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Mumbler

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  1. Like
    Mumbler got a reaction from trombonaught in Zed Clients   
    I have always found watching systems like the zombie tracking seen in this video to be mesmerizing...there is something wholly satisfying about seeing the lines draw as the Zs are aggro'd.  Great vid, promising update.  Thank you, Indiefolk!
  2. Like
    Mumbler reacted to nasKo in Zed Clients   
    Your post - as well as our previous explanation - was removed because you're misinterpreting the point of the Black Lives Matter movement with a line that is constantly used to trivialize and invalidate the idea behind the movement and we did not want this topic to turn into an education program for current happenings in the world.

    While the things might not apply to Belarus and a large part of Europe, in America there has been a systematic oppression of the black community for more than 100 years. 
    The current riots happening in the US are the escalation of this. 
    The Black Lives Matter movement does not make a point that only Black Lives Matter. It carries an implicit "Black Lives Matter, Too" with it, because as evident in the US, not all lives matter to many people, especially not black ones. 

    You're a fully armored player who has no wounds on him complaining that players who have lacerations and scratches are currently fighting to be provided with bandages after a large amount of that certain group of players has had their needs ignored systematically.  
    You're shouting "everybody's injuries should matter!" to them without being injured, essentially.

    This is why your statements display a stark lack of empathy and apathy for the people who are affected by things that you thankfully haven't had to experience.
  3. Like
    Mumbler got a reaction from trombonaught in Small but Important Suggestions Thread   
    I fully agree that there ought to be a "never" option.  The more customization, the better, says I!
     
    That being said, you CAN set up a generator with a fairly small amount of effort, and if you dont mind tweaking the sandbox settings (which it sounds like you don't) you can turn down noise and gas consumption to a point that both become negligible factors.  Just an idea in the interim until they (hopefully) expand the sandbox options even more.
  4. Like
    Mumbler got a reaction from Faalagorn in Small but Important Suggestions Thread   
    I fully agree that there ought to be a "never" option.  The more customization, the better, says I!
     
    That being said, you CAN set up a generator with a fairly small amount of effort, and if you dont mind tweaking the sandbox settings (which it sounds like you don't) you can turn down noise and gas consumption to a point that both become negligible factors.  Just an idea in the interim until they (hopefully) expand the sandbox options even more.
  5. Like
    Mumbler got a reaction from Killom in Small but Important Suggestions Thread   
    I'm not entirely sure I'm leaving this in the right place, but since the animation update I find myself unable to begin opening a window while holding RMB.  Though a small gripe, having to let go of RMB to open a window breaks the "flow" of sneaking around, in my opinion.
  6. Like
    Mumbler reacted to RingoD123 in The One Stop TileZed Mapping Shop   
    The fix is to have:
    fixed2x=true
    as the last line in your map.info file.
  7. Like
    Mumbler got a reaction from RingoD123 in The One Stop TileZed Mapping Shop   
    Are mapping tools expected to be overhauled soon due to animations?  I ask because I've actually just started tinkering with them, and while they seem not only super-accessible but also quite fun (for me, anyway), I don't want to bother learning them if there's about to be a reworking due to recent updates.
     
    EDIT: Disregard this statement entirely.   After working at it diligently for the last 15 hours straight, I've gone from being completely clueless in this process to actually playing on my 1-cell test map, fully functional with houses loaded properly with loot.  Success!!
     
    Point being this tutorial is still entirely relevant and applicable, if anyone else was wondering.  Thanks for the tut', RingoD123!
  8. Like
    Mumbler got a reaction from Faalagorn in Packing a corpse in a backpack   
    I wonder what happens if you pack a players corpse in your bag in MP before they turn...?
  9. Like
    Mumbler got a reaction from Jangles in Zombie Distribution: Wealth   
    Taking this general idea in a different direction: what about, instead of the zombies being attracted to your material wealth, they're attracted by how often you frequent a certain location...almost like we leave lingering scent in the air, and the longer and more often we're in a location, the stronger our scent signature in that area becomes.  I actually wouldnt be TOO surprised if they worked in a mechanic along those lines with fauna and hunting.
  10. Like
    Mumbler reacted to Nebula in School Reopening   
    Dear Sirs, Developers, finally make an animation of sitting on chairs and lying down (floor, bed, sofa).
    Or will the character stand in front of the computer?
  11. Like
    Mumbler got a reaction from Nebula in School Reopening   
    Is this update basically saying that I will eventually be able to run DOS on in-game computers, thereby allowing me to play my all-time favorite game (the original XCOM) from within my second all-time favorite game (Project Zomboid)?
     
    Yeah, yeah, good job on all the other stuff I sort of read about.  Project Xcom: Zomboid Unknown? You got my attention.
     
    (Seriously though. Thanks for the weekly.  Great job, IndieFolks!)
  12. Like
    Mumbler reacted to trombonaught in Small but Important Suggestions Thread   
    Boosting this. I think I saw it written elsewhere once but bears repeating. Been a while but I still can't seem to get used to it.
  13. Spiffo
    Mumbler got a reaction from trombonaught in Small but Important Suggestions Thread   
    I'm not entirely sure I'm leaving this in the right place, but since the animation update I find myself unable to begin opening a window while holding RMB.  Though a small gripe, having to let go of RMB to open a window breaks the "flow" of sneaking around, in my opinion.
  14. Pie
    Mumbler got a reaction from Trojan_Turps in School Reopening   
    Is this update basically saying that I will eventually be able to run DOS on in-game computers, thereby allowing me to play my all-time favorite game (the original XCOM) from within my second all-time favorite game (Project Zomboid)?
     
    Yeah, yeah, good job on all the other stuff I sort of read about.  Project Xcom: Zomboid Unknown? You got my attention.
     
