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Jericoshost

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  1. Like
    Jericoshost reacted to Maxwell218 in IWBUMS 41.54 RELEASED   
    2 posts, 2 of them urging to release MP.

    Please stay patient, what you are doing is unnecessary and doesn't achieve anything. 
  2. Like
    Jericoshost got a reaction from RVPatrick in Passive Safe House Defences!   
    I like these, especially the doors thing.
  3. Like
    Jericoshost reacted to TheCenturion in resistance to zombie infection   
    This wasn't a suggestion thread, he was asking for help on how to implement it in a mod. There's no reason this wouldn't be a good mod for those that want this sort of gameplay; that's what mods are for.
     
    I don't know much about modding, so I can't help you, hopefully someone will come along soon to help you out.
  4. Like
    Jericoshost reacted to prklts in resistance to zombie infection   
    Right... so how would I go about doing that? =P
  5. Like
    Jericoshost reacted to prklts in resistance to zombie infection   
    How would I go about modifying my game to make the character more resistant to zombie infection?
  6. Like
    Jericoshost reacted to TrailerParkThor in Endgame goals   
    Yes, but my thoughts are these would be impossible to do solo, you would either need multiple trained PCs or NPCs most likely with specific professions to accomplish these goals. For example, if your group consists of electricians and engineers, you can restore a power plant. However, if your group is instead comprised of veterans and mechanics, the APC vehicle would be the better choice.
  7. Like
    Jericoshost reacted to BigJk in PZTracker - Connects the online PZ Map to your running game.   
    Hello Guys!
    Recently I'm playing PZ extensively with my Girlfriend and because I have 3 monitor's I always have the map (http://map.projectzomboid.com/) open on one of the other monitor's. One thing that annoyed me was that even in borderless window mode I had to click out of PZ to move the map to see everything I wanted. Finding the position of your player was also a bit annoying, so one night I sat down and started programming and PZTracker was the result. PZTracker connects the online map to the game. The map will follow your player position if you like and you can move around (arrow keys) or zoom in and out (num+ and num-) on the map by pressing the keys WITHIN PZ. No need to tab out of PZ. You really just need to press buttons ingame.
     
    Little Preview: https://www.youtube.com/watch?v=sJEKmZ5Nrh0
     
     
     

     
    I was faced with the problem of connecting two separated systems that had no connection whatsoever. PZ and an Website. I had to get information out of PZ and into the map website. At first I thought about memory reading, but I dropped that idea when modding PZ came to my mind. And so PZTracker currently consists of 3 "components".
     
    Component 1: The PZTrackerMod
    I had to get the information out of the game. I realized this by writing a simple mod. So the PZTrackerMod is just a typical mod written in lua (never worked with lua before, but was easy enough to get everything working in a few minutes) that prints out important information, like player position and keypress events to the PZ cmd.
     
    Currently the PZTrackerMod has the following Shortcuts:
    F - Enables or Disables follow mode. If disabled the map won't follow the position of your player.
    Arrow Keys - Move the map up, down, left, right for easy navigation.
    Num + - Zooms into the map.
    Num - - Zooms out of the map.
     
    Component 2: pz_tracker.exe
    Now I had to get the data that gets printed by the PZTrackerMod out of the cmd, so I wrote a program in golang that starts PZ as a child process and reads and parses the stdout (the text stuff you see in the cmd). Now the program is able to get the data out of the game. To forward this data it also opens a websocket in wich all the data get's send if somebody is connected to it.
     
    Component 3: inject.js
    Now we come to the last part. We got the data that we can get through the websocket from the pz_tracker.exe. Now we have to get the data into the map. Currently I solved the Problem with a small javascript code that I lode into the running map website via the "Chrome Development Console". It,s just pasting the code into the console and hit enter, so even somebody without coding experience should be able to do this. What the code does is to connect to the websocket and read the data that get sent to him. It then uses the data to move the map to the player location or respond to key press events and move or zoom the map.
     
     
     

     
    Just download the ZIP File of the latest release: https://github.com/BigJk/PZTracker/releases
     
     
     

     
    Setup Video: https://www.youtube.com/watch?v=a4ycQgryxzw
     
    Step 1:
    Download the current Version and extract it somewhere.
     
    Step 2:
    Copy the "PZTrackerMod" to your "Mods" Folder (C:\Users\YOUR USERNAME\Zomboid\mods)
    Copy the "PZTracker.exe" and "inject-min.js" to your "ProjectZomboid" Folder (With steam: C:\...\Steam\SteamApps\common\ProjectZomboid)
     
    Step 3:
    Start the "PZTracker.exe" and open the PZMap
     
    Step 4:
    Activate the "PZTrackerMod" in your running Project Zomboid.
     
