be found on the first page. And now back to the topic: EDIT: added not necessarily safe for work spoiler
  16. Isn´t this fixable with a simple rename? I haven´t tested it and I´m no mapper, so no clue if a rename of the lotheader and lotpack files would break anything. Afaik, the renaming works yes. I just don't want to add this to the vanilla area yet and it won't join with very nicely.
  17. Yep, eventually it will connect, but it won't be before the map is finished and/or Fort Knox is included in vanilla.
  18. Your wish is my command (and blindcoder's who is awesome!!). http://pzmap.crash-override.net/?desc=Radcliff0dot2L0 Congrats on getting your map on PZMP. I noticed today that Radcliff was on the site, but I have to say that the name Vine Grove was much prettier. I'm going to download it and check it out, right now!!. I agree, that it's prettier, but it's just a part of Radcliff (and the borders aren't as clear as let's say Muldraugh and WP) so I'm fine as it is. It's fine as it is thanks!
  19. Your wish is my command (and blindcoder's who is awesome!!). http://pzmap.crash-override.net/?desc=Radcliff0dot2L0
  20. There are only a handful of map projects going on atm. I'd say half are more than one person and the other half are individual mappers who do it all themselves. My Radcliff project strives to be a community project, but for me it's much harder to manage a group of people than filling out stuff myself and then giving others smaller stuff. That said I'm at the moment working with Valindil and our collaboration works really well for now. I do everything on the map side and make the outer frames of the buildings, then I send them to Valindil and he furnishes them. In addition to that, I take all buildings that are submitted and try to fit them on the map, where possible. Altogether I'd say I've done about 70-80% of the map myself and the other 20-30% is help that I've gotten. And you're right, it takes days to fill a cell. But if you have an efficient system and 2-3 persons working, you can get 30-60 buildings per day and that'll fill a cell quite quickly and leaves some time for other mapping too. I've been working on Radcliff since March last year, although I did have a 3 month break. So yea, It's a long process. If you want you can check my project and send (preferably PM) any extra buildings that you have. I'll see if they'll fit the style and alter them accordingly, of course only if you give the permission. http://theindiestone.com/forums/index.php/topic/7250-community-project-radcliff-beta-released-v02/ Oh oh! And welcome the forums!! We're always glad to have new faces with us. (clyde)
  21. Not the existing one atm. no. You have to create your own cells and replace the ones in the game. This is because the dev team still wants Mash (the mapper and artist) to have all of the modding rights to the map. It's also to encourage people to do custom maps instead of editing the vanilla.
  22. Suomiboi

    Delete me

    Ooh, a nice big map. You'll have your work cut out for ya!
  23. Yea, the alarm is a bit annoying I agree, especially with headphones. The devs said in a Mondoid a while back that they were looking at the possibility of using fmod sound engine to play the sounds in game, which would definitely take the game to a different level sound-wise, but I'm not sure if that ever got further than the looking... Nice to hear that you all mostly agree with this.
  24. I have been doing a little testing as an invisible admin on how sound ques currently work. Here's a run through of what I would suggest would work better to make the gameplay more interesting, realistic etc. This is of course all stuff that isn't a priority over bigger stuff, but some things are an issue and changing them would improve current gameplay. I would maybe put these changes to effect after the stealth overhaul to create balance for that and emphasize it's meaning. [note] When I'm talking about something making a sound, I mean in game as in zombies reacting to it. 1. First the most obvious to me. Windows breaking. They don't make nearly enough noise to attract zombies. Not when broken by player and not when broken by another zombie. Here are a few pictures to demonstrate. In these first two pictures a zombie is banging the window and breaks it. Behind me is a horde of roughly 30 zombies that I spawned. The main issue here is, even with the tightest zoom, where zombies naturally hear foot steps and some zombies would even react to sneaking, only 7 zombies hear the window breaking. If I'd ran past that window or inside that building, the whole pack would have definitely noticed me. Mainly I think that windows should make even more noise than running. It only makes sense to me. In the second 2 pictures I've broken the window at the end of the building. Only the zombies that were already next to the window noticed it breaking. 2. Issue number two (admittedly smaller) is that none of the zombies hear the window being banged on. Compared to them being able to hear sneaking, i'd say it's off balance. I also tested hitting thin air and it made more sound than the window breaking or the zombie banging on the window. 3. Third is the fact that they don't react to each other. when a crowd of 7 zombies move to a window they don't raise the suspision of any other of the zombies. this is the same case as when a small pack notices the players, they don't draw any others. However imo this point is up to debate wether it should or shouldn't be that way. I think that as they are making an actual noise when they attack the player, that should at least draw some zombies. Even a small domino effect when they notice you would be nice. 4. Shouting is too quiet in my opinion. It is comparable to the sound made by hitting a zombie (see picture above). Here are the comparison pics from shouting. You can notice that the whole group moves with the exeption of the two zombies in the top. That's roughly the same amount as hitting a zombie. Imo, it should be louder. You could even add a "psst..." whispering shout when you're sneaking to balance it out. 5. Forcing windows open makes very very little noise (1 zombie in a pack, literally around a window, reacted) and failing at it doesn't nearly account to the sound that it makes in my headphones. This is similar to no.2 but it does make the game less exciting and it's a feature that I've always thought that should be in. Again, walking/sneaking makes more noise than forcing windows or failing at it. 6. The horde forming noises. This, while a great improvement to zombie behaviour, it caused a real issue when testing with sounds. The fact that when a zombie broke a window and those 7 zombies came rushing in, they immediately changed direction after getting in and returned to the horde, without checking the building at all. This is definitely a case of zombie AI and I'd consider adding something more to that so that the zombies would actually try and search the house. I'd rather have the zombies that followed the sound que into the building make the horde forming noises as it would be with suggestion no.3. Guns make enough noise imo and are working great in that regard! They could maybe cause a spawn trigger but that's another topic. TL;DR: 1. Window breaking needs to be a lot louder. 2. Zombies banging on windows should make a sound. 3. Zombies could have a sound que to make them react to each other, when they're reacting to something. In other words, domino effect. 4. Shouting is too quiet. Hitting a zombie makes roughly as much noise. 5. Forcing windows and failing at it makes as much or less noise than sneaking. Should be louder. 6. Zombie AI would need a tweak to somehow fix that zombies are more interested in each other than what's probably food. (and no it shouldn't be a case of making zombies less likely to group, rather more interested in the brains) Again disclaimer, these are all my observations and opinions on how I think the game should work. Agree or disagree, let me know! Long post is long. Thanks for reading.
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