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fcolley3

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  1. Like
    fcolley3 reacted to Kappatao in Zoom in more   
    Just been playing around with the new map tools, which let you zoom in quite far (infact, so far that you can clip inside your character model), which made me think; wouldn't it be nice if you could zoom in this much outside the map? Screenshots attached for comparision.
     

  2. Like
    fcolley3 got a reaction from Thar in What an old player thinks about PZ   
    I've not played as long as you. I bought the game on Steam but, I have experienced over 4000 hours and I've loved every minute of it. I too am a single-player and have often thought about why there hasn't been more focus on improved animations for characters and zombies. 
     
    I think the game could havefer some suggestions and perhaps guidance on missions to extend the excitement and apprehension in late game.  I've taken responsibility for that myself by giving myself objectives. Once my base is supplied and secured, I go zombie hunting. I kill from one town to the next but taking time in each town to add another base and go through the process of looting and supplying my new bases with necessities.  This renews the feelings you get when you start the game and a big objective is to secure something that will offer you possible survival ... a base or safe house.
     
    Or perhaps I will turn my attention to vehicles. Scouring the map for certain kinds of vehicles (sports cars, military trucks, etc.) and work at fixing them up and improving upon them. Especially the military vehicles. Those armor parts for doors, windows, bumpers, etc. are not easy to find. 
     
    There are several ways you can continue the excitement on your own, it just takes a little imagination. Some suggestions and new ideas offered through the game would be welcomed but I don't want to end up playing a game that requires me to find the Stone of Isis to power my generator...or something like that. This is a game of survival and I feel I must keep my focus on that.
     
    All that said, I've watched the game improve over the last several builds and it's left me in anticipation of the next one. I have no desires for NPCs and the new crafting system seems interesting but, is not what I've been waiting for with baited breath.  There's a mod called "personalized zombies" that I'm thinking about installing because it gives zombies varying levels and speed and attributes. I'd like something in between the fast shamblers and sprinters.  I already have several mods that really add to the game play but I'm always concerned that a mod is going to change the code or something that I cannot change back if that mod does not work out. So I'd like to see more mods that are very popular with players added by the devs as they know if something is going to break the game or not. 
     
    I'm a huge fan of this game and hope that my sharing of some things I'd like to see expanded on is not considered negative critique by the community or the devs.  I just really liked the direction that you (Thar) was headed in and wanted to add my support to those thoughts.
     
     
  3. Spiffo
    fcolley3 got a reaction from StrixBit in Help to install map Raven Creek   
    I wish it were that easy. This is what I did.....
    1. Found the downloaded map folder under C: / Program Files (x86) /Steam/Steamapps/Workshop/Content/108600
         Here you will see a lot of numbered folders. These are the ID numbers of the mods you have subscribed to.
    2. Open folder 2196102849 (this is Raven Creek mod). 
    3. Open Mod folder
    4. Open Raven Creek folder
    5. Open Media folder
    6. Open Maps folder
    7. Open Raven Creek folder
    8. Copy everything in this folder or just copy the folder
    9. Now go to  C: / Program Files (x86) / Steam/Steamapps/Common/ProjectZomboid/Media/Maps
    10. I can't remember if a Raven Creek folder has already been made here for you or if you will have to make one yourself. So.....Make a new folder called Raven Creek          (if there isn't one) or Paste the Raven Creek folder from the previous location
    Now when you start a new game, Raven Creek should be an option for you.
    Again, this is what I did, step by step. Hope this works for you. I'm having great fun playing Raven Creek.
     
  4. Like
    fcolley3 reacted to Hugo Qwerty in 41.78 UNSTABLE Released   
    I've heard two PZ streamers say that 41.78 has caused their ongoing games to change zombies to pinpoint hearing.
  5. Like
    fcolley3 reacted to Bred4WarZ in 41.78 UNSTABLE Released   
    I've wanted this for such a long time... - Added the ability to destroy only one wall when selecting corner walls.
     
    Thank you Devs :)
  6. Like
    fcolley3 got a reaction from Bullet_Magnate in I don't like where this game is heading to.   
    Trying to rein in the cynicism and attitude so I'll just say... Lots and lots of games out there. Not every game fits to every one's taste. Doesn't mean there's something wrong with that game. Especially when it has such a great following and fan base. I personally love this game, I look forward to each update post from the devs every two weeks.  It continues to challenge me and I never get bored. I will get cocky from time to time and that's when the game reminds what the outcome of the game is suppose to be. So I say, Not today. Not dieing today and I tighten up my game.
     