    Step 5:
    Open the Developer Console in your PZMap browser window (Chrome: Ctrl - Shift - I).
    Paste the code that is displayed in PZTracker after "Insert into development console:" into the development console and hit enter. (Should be something like: $.getScript('http://127.0.0.1:9090/js');)
     
    Step 6:
    Load a Singleplayer Game or join a Server that has "PZTrackerMod" enabled and hit F when you see your character. Now you should see the map moving. Use the shortcuts mentioned above.
     
    Advanced Stuff
    If you start PZTracker for the first time it will generate a config filed called "pztracker_config.json". Open this file with a texteditor and you will find the settings for PZTracker. You should understand them just by the name, but in case an explanation of them will be added shortly.
     
    Github Repository: BigJk/PZTracker
     
     
     

     
    First of all I would really like to hear the opinion on this from you guys. Maybe you don't like the idea and it will just be a little tool for me to use when I play with my girlfriend, but in case you like it I will get it ready to release in a short while and think about possible future features. Any ideas? Maybe I can simplify the process of getting the data into the map and get away from this "hacky" way of doing it, even though I must admit that it works way better than I have ever expected xD
     
    Thank you for taking your time and reading this and huge thanks to blindcoder for creating this awesome map website! I hope you don't mind my playing around xP
  8. Like
    Jericoshost reacted to Amenophis in Life : Another survivor mod   
    Hi!
     
    First, sorry for my bad english. Then, i know that NPCs are planned for future builds and that a mod already exists but I want to bring my vision to the game.
     
    I love the Nolanri mod that I have been using for a while. But I find it incomplete. So I decided to create my own mod.
    What will he do more than the Nolanri mod?
    Better AI. Explore, loot, eat, drink, sleep. Better survivors spawn handling. Better management of groups (yes with S) Talk with NPC. Become friends or.... ennemies Quest! Not a priority but i work on it. And more...  
    Currently the mod is only at its beginning but I already have a screenshot to show you!

     
    At left bottom of the screen you can see the interaction window. The available dialogs are below (yeah i have a deubg dialog lol) and the conversation history above. Still above is the status of the relationship. With "Let me see your equipment" (that changes in future) i can see the inventory of NPC in the window at right. I can drag and drop item like a normal container.
    The dialogs are like tree and each branch can contains other branches.
     
    I'll give you soon more news about development
  9. Like
    Jericoshost got a reaction from sleepyheaddreams in Dirt on non-natural tiles should lose fertility over time   
    A very effective strategy in PZ is to get some dirt, and bring it to a secluded roof top, then survive indefinitely.
    Or, you know... A floating fortress of anti-gravity. That, uh... Too.Yeah. 100% legit.Anyways:
     
    A way to add some realism and balance this out would be for dirt to have a 'fertility' value that a plant draws from when harvested.
    Example: you grab a dirt tile from suburbs with a fertitlity of 14. You plant potatoes which offer 30 food points (Hunger reduction = FP) Lets say we divide given hunger by 10 to determine required fertility to grow a stage, giving it 3.
    Each time it grows a stage it reduces this value from the dirt's fertility.
    There are 5 stages: (From wiki) Seedling doesn't count as a stage which reduces though.
     
    1.Seedling (Don't minus for this stage)
    2.Young
    3.Fully Grown
    4.Ready to Harvest
    5.Seed-bearing
     
    So the total reduction is 12 from 14, leaving 2.
    Now, growing a plant in semi-infertile soil will cause it to give far less food, and be unable to produce seeds.
    And when the infertility reaches 0, plants have a large chance to fail to grow.
     
    How to fix this?
    Use fertiliser and/or rotten food to increase fertility. rotten food (Or even un-rotten?) will give fertility based on it's FP. Fertilizer will give a huge bonus (Imagine like +20-30)
    or:
    Get new dirt, placing old dirt back on grass will allow it to slowly regain fertility over time.
     
    Another potential way to go about this is to use a multi-fertility system, where dirt is considered to have (Lets say) 4 types of fertility. Each crop would take a bit from each type (More from some, less from others) and each crop replenishes different fertility's while taking from the others. Allowing a PC to use crop rotation like a real farmer. Though how you would do this in about 6 inches (With generous rounding) of dirt is out of my experience.
     
