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Pe6yc

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  1. Pie
    Pe6yc got a reaction from Yana M.D. in [41.78.16] Generator is accessable through the Big Wired Fence.   
    • Version? 41.78.16 • Singleplayer/Multiplayer? any • Host or dedicated? host • Mods? none • Old or new save? old (any?) • Reproduction steps: 1. Place the generator next to the north side of a Big Wired Fence.
    2. Stand on the adjacent tile so that the Big Wired Fence is located between you and generator.
    3. Pick up the generator.
     
    I've only tested the North/South world-generated fence scenarios and the other way aroud works fine (generator is not accessable from north).
     
    Video:
     
     
     
  2. Like
    Pe6yc got a reaction from Modin in Some occupations should remove the ability to pick certain traits.   
    I've been thinking about this aswell recently. But here's how current trait compatibility could be justified in (almost?) any case:
    The occupation displays the major adult experience of your character during his life. It is unknown what could have happened to your character before you start the game.
     
    E.g.:
    "illiterate police officer" - a foreign police officer  came to this town to visit his migrated brother right before the infection
    "doctor be afraid of blood" - a doctor witnessed bloody massacre during the first week of the infection
    "obese lumberjack" - he worked as lumberjack for many years untill something happened and he felt into depression, quit the job and became obese cuz of unhealthy lifestyle
    "coward veteran" - his older brother scared him by wearing the zombie mask when he was a little boy
    etc.
  3. Like
    Pe6yc reacted to HetCigarr in Zombie movement speed   
    After having played the game a while, it's getting hard to find ways to make the game more challenging, while having simultanously have good gameplay (Purely refering to sprinters here, sprinters is bad gameplay, other than dumb cheeses there's no viable strategies against Usian Bolt) .
    Something that I really think could add alot of excitment to the game was if there was an option to make zombies a liittle faster. I don't know the actual numbers so just pretend with me that normal player walkingspeed is 100% movement speed, and Jogging is 200% movement speed. If zombies had a random speed between 60- and 140%, that would mean you no longer could take down massive hordes using a knife, and no longer be a godlike herding dog, creating a perfectly round ball made of 300 burning zombies without ever breaking a sweat. But at the same time you could still kill normal groups of zombies and use your speed to disengage if need be, just not indefintely like you can right now. It would require you to look where you're going.
    At the moment, calmly walking away is the solution to all your zombie problems. I wish we had 1 or 2 options between Ultra fast zombies and Very slow zombies
  4. Like
    Pe6yc got a reaction from Salt in Not shamblers, neither sprinters   
    Hey Devs!
    It would be realy great to see a new type of Zeds to fulfill a hole between existing "fast shamblers" and "sprinters"!

    Fast shamblers (easy):
    easy to outrun by just walking away become boring at some point, even at big numbers  
    New Zeds (new medium level):
    - fast enough to reach a walking player, but slower than running one
    brand new challenge for experienced players opportunity to play a long run (compared to sprinters) on a new level for veterans  
    Sprinters (total nightmare):
    not very popular, because super hard to fight and run away from

    I remember looking for this option back when I was playing for the 2nd or 3rd time. And I am still surprised that you don't have this option yet considering how much customization you offer and how easy it is to implement! 
  5. Like
    Pe6yc got a reaction from FouN in Not shamblers, neither sprinters   
    Hey Devs!
    It would be realy great to see a new type of Zeds to fulfill a hole between existing "fast shamblers" and "sprinters"!

    Fast shamblers (easy):
    easy to outrun by just walking away become boring at some point, even at big numbers  
    New Zeds (new medium level):
    - fast enough to reach a walking player, but slower than running one
    brand new challenge for experienced players opportunity to play a long run (compared to sprinters) on a new level for veterans  
    Sprinters (total nightmare):
    not very popular, because super hard to fight and run away from

    I remember looking for this option back when I was playing for the 2nd or 3rd time. And I am still surprised that you don't have this option yet considering how much customization you offer and how easy it is to implement! 
  6. Like
    Pe6yc got a reaction from Anarchon in Not shamblers, neither sprinters   
    Hey Devs!
    It would be realy great to see a new type of Zeds to fulfill a hole between existing "fast shamblers" and "sprinters"!

