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Everything posted by ohgodspidersno
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I believe that's if it's in a coffin underground. I'm sure if a body was left in the woods it would be picked clean by animals pretty quickly. Then again, it may be that animals don't dare touch zombie remains.
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New to PZ modding - looking for tutorial how to make items
ohgodspidersno replied to Minister's topic in Help
I think the best thing to do is to find a mod that seems similar to what you want to do, copy it, and use that as a template for your own mod. Keep changing things in it until it is yours. When it comes to programming I find that the the fastest, easiest, and most effective way to learn is to pick a goal (add a new item) and accomplish it in the laziest possible way. Seriously. Copying and tweaking is how humans, and most animals, actually learn new skills and ideas. If you've never programmed anything before at all, however, I recommend going through a few free interactive tutorials on code academy. It really doesn't matter which language you choose, the principals carry over between languages. That said, you should do HTML, and then either Java, JavaScript, or some version of C. -
Those weird strings are called GUIDs. The idea is that it is so astronomically improbable that anyone could ever generate the same GUID as someone else, ever, anywhere, throughout human history and until the sun explodes, that you can very safely assume that they will be unique from all others in your game or application. There are websites that will generate one for you.
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I think you add an extra xml file with a new name that adds new things or overwrites old ones. There was a thread about this a short while back
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Isn't there a way to add .off files?
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It looks like some of these changes are things that RH4DB4 made mods for. Out of curiosity, did you fold his changes into the main game?
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On most playthroughs, I usually happen to be soundly asleep when the helicopter arrives, and sleep through almost the entirety of it. The first time this happened I was horrified, thinking for sure that the first floor would be utterly swarming with zeds. But no, it actually seems like being asleep completely negates the effects of the helicopter. I feel like the ideal solution would be for it to attract all the zeds as it normally does, but to also immediately wake you up no matter what.
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I prefer to play my games, not the other way around
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If you play in full-screen on a mac you cannot alt-tab out of the game. I have found that there is a workaround, though, in case anyone else is suffering from this. It's pretty counter-intuitive. Use these options instead: Full-screen: NO Borderless Window: NO This will give you a small window, but you can then press the green "maximize" button in the top-left corner of the window and it will go to full-screen mode. You will then be able to use alt+tab and ctrl+arrows like you normally would.
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How feasible would it be to make 'special' containers that have really, really good weight reduction but only accept certain types of items? Something like a bandolier that only accepts ammo, or a first aid kit that only accepts medical supplies, or a three-ring binder that only accepts maps and sheets of paper. It seems like a good way to de-clutter your inventory list, and simulate the efficiency that such containers give you in real life.
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Fairly Major Liquid Container Bug reported on reddit
ohgodspidersno replied to ohgodspidersno's topic in Bug Reports
This is true for everything except water and gasoline. Those do change weight depending on how full they are. The discrepancy does, I suppose, make a bit of sense because gasoline and water are pretty darn heavy, particularly in the amounts you would be using. The other liquid multi-use objects, like disinfectant, are so small that the weight difference wouldn't be too significant. -
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https://www.reddit.com/r/projectzomboid/comments/ectgkp/water_bottles/ Many people are reporting that water bottles and other liquid containers stop behaving the way they are supposed to after a few uses. It sounds like they start to behaving more like other multiple use objects like lighters and meals that have a static weight. PS - This seems like a good idea to reiterate my desire for all multiple-use objects to have dynamic weight based on how much is left in them. PPS - It would also be great if there were a "total weight" column in the inventory menu, so if you're holding several copies of the same item you can see how much all of them weigh as a group, rather than the weight of just one of them.
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Well, that's just the paper, you need a pen or pencil, too. I guess now that I think about it more, it would be unfair if the writing utensils didn't weigh anything at all. Still it just seems like just a bit too much. To get to the UI you have to actually manipulate the object itself. What I'm envisioning is a "notes" button that sits on the screen that you can click to open up a notes menu, provided that a notebook is somewhere in your inventory. It seems like a tiny difference but I really think it would change notes from being something I never use to something I use all the time. EDIT: Actually ignore everything I just said: The REAL reason I don't use it as a checklist is because I don't want to have to re-write the names of every single book in the game every time I boot up the game. So here is the ACTUAL solution to my problem: Make the player spawn with a checklist with the names of all the books in the game, so that you can open it up and erase/scratch out the name of each book as you find them. Now THAT is a good idea for a mod.
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You do have to have the IWBUMS beta branch enabled in the steam settings, though. Otherwise you'll be stuck in build 40, which is almost a completely different game.
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0.2 Isn't that insignificant, and every second counts! I wish having a notebook enabled a "notes" UI gizmo sort of like how a watch enables the clock UI gizmo.
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Then I have to start a new set of notes every time I die 😕 I like my game to be self-contained rather than having to keep a notebook next to me while I play. In-game notes might be fun but the materials to take notes are way too heavy to carry around regularly, and they take too much in-game time to produce.
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Also can you make sleeping a queued action instead of an immediate interrupt action? I often would like to queue this up: read book to completion > eat dog food > smoke cigarette > take antidepressants > sleep But you can't tell him to sleep because he will stop whatever he's doing and go straight to bed right then and there. This is a bit frustrating because it really is a natural thing to put at the very end of your to-do list, and it's a very long activity so you don't need good reflexes if you want to stop fast forwarding right after it finishes.
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So there are a couple of menu options that have caused my player to give himself a really nasty deep wound or two on several occasions. The first is a pair of similarly named actions that are immediately next to each other in the list: "Remove glass shards" and "Pick up glass shards". If you choose "pick up glass shards" there's basically a 50/50 chance that your guy is going to crawl through a broken window and lacerate his thigh in an attempt to get to the glass shards that you've told him to pick up. The second stems from the fact that it is quite easy to forget that you don't have your main weapon equipped, which is all well and good until you decide to "Smash Rear Left Window" and your dude confidently hefts his own elbow and pile drives a nice fat shard of laminated glass directly into his basilic vein. So my suggestion is, if your guy is barehanded, make it so the action is "Smash window with bare hands" or something similar to remind the player that they should probably re-equip their weapon first. Or maybe even make it like a nested menu where it's "Smash window with bare hands" > "Confirm" to really put the onus on the player. Thanks guys!
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Can we still read the first page of a book that is too high? I find that to be an incredibly convenient way to remind myself which books I already have. If not can you provide the player with some new mechanic to "flag" all copies of an item with some special flair that we see in the inventory menu?