    Now about dirt:
    Dirt from different areas should give different starting fertility.
     
    Dirt from the suburbs has all of the products from the suburbs in it to start, cleaning products, gardening pesticides and weed killers, car oil, and constantly being washed out into streets (The inherent nutrients can be washed out in rain and drained into sewers instead of into more dirt.) along with many more problems inherent to suburban gardening.
     
    Dirt from the woods is better because it has more natural decomposition depositing nutrients, more animals contributing to the nutrients, and fewer pollutants in side.
     
    Dirt from a farm would have the highest starting fertility, as this dirt would have all the required fertilization already added, have been tended and kept clean by professionals, etc.
     
    And if you mixed dirt types in a bag you would get mixed dirt, better than suburbs but a little less than woods.
     
    AND (This part is important) Dirt directly connected to the ground (Grass tiles more specifically) will constantly gain 1-3 fertility per day/week up to their natural max (For that area). This dirt gains more fertility when it rains than on dry days/weeks. Over farming can still deplete this dirt, but it would take a ton of farming in a very short time.
     
    And with farming knowledge you would be able to tell a dirt tile's fertility, but even at lvl 1 you should be able to tell when dirt is out of fertility (If for no other reason than just to stop new players from ripping out their hair and blaming the game for why there crops stopped growing for 'no reason')
     
    So what does everyone think? I did a quick search, and looked through common suggestions but I didn't see anything.
  10. Like
    Jericoshost reacted to Batsphinx in RELEASED: IWBUMS Build 38.15   
    Yeah,  what you describe is what it's going for. Fairly sure it'll be a bug, but RJ will know. It'll probably get changed in the next version or so in any case.
  11. Like
    Jericoshost reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    Well, I was standing next to some 50 dead zombies just to see what would happen, got the Fever moodle after a short while and after a while of having it my character died. I would get getting some disease and unless the character takes anti-biotics and some other medicine they will get more and more sick and after a few days or a week start to die.

    As it is it just feels like dead zombies emit Chernobyl levels of radiation.
  12. Like
    Jericoshost reacted to Batsphinx in RELEASED: IWBUMS Build 38.15   
    This is a feature, not a bug. It's in case you need to bury a Human Centipede.
  13. penisham
    Jericoshost reacted to Lightning Flash in Let's make a date thread for when we predict NPCs will officially drop.   
    I'll start: 2020.
     
    On the short range, maybe 2018-2019.
  14. Spiffo
    Jericoshost reacted to Damien Darkside in Character Voice Lines   
    So I am 99% sure I read somewhere about a character trait or type in the game eventually being a nerd or movie buff and would quote movie lines. I got to thinking that it was a pretty neat idea, it makes players feel more customized and less cookie cutter of a meat-sack that is waiting to die. We already have things in game such as pressing "Q" and from what I see, hunting (I have a mod, might be it) and reading books that are too advanced.

    Oh and before I go on to this suggestion, this is purely aesthetic and non-game changing in terms of mechanics. However it definitely adds flavor to the game and I would love it.

    Also a dedicated turn off button in the options since it is aesthetic, and a cooldown on lines.

    Some random little thing that doesn't actually do much for your character, but makes them unique. As with the suggestion of a "movie buff" that can comment things like "Wow, this reminds me of those old Romero movies" and the like, we can have others and maybe that can be replacing "Unemployed" with "Movie Lover" "Optimistic" "Pessimist" "Fashion Lover"

    Maybe like Dragon Age or Saint's Row where you can choose a "personality type" or "interest" that has the player say things randomly. 

    NOW I DO NOT mean anything that would upset the balance of the game. Maybe it is italicized or something for the player thinking it. Maybe a player would say something while he is already being attacked by zombies but it doesn't attract zombies. For example, saying "Come on come on..." while already having a horde on his butt. It wouldn't attract zombies (he already is hunted) and he might mutter it.

    It could also give some players more clues who are new to the game. "I think I lost them" when the player is being hunted by only one or two zombies since they will lose the player through trees. "Still bleeding, have to do first aid", and this doesn't replace the bleeding moodle, but would encourage players to look for the moodle, in case they forgot (I have confused moodles by not looking correctly). "It is getting really hot out." for heat and "I am freezing!" for cold.

    Plus you know... toss these randomly on NPCs when they come out...