    Fast shamblers (easy):
    easy to outrun by just walking away become boring at some point, even at big numbers  
    New Zeds (new medium level):
    - fast enough to reach a walking player, but slower than running one
    brand new challenge for experienced players opportunity to play a long run (compared to sprinters) on a new level for veterans  
    Sprinters (total nightmare):
    not very popular, because super hard to fight and run away from

    I remember looking for this option back when I was playing for the 2nd or 3rd time. And I am still surprised that you don't have this option yet considering how much customization you offer and how easy it is to implement! 
  7. Pie
    Pe6yc got a reaction from Pandorea in Car radio   
    Emergency broadcast frequency disappears from the list after installing radio into the car.
  8. Like
    Pe6yc reacted to Stains in IWBUMS 41.50 released   
    Just here to wish you guys good luck on the upcoming update, I am certain that this game will succeed, here's to an awesome game and even more awesome devs cheers 
  9. Like
    Pe6yc got a reaction from TrailerParkThor in Weighers   
    Functioning weighers:

    When you step on a tile where the weigher is placed, your character "whispers" his weight.

    "Weight" stat can be removed from Info panel.

  10. Like
    Pe6yc reacted to SWIFT in Forest Sewers :D   
    I think this kind of events should not spawn on offroad, especially in forests 
  11. Like
    Pe6yc got a reaction from Pandorea in Duping items   
    Fitness probably (drops automaticaly), but couldn't reproduce it.
  12. Pie
    Pe6yc reacted to Kauffy in In-Game Unique Item to Help with Dev Debugging   
    I see a lot of posts in this forum that are referencing specific places on the map, which is obviously enormous. Finding it by searching for "House in Muldraugh" or "Fire Station" is probably pretty tough. I can't imagine how much time would be spent (if it's bothered with at all), to track all these things down.
     
    Here's what I propose. Create a mod-- an official mod-- that adds a device to the player's inventory (0 weight). When the player encounters an issue like this, they can right click the item, which will pause the game, take a screenshot, give them a text box to fill in any details, and then it will drop a player-visible marker on the floor (so the player doesn't report it again in the future). Then, it sends the player's note, along with the exact coordinates, directly to the devs.
     
    Possible expansions:
    1) When a player makes a report, it is broadcast to everyone else with the mod, so the other players see that something has already been reported, along with what was in the note. This will cut down on duplicate reports, but not prevent subsequent players from doing another report if they want to add more information.
     
    2) Bind it to a key, and actually capture the local gamestate, if the report isn't simply a map/tile issue, but might actually be an unexpected behavior. Heck, bind it to a key, anyway.
     
    3) Bounties or something.
     
    Why I suggest this is that I've seen a few games implement a similar tool (Subnautica comes to mind)-- you can just hit a key and report a big, in situ (with a screenshot). I also used to run the tech side of a bio-medical device startup, and our user feedback was filtered through 9 layers of people who were bad at communicating, and rarely made it back to me (acting product manager). I added a "Feedback" link, tiny, in the top right corner, of every single page of our product's internal website-- anyone clicking that link could write whatever they wanted, and it was emailed directly to me. They didn't have to remember it for later or worry about whether it would get to the right person.
     
    I think something like this would help you immmmmmmensely.
  13. pillow
    Pe6yc 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
  14. Pie
    Pe6yc got a reaction from Pandorea in Double rear doors   
    Can not repair heavy duty double rear doors
  15. Like
    Pe6yc got a reaction from Schaefer in Weighers   
    Functioning weighers:

    When you step on a tile where the weigher is placed, your character "whispers" his weight.

    "Weight" stat can be removed from Info panel.

  16. Like
    Pe6yc got a reaction from Faalagorn in Weighers   
    Functioning weighers:

    When you step on a tile where the weigher is placed, your character "whispers" his weight.

    "Weight" stat can be removed from Info panel.

  17. Like
    Pe6yc got a reaction from Masmassu in Weighers   
    Functioning weighers:

    When you step on a tile where the weigher is placed, your character "whispers" his weight.

    "Weight" stat can be removed from Info panel.