    You can go back to playing b40 at any time. no one is stopping you.
  7. Like
    fcolley3 reacted to EnigmaGrey in I don't like where this game is heading to.   
    The two I'm thinking of (which I'd like gone, even if I see them ending the same way regardless of how stupid it can look) are these:

    * You get between two zombies. One hits you and you fall back. The other zombie hits you and you keep falling back. Over and over. It takes forever to die; and, 

    * You get between two zombies. One hits you. You auto-defend yourself. Another zombie hits you. You keep slowly auto defending yourself, over and over.

    Either way you eventually die.
     
    The problem I have is the word "stun lock" describes anything that has a slight pause to long, annoying chain reactions like the above. When it's more minor it feels an awful lot people are saying they "want to go back" to the way it used to be. It ends up feeling like a catch-all for losing the ability to run through zombies mildly inconvenienced and to be able to keep moving and fighting while being bit or scratched. That's the vibe I get from most of the comments here, unfortunately.
     
    That said, there there are certainly examples in PZ's current animation set that need to be cleaned up (e.g. the long pause after jumping over a tall fence, which was fixed recently), but the idea you're going to get DP'd by the undead and conquer them anyway seems to be where a lot of these complaints want to lead us. And well, we're not going back to build 40, lads. If that's not your aim, then just ignore this bit, I'm not talking about you.  
  8. Like
    fcolley3 got a reaction from Milove in Bad Red vs. Good Green   
    Single Player
    Windows 7
     
    Glad to know that Turbo's health has improved and, thank you for making us aware of his situation. The PZ Community, especially those that have been around for a long time, kind of feel like family. We've supported and defended early access and updates for so long, we appreciate giving us extended news and bringing us in the realm of what's going on with "family". 
     
    Loving all the new music updates. There is one area, and I think I detected it before the latest update, where about 2-3 seconds of the music made me think of Game OF Thrones. As I'm a big fan, it caught my attention immediately. I wouldn't mind hearing more.
     
    Looking forward to running across a deer while I roam in the forest. Great to hear about the paths that animals will be prone to use. Might make my sighting more possible. 
     
    I'm such a huge fan of PZ that I rarely play any of my other games and it's rare that an evening goes by that I don't play PZ.  I believe we need to acknowledge and celebrate the things that make the game so awesome and, we need to let the devs know about those things we're not so keen on. For instance, I will never play multiplayer but I'm so happy for those that have waited so patiently for it for so long.  I don't care for the idea of NPC's and hope that I can turn them off in Sandbox. I rarely attempt foraging anymore as I like the old foraging much better. These are personal likes and dislikes. This is not saying that there's anything wrong with these things just that I think the devs appreciate knowing those things that we take great glee in and those things that don't appeal to us. I don't expect anything to be changed to satisfy my preferences, I just want to be the kind of supporter to offer information whether it's praising the game or siting those things that I personally don't care for. 
     
    I had another game that I was such a fan of that I couldn't speak highly enough about (before PZ) and I was waiting with baited breath for series II. When it came out, I was devastated. You could no longer play it on windows 7 .  I can't reconcile updating to Windows 10 just for a game and so, I no longer play that game at all. I won't go into detail the whining I did and how disappointed I was. That is a waste of energy. PZ is my number one game now and I don't even feel the urge to go back and play the series I game.
     
    I'm not a big poster and you rarely see me do so. If I have something to say, I'll do so. It struck me this week that the blogging staff thought perhaps they were over stepping by offering us information about Turbo and felt the need to somewhat apologize for it. That spurred me into posting. Again, I'm so glad his surgery went well and we're glad he's back making our PZ dreams come true. Love you guys!!!
  9. Pie
    fcolley3 got a reaction from gabriel rodrigues brandao in Bad Red vs. Good Green   
    Single Player
    Windows 7
     
    Glad to know that Turbo's health has improved and, thank you for making us aware of his situation. The PZ Community, especially those that have been around for a long time, kind of feel like family. We've supported and defended early access and updates for so long, we appreciate giving us extended news and bringing us in the realm of what's going on with "family". 
     
    Loving all the new music updates. There is one area, and I think I detected it before the latest update, where about 2-3 seconds of the music made me think of Game OF Thrones. As I'm a big fan, it caught my attention immediately. I wouldn't mind hearing more.
     
    Looking forward to running across a deer while I roam in the forest. Great to hear about the paths that animals will be prone to use. Might make my sighting more possible. 
     