    So you have the following options, which can be spoken (text line) or thoughts (italicized):

    - Generic "Man I hate these zeds!" "I think I hear growling..." [Obvious zombie nearby] "Oh no they heard that..." [Window Smash] "Please don't be infected, please don't be infected" [Bite/Scratch] "Hello?" [sneak Q] "Come get me!" [Weapon ready, Q]
    - Movie buff "I think I saw this in a movie once." [General] "What we've got here is failure to communicate." [NPC Interaction] "I'm as mad as hell, and I'm not going to take this anymore!" [Weapon ready, Q], "Game over man! Game over!" [Bitten/Scratched] "Queue up the violins and showers..." [Equip kitchen knife, ready weapon]
    - Optimist "I think I gave them the slip." [Low Zombie Count Hunting] "Hopefully some food in here." [Getting into a house] "Tomorrow is another day!" [Sleep] "I'll do even better next time!" [Level up]
    - Pessimist "Five bucks says I run into a horde soon" [Low Zombie Count Hunting] "Just my luck..." [Zombies attacking] "Honestly, best outcome possible" [Drink Bleach] "Sure, generator will totally not make too much noise." [Starting up generator] "Oh great, canned food." [Canned food > 3] "F*ck I am so dead..." [Scratch, Bite]
    - Tough Guy "You think you scare me?" [Low panic, Weapon ready Q],  "Let's smash some heads" [Equip 2 handed weapon, blunt] "Let's give Ivan a run for his money" [Equip Spear weapon], "Not going down like this" [Low health]
    - Boris, the Russian Lumberjack (fun while I think, replace Boris with PLAYERNAME) "Come at me! Fall before Russia!" [Weapon out, Q] "Who there? Friend of Boris?" [sneak Q] "Boris would like to... axe you question." [NPC Interaction] "Russia may fall, Boris may fall, but the dream lives on brothers!" [Infected, dying] "Ah! And Mother said Boris couldn't learn new things!" [Level up!] "Timber!" [Tree cut]

    Of course, modding would open this up too, even if a basic framework was added (obviously late) in development.
  15. Like
    Jericoshost reacted to myhappines in Ideas for residental houses   
    Yeap. Couple of my ideas, how to diversify game, especially  a part with houses and bases.
    1. Less canned, more healthy food in houses.
    In mostly houses there are only canned food at the kitchen, and some others in the fridge. Its not realistic, it should be more vegetables, fruits, cereals, sweets. 
    2. Kitchen table as a container.
    Make kitchen table as a container, so you can put food on it. Also may be as a spawn for spoons, bowls etc. because every house has a table in a kitchen. 
    Will bee userful for MP, for example you can put food on the table (especially when you are plaing as a chief) and your friends can easily take it from the table, no need to search all containers on your base to find smth to eat. 
    3. Cellars
    Cellars will be very userful in game, you can make there storage of your materials, or hide there from zombies and survive for a long time. Cellars should be in bigger houses, no need to make them everywhere. I know that is hard ro realize, but it will be cool to see it in game.
    4. Washing machines 
    Yeah,  I know many people offered this idea, and I am one of them. It can work like a generator - simply put bleach in, load with your clothes, turn in and let it wash. Or other way to wash your clothes - with soap, buth then you need 1 piece if soap for 1 element of clothing. 
    5. Garage doors 
    Make existing green and white garage doors opening, just like standard doors. Also white doors are 2 tiles wide, and they looks too small, beter make it wider. In some places a full-sized gates for cars are very necessary.
    6.Fireplaces 
    In some houses out of the city, also in mansions, would be great to make a fireplace, where you can burn newspapers, books and money when outside severe zombie apocalypse!
    7.Air conditioners 
    Outside of some houses, on the walls there are air conditioners, it will be cool, if you could turn it on, and chill out, especially when outside are superhot wether. 
    8. Bigger water bottles. 
    0,4 and 0,8 are to small bottles, game needs 1.5, 2, and even 5 liter bottles.
     
  16. Like
    Jericoshost reacted to Lightning Flash in More Zombie Sandbox Options   
    Whoopie, another post nobody will see!
     
    "Joking" aside, I'd really like to see more options for the zombies in the sandbox menu. While there are so many good options now, I feel like some more would add more replay value with it.
     
    For me, I'd like to see:
     
    Blind and Deaf. Blind so, while it's easier to explore, it's still frightening to see them just sitting there not being able to see you. Deaf so you could freely use a gun if you wanted to, while they could still see you. These two would go hand in hand together. "But then the zombies wouldn't do anything." Of course, until you brush up against them. I've been watching TLOU playthroughs again, as well as playing with Insomnia, so having blind zombies is always cool.
     