  18. Pie
    Pe6yc got a reaction from Maris in [41.33] Cooking exploit   
  19. Pie
    Pe6yc got a reaction from Pandorea in [41.33] Tea beverage   
    Sugar can be added to the beverage without a limit
     

  20. Like
    Pe6yc reacted to Pandorea in [41.34] Two fireplace issues   
    Known issues, should be fixed in one of the future updates.
  21. Like
    Pe6yc reacted to nasKo in Bag n’ Tag   
    Hey all, last week we released IWBUMS public beta 41.34 – so this week we’ll be looking at some of the stuff that’ll be going into 41.35, while elsewhere Andrei from General Arcade joins in with the effort to bring the MP online. So what will be featured next?
    41.35 CONTENT
    Following on from the addition flashlights and umbrellas held in one hand while you wield a weapon with the other next up we have… 
    Bags! These are going to take some effort to look 100% right with all bags at all player speeds, we didn’t initially think it would be possible without a bunch of extra tech, but RJ and Martin have been going great guns this week to make it all look good.
    Next up, we also have the addition of make-up that can be added to your character’s appearance if you find it in-game – though when released you’ll need to have access to a mirror to apply it. We’re fairly zoomed out in PZ, it’s true, but this was an easy and fun thing for RJ to have as a side project – and hopefully will be great for RP purposes too.
    Also on the list for 41.35 are darker nights to encourage flashlight use, and an increased likelihood of car damage if you’re one of those cheeky scamps who do things like reverse slowly over hundreds of zombies to kill them all.
    We’ll, most likely, be releasing 41.35 next week to the IWBUMS beta.
    OTHER STUFF
    After some investigations from BitBaboon Steve, he concluded that we’re using way too much texture memory for the vehicles currently. The need for damage and rust layers that are unique per car has lead to a bloat in texture memory usage and at present all these textures are loaded in at game load time.
    We plan to look into streaming these textures in when required, but are also working on a more general fix.
    MarkW, a 3d modeller and friend of TIS, is doing a pass of all the vehicles in the game, adding a second UV channel that will allow us to map a single reusable generic rust and damage onto cars, which will cut down on the amount of unique textures dramatically.
    It’ll probably require some work from modders to get their own cars working, but we’ll try and provide details on how to do this prior to release.
    These fixes should hopefully help those who still have issues running build 41 due to GPUs with limited memory. Plus, into the bargain, we’re looking into adding an additional blood overlay to allow your ride to get painted red when mowing over zombies.
    Finally, here’s another video featuring Yuri and his fire spread system.
    In this video you can see how the process of fire spreading is calculated.
    At 3:08 Yuri shows where the character is on the map, after which he shows a map of combustible materials is set up for an area far, far away – and unloaded in his character’s game. After this he turns up the heat energy in the distant unloaded area, and fire begins to spread out. When the character is then teleported from a great distance the fire, and how far it has spread, is seen in-game.
    Here also is a Yuri’s latest combustion debug map. This displays the temperature of the materials on the tile in color, while the amount of unburnt material on each tile can also be seen on each red burning square.
    This week’s uncancelled school day from Colic2005. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  22. Like
    Pe6yc got a reaction from Maleficus in "Cruise control"   
    A "keep speed" solution for drivers
     

     
    You accelerate to a desired speed, release [W] key, then press [key bind] and car starts to maintain current speed until you press [W] or brake.
     
    Bonus: 👀
    Fridge vans (heavy duty variant) Wood-powered car/gas tank (Video)  
  23. Pie
    Pe6yc got a reaction from trombonaught in [41.33] Cooking exploit   
  24. Like
    Pe6yc got a reaction from Geras in Fish abundance drops when catching shoes   
    Yea, but:
    you can disable gathering stones and twigs in foraging xp is not a goal in fishing amount of shoes and socks is not reducing with level it is called "Fishes Abundance" after all : >
  25. Like
    Pe6yc reacted to AuthenticPeach in Alter the Sledgehammer Mechanics   
    Please make it so that I can destroy the interior wall segment without destroying the exterior wall segment at the same time. I do not have the resources or skills to rebuild that outer portion of wall. This only applies to corner wall segments.

     
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