    I'm such a huge fan of PZ that I rarely play any of my other games and it's rare that an evening goes by that I don't play PZ.  I believe we need to acknowledge and celebrate the things that make the game so awesome and, we need to let the devs know about those things we're not so keen on. For instance, I will never play multiplayer but I'm so happy for those that have waited so patiently for it for so long.  I don't care for the idea of NPC's and hope that I can turn them off in Sandbox. I rarely attempt foraging anymore as I like the old foraging much better. These are personal likes and dislikes. This is not saying that there's anything wrong with these things just that I think the devs appreciate knowing those things that we take great glee in and those things that don't appeal to us. I don't expect anything to be changed to satisfy my preferences, I just want to be the kind of supporter to offer information whether it's praising the game or siting those things that I personally don't care for. 
     
    I had another game that I was such a fan of that I couldn't speak highly enough about (before PZ) and I was waiting with baited breath for series II. When it came out, I was devastated. You could no longer play it on windows 7 .  I can't reconcile updating to Windows 10 just for a game and so, I no longer play that game at all. I won't go into detail the whining I did and how disappointed I was. That is a waste of energy. PZ is my number one game now and I don't even feel the urge to go back and play the series I game.
     
    I'm not a big poster and you rarely see me do so. If I have something to say, I'll do so. It struck me this week that the blogging staff thought perhaps they were over stepping by offering us information about Turbo and felt the need to somewhat apologize for it. That spurred me into posting. Again, I'm so glad his surgery went well and we're glad he's back making our PZ dreams come true. Love you guys!!!
  10. Like
    fcolley3 got a reaction from Magondivel in Bad Red vs. Good Green   
    Single Player
    Windows 7
     
    Glad to know that Turbo's health has improved and, thank you for making us aware of his situation. The PZ Community, especially those that have been around for a long time, kind of feel like family. We've supported and defended early access and updates for so long, we appreciate giving us extended news and bringing us in the realm of what's going on with "family". 
     
    Loving all the new music updates. There is one area, and I think I detected it before the latest update, where about 2-3 seconds of the music made me think of Game OF Thrones. As I'm a big fan, it caught my attention immediately. I wouldn't mind hearing more.
     
    Looking forward to running across a deer while I roam in the forest. Great to hear about the paths that animals will be prone to use. Might make my sighting more possible. 
     
    I'm such a huge fan of PZ that I rarely play any of my other games and it's rare that an evening goes by that I don't play PZ.  I believe we need to acknowledge and celebrate the things that make the game so awesome and, we need to let the devs know about those things we're not so keen on. For instance, I will never play multiplayer but I'm so happy for those that have waited so patiently for it for so long.  I don't care for the idea of NPC's and hope that I can turn them off in Sandbox. I rarely attempt foraging anymore as I like the old foraging much better. These are personal likes and dislikes. This is not saying that there's anything wrong with these things just that I think the devs appreciate knowing those things that we take great glee in and those things that don't appeal to us. I don't expect anything to be changed to satisfy my preferences, I just want to be the kind of supporter to offer information whether it's praising the game or siting those things that I personally don't care for. 
     
    I had another game that I was such a fan of that I couldn't speak highly enough about (before PZ) and I was waiting with baited breath for series II. When it came out, I was devastated. You could no longer play it on windows 7 .  I can't reconcile updating to Windows 10 just for a game and so, I no longer play that game at all. I won't go into detail the whining I did and how disappointed I was. That is a waste of energy. PZ is my number one game now and I don't even feel the urge to go back and play the series I game.
     
    I'm not a big poster and you rarely see me do so. If I have something to say, I'll do so. It struck me this week that the blogging staff thought perhaps they were over stepping by offering us information about Turbo and felt the need to somewhat apologize for it. That spurred me into posting. Again, I'm so glad his surgery went well and we're glad he's back making our PZ dreams come true. Love you guys!!!
  11. Like
    fcolley3 reacted to nasKo in Bad Red vs. Good Green   
    Hey all, here’s a Thursday round-up. We released version 41.71 last Thursday. We’re big on Thursdays around here.
     
    41.71 contained a huge range of stuff, but topline features included: new and improved dynamic action music, a raft of improvements for Steam Deck players, new items, scarecrows, less wobbly and less performance-costly 3D items on your safehouse floor, loads of MP improvements under the hood, the fabled one-watch VHS video fix, new ambient and shutdown noises, modding improvements and tons more.
     
    Better to read the forum release post than a long paragraph in the blog, I guess, if you are in need of a catch-up.
     
    Since last week we hotfixed some issues with sound cut-outs on busy servers and with rapid-fire weapons, and so now we find ourselves moving onto…
     
    41.72
    Seeing as we already have a fair amount of MP changes, fixes and balance in the pot for .72 at the moment it feels like it won’t be too long until we move it into the Unstable beta – unless of course a more disruptive feature comes to the boil over the next week or so and requires added internal testing.
     