    Zombies Wander. I know zeds wander from metagame events, but I really enjoyed it when the majority of them were just shambling on their own accord, as zombies typically do, without the metagame being responsible except for changing their course. Zombies would wander, and sometimes few would stop for a bit and stand as they do, before wandering again. In the early builds, zombies would wander everywhere. It'd be nice to see that even as an option if it never makes it back as a feature.
     
    Mixed Speeds. It's nice that we have the choices of slow, medium, and fast. However, it'd be cool to have these mixed together, so you'd not only have to deal with walkers, but joggers and runners.
     
    Disease type. I guess this would ruin the point of PZ, but then again, that's why it's called Sandbox, right? This would give you the option to choose what type the infection is. Right now, I'll just list two options: Virus and Fungus. The virus is the infection as is currently. The fungus would create places where the infection would linger in the air, commonly in some buildings, randomized each playthrough, perhaps even the ability for the spores of the infection to travel in weather (let's just say rain for now). Places infested with spores would have bits of fungus covering it. Of course, this would require the implementation of a gas mask, the implementation of the fungus' abilities, plus the ability for you to get infected from standing in buildings or in rain and such, and plenty of other factors that would either be impossible or something IS just doesn't want to do. So it'd be up to them on this one.
     
    I'll probably update this with more stuff.
     
     
  17. Like
    Jericoshost reacted to ethanwdp in Looking for an Instant Inventory Mod   
    Cheat Menu has Instant Actions which makes all item transfers complete instantly, as well as building things (don't think it works on crafting, since there's a separate function for that in the mod).
     
  18. Like
    Jericoshost reacted to ethanwdp in Looking for an Instant Inventory Mod   
    It works with every version from 32 and onwards. It's modular, so if one feature breaks the rest will still be working.
  19. Like
    Jericoshost reacted to Trojan_Turps in HEAVY WEAPONS   
    I'm sorry if this has already been mentioned before but I think this is the right time to bring this up.
    Yes I want to talk about chairs.
    (the title was going to be - using large awkward objects that we will soon be able to carry as weapons. But I thought that was too long.)
    Being able to move things like chairs will be great but I think it makes sense that they could be used as weapons too. A chair could make a good slightly ranged pushing weapon.
  20. Like
    Jericoshost reacted to King jjwpenguin in HEAVY WEAPONS   
    agreed to the fullest.
     
    and from the title i thought you were talking about tanks and stuff so i was confused for a second.
  21. Like
    Jericoshost reacted to Dymarob in A "Tamper with" function   
    I was thinking about how some things require a certain profession (Electrician for generators and whatnot) and I was thinking "Hey, what about some kind of feature where you can screw around with certain objects that gives you a chance of figuring out how to use it......or break it?"
     
    No offence, but the magazines that teach you this stuff are sometimes difficult to find.
    I was thinking how a tamper with feature could help out with the dilemma.
     
    With it, you could think "I checked all the nearby places and STILL couldn't find that book.
    Should I just mess around with the generator to try to figure it out, or check out that building all the way across town?
    If I mess around with it, then I might break it, but the books that would help me learn it might not even be across town and I'd waste my time."
     
    What do you guys think?
  22. Like
    Jericoshost reacted to Gurluas in For 'far' future: Achievements Unlock additional Lore   
    Heres how it could work, once Fort Knox is added, you could find research journals and reports and stuff like that.
     
    Since Fort Knox is where they studied the infection early on.
  23. Like
    Jericoshost reacted to nolanri in Survivors?   
    http://steamcommunity.com/sharedfiles/filedetails/?id=786130456
  24. Like
    Jericoshost got a reaction from Johnny Fisher in Dragons?   
    I don't know what you are all talking about dragons have always been in the game as a very well hidden Easter egg.
     
     
     
     
     
     
    But seriously it is an old running joke, but it would be neat if they decided to add a rare dragon plushie as a nod to it.
  25. Like
    Jericoshost got a reaction from Ocelot in New Trait: Natural Talent   
    So I'm thinking of a trait (Or set of traits) that give certain skills a boost to Xp gain.
    Like each one would give a person a +10% experience boost (or more) in a different skill, but doesn't grant any levels in it.
    It would be cheaper than the skill level ones, because it doesn't grant any actual 'knowledge'/
     
    It could be done one of two ways (that I can think of anyways) :
    1. It is free, but only one can be chosen (Each is mutually exclusive)
    2. It starts low, but each skill bought after the first increases in price.
     
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