    (Seriously though. Thanks for the weekly.  Great job, IndieFolks!)
  15. Like
    Mumbler got a reaction from Killom in [Inventory Management] "Take All" "Transfer All" Hotkey Binding | Auto-Sort Feature   
    I can definitely see where you're coming from.  Inventory management can be a total nightmare sometimes.  
     
    I would like to argue one point, though:  auto-sorting your inventory isn't really a basic function.  Indeed, I play a fair number of survival sims and I would go so far as to say it's not even a standard or common mechanic; keeping your house tidy (or not, hey) is typical of the genre.
  16. Like
    Mumbler reacted to Killom in [Inventory Management] "Take All" "Transfer All" Hotkey Binding | Auto-Sort Feature   
    Well I am able to comprehend your point of view on this. But in my case, I get rather bored by having to manually sort in each item. I don't want to bother with this kind of micro management. Well, basically I am in search for a very basic function: I would like to be able to empty the inventory by keystroke. I do not want to aim the mouse at a tiny button in the inventory every time and do a click. It's uncomfortable. Instead, I would much rather press a key to "take all" or "drop all" to empty or fill the selected inventory. Sorting things automatically into the right containers would be a nice "optional" addition to this. The lack of such basic feature isn't just a taxing inconvenience to me. It is very annoying IMHO. It won't be a downside for both of us, if such feature would be optional.
     
    Also I am requesting this, because it is not possible to add such feature through mods. In the current state, Key bindings can't be implemented in runtime. They have to be hardcoded AFAIK
  17. Like
    Mumbler got a reaction from crossed in Zombie Distribution: Wealth   
    Taking this general idea in a different direction: what about, instead of the zombies being attracted to your material wealth, they're attracted by how often you frequent a certain location...almost like we leave lingering scent in the air, and the longer and more often we're in a location, the stronger our scent signature in that area becomes.  I actually wouldnt be TOO surprised if they worked in a mechanic along those lines with fauna and hunting.
  18. Like
    Mumbler got a reaction from aaronlands in [Inventory Management] "Take All" "Transfer All" Hotkey Binding | Auto-Sort Feature   
    I'm opposed to this mildly, on similar grounds to other opposition: I think it would take away some of the immersion.  Allow me to explain.
     
    PZ is a taxing game at times, mentally.  I can't tell you the amount of time I've spent (happily, mind you) manually packing away my latest haul.  There's an odd satisfaction to having everything organized and knowing you placed each item there by hand.
     
    The flip side of that coin is those intense, am-I-even-gonna-make-it-back days, where you just barely make it back to your safe house.  Your character is tired from running, fighting, and hauling stuff. It's already 12:30 AM, and you've got the Exhausted moodle chilling.  Not only does your character not have the energy to walk back and forth sorting things, but you as a PLAYER don't have the mental energy after keeping your little toon alive.  You both just need a second, and a fresh day to start out...so you just drop both bags on the floor saying "'l'll deal with it in the morning."
     
    Both of these potential gameplay scenarios become moot with any kind of auto-sorting mechanic, removing bits of micromanagement from a game where every little choice you make (or don't make) takes up time and resources, which is pivotal to the overall atmosphere.
  19. Like
    Mumbler got a reaction from ZAMNPlayerD in Zombie Distribution: Wealth   
    Taking this general idea in a different direction: what about, instead of the zombies being attracted to your material wealth, they're attracted by how often you frequent a certain location...almost like we leave lingering scent in the air, and the longer and more often we're in a location, the stronger our scent signature in that area becomes.  I actually wouldnt be TOO surprised if they worked in a mechanic along those lines with fauna and hunting.
  20. Like
    Mumbler reacted to Jangles in Zombie Distribution: Wealth   
    A distribution setting that makes zombies drawn towards the "wealthiest" areas." Wealth in this case would be measured by general value of loot. Initially this would cause zombies to distribute with an urban focus but as the players begin hording and accumulating wealth the zombies would start spawning/migrating towards the players stash. This would make those deep in the woods farms/bases less safe. It would also potentially make for a tower defense style gameplay. A small tweak like that could end up really changing up the gameplay. Anyway, just a thought I was having as I was hording my 18th axe.
  21. Like
    Mumbler got a reaction from Snuffleupagus in Vegetation Growth   
    I approve this idea.  Assuming wildlife is persistent when it's implemented, it would be neat to actually walk through the woods looking for trails made and regularly used by local fauna as well.  
  22. Like
    Mumbler reacted to Planet Algol in Vegetation Growth   
    This would be absolutely superb for tracking down where other players have hidden in bases for PVP/raiding.
  23. Like
    Mumbler reacted to Snuffleupagus in Vegetation Growth   
    It would be cool if the vegetation growth cycle for any particular tile could get postponed for a period after said tile has been occupied by the player or a vehicle. You could kick it up a notch by actually removing existing vegetation on tiles the player/vehicles frequently occupied.
    The idea being vegetation wouldn't grow on paths you frequently travel. Not only would this be more on the side of realism, but it would be a nice way to maintain your "driveway" and paths through the woods simply by traveling them. Instead of coming back from a road trip to have to get out and chop down a bunch of fresh saplings and bushes or tear up your vehicle.
  24. Like
    Mumbler got a reaction from MartinFNV in Showering?   
    This is actually a great idea.  Some of the more iconic scenes for me in the zombie genre have been people exposed, physically and emotionally, as they stand defeated washing all the blood and gunk off.  It would be cool from an RP perspective to be able to recreate that feeling at the end of a PZ day.
  25. Like
    Mumbler got a reaction from Erick in Zed´s can insta kill you   
    I'm not quite clear on what you mean by insta-kill.  Could you be mildly more specific?
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