    The current changelist for what we have in this patch can be seen here if you are interested.
     
    Primary items of note involve a lot of fixes and polish to radio use in-game, improvements to the representation of weapon-part upgrades in 3D models, and various issues with generators and batteries.
     
    Also in the patch will be the opt-in ability for fellow faction and safehouse members to be visible on your in-game map.
     

     
    And also some support for our colour-blind survivors, who will now be able to choose their favoured new text colours instead of BAD RED and GOOD GREEN. Thanks to Fox for this one.
     

     
    BEYOND
    There are many advantages of having a tight small team when making a game like PZ. However, one of the biggest disadvantages is that when serious ‘irl’ stuff happens to any of us it makes aspects of development difficult. We’ve never really mentioned it before, and still won’t go into any detail, but this was one of the reasons that Build 41 itself took a long time to come to complete fruition.
     
    The reason we are bringing this up is because one of the primary architects of the revamped B42 crafting system, Turbo, has been very ill (and often hospitalized) for much of the last three-four months.
     
    Turbs said it was okay to let you all know this, as it clearly has meant that while RJ’s work on domestic animals and some roaming beasts has been rocketing on ahead – Turbo’s own work on the post-apoc crafting, tech-trees and recipes has had to be on hold.
     
    We are so, so relieved and happy that Turbo’s treatment led up to an operation and a complete return to health – to the extent that he has been back working with us again this week. It’s been awesome having him about the place again.
     
    We don’t yet know how much this will impact on build content, timings etc, and will be working out what’s what in the week or two ahead – tho B43 stuff is being worked on in parallel, so it hasn’t been detrimental to that.
     
    Sorry if this has been a bit of a ‘too much info’ update, it’s probably not something you’d catch in a Call of Duty blog, but with Turbo’s permission, we thought it would give everyone a more accurate insight into where we’re at with things.
     
    We also hope that everyone will join us in wishing Turbs continued good health – a phrase for which the Dutch probably have their own term for and that we will google later on.
     
    To circle back around to more developmental matters-at-hand, here’s an image from RJ and Tim’s work on ways in which our non-domestic animals will roam the map. These are AnimalZone paths that share points, and allow for both long paths that cross cell boundaries and branching paths too.
     
     
    MAPPING
    We love seeing the maps our community produces – each with their own flavours, design and challenge. To support all our mappers today we are releasing almost 1500 buildings and associated assets of our own in-game housing, garages, sheds and patio sets for use in community maps.
     
    These should help map-builders flesh out their worlds without having to rely purely on their own constructed (and shared community) houses, flats and outbuildings.
     
    If you are a mapper then you can find the released assets here.
     
    We are not releasing ‘special’ and governmental/military buildings – but there are many, many houses, apartments, sheds, shacks, shops and restaurants here for folks to use in their own apocalyptic zombie nightmares.
     
    In terms of our own future map improvement and expansion, meanwhile, check out what Ayrton has been doing to our Louisville rich districts.
     
    “To bring more diversity to some locations of Louisville, I am converting some streets or blocks into Victorian-style districts, it should enable us to add a new layer of complexity to the urban plan with areas that are more/less wealthy, ancient, etc. Those new tiles are also being added across existing relevant buildings.”
     
     
    Elsewhere Aiteron is playing around with his improved fishing system to mix in some added ‘fun quota’ alongside the improved anims/visuals we showed last time round. Long-term work on server-side items and timed actions for MP continues, and the Noiseworks/Formosa soundscape revolution continues with their next missions due to be discussed in the coming week.
     
    Pat_Bren is also, meanwhile, crafting a bunch more annotated survivor maps to bolster our current stock – and also to cover Louisville and other newer areas of the Knox Event map.
     
    JOB AD AGAIN
    Following the success of Build 41, we find ourselves in a position where we can hunt down other experienced Games Programmers to join the Project Zomboid team.
     
    We are looking for coders willing and able to refresh some of our older systems, polish the existing ones and then to delve further into the features that will be part of the Knox Event’s exciting future.
     
    Interested applicants should check our jobs page, but we should underline that we currently don’t have any entry-level positions available. You will need to have a fair amount of experience we are afraid.
    This week’s touching crime scene from hp.tf. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  12. Spiffo
    fcolley3 got a reaction from Yana M.D. in Sports Cars Wheels Uninflateable   
    I do, and I see that you have no problem seeing the "inflate tire" option on your sports car. So that would be a good assumption...that I have a mod interfering and it's not a bug. Thank you for taking the time to respond and submitting the pic which pretty much offers the answer.
  13. Like
    fcolley3 got a reaction from gabriel rodrigues brandao in About Carr Batteries   
    There are battery chargers in the game.  Find one and you can charge your battery back to 100%
  14. Like
    fcolley3 reacted to nasKo in Milky Milky   
    How do, all. Let’s visit a few different PZ departments to see what’s cooking.
    41 PATCHING
    We are currently partway through the journey to the 41.69 patch. Planned patches to Build 41 are intended to be, generally, not feature-led and instead focus on balance, QOL, fixes and polish. The current contents of 41.69 includes:
    New items and 3D models New foraging discoveries. Many improvements for controller and Steamdeck play Many improvements to the MP experience in areas such as: the sometimes weird vehicle physics, the PvP safety system, the PvP cooldown timer, safehouse bugs, sleeping and radio/VHS sync.
    There’s a lot more incoming next week, but we intend to keep this patch relatively short and sharp if we can – though of course will also need to be sure of MP stability before any release (even to unstable) as there’s still quite a lot of large adjustments to the MP code going into the pot.
    FISHING AND LOCKPICKING
    Although it’s not clear where it will land in terms of a build release yet, this week Aiteron’s new fishing system had its first internal test. This was largely a bug-chasing exercise, especially in terms of MP, but the testers had fun.
     
    There’s still a lot of work to be done, and we will need better and more appropriate anims to really sell how it works, but the current mission statement is to get it all working – so we can then add some polish.
     
    We also need to bring the mechanics closer to realism, through exploring what is caught (and how) in Kentucky – and what different types of lines, hooks, lures, bait and catch options we should include to increase/decrease your chances of catching a particular sort of fish. Likewise, clearly stuff like your location, the weather, the time of day and your fishing skill will all come into play.
    We won’t go into detail, as it’s still distant, but something else that’s in the design phase while Aiteron implements fishing is bringing elements of his lockpicking mod over into the main game – in a new and improved package to boot.
     
    Locks will vary in type and challenge, and the tools required may differ. Through this, stashes with useful loot will be added to the map – hidden behind locked doors. This will also enable locked doors within houses, chests, locked gun cabinets etc.
    MAP WORK
    The map team’s ongoing mission to improve the Knox Event map continues. Amidst other tasks focussing on the Many Years Later challenge map, converting and building new farms to fit in with our animal plans, and plotting for future expansion… here’s a few extra fun things that will be appearing in an exclusion zone near you.
     
    New tiles to improve the appearance of existing locations. Some older, and very distinguished, buildings for the richfolk of the area. MUSIC
    On top of the gameplay improvements mentioned last time, the guys at Formosa UK (formerly Noiseworks) are working on a first draft of a rework of the action music.
     
    Instead of switching between tracks mid-fight, the plan is to cross-fade between different intensity levels of the same track. The base intensity will be the regular track that you are used to, but then there will also be a high action version that has been beefed up a bit.
    When the action subsides, or the number of zombies you’re fighting declines, the music will enter a low state and eventually fade out.
    FARM ANIMALS
    Work on the introduction of farmed animals continues for their planned introduction in Build 42.
     
    All the following information and videos are SUPER WORK IN PROGRESS and will improve a bunch as we move forward. Please don’t worry/complain/laugh/faint/query/weep about ‘em. (Usual caveats apply basically!)

    Some bullet points on the current integration!
    All animals are defined in lua definition tables, which will allow for maximum modding possibilities: it’s via these definitions that you can essentially adjust animal behaviour. When in their pen farm animals will wander around, ‘emote’ by flapping wings or rootling for food on the ground, sit, rest, lie down etc. Relevant animals can graze grass, which then regrows after an appropriate amount of time –  which can be defined in a new sandbox option. Animals will eat from a trough, which is something you’ll either construct or loot from a farm.
        Animals all have different growth stages – for example calves become cows/bulls, and grow in size. Their growth will be guided by various parameters – like their hunger, thirst, general health and the size of their enclosure. Baby animals will stick by their mother’s side, and even take milk directly from the udder. The bigger the animal size, the more meat it will produce when it is butchered. There will be various breeds in-game – so you could have a “meat breed” (Angus) or a “milk” breed (Holstein) – and maybe even something in between like a Simmental. Growth rates will be realistic, so a cow will take two full years to be at its full size, but this will be modifiable via sandbox options. Cows will generate milk for a certain period after delivering a calf. The more you continue to milk the cow, the more milk you’ll get each day. Leaving a cow with a full udder, however, will cause issues and a decrease in lactation. Sheep grow wool that you can retrieve with a shear, and also have a milking system if you enjoy sheep milk.
        Hens can lay eggs. If a henhouse is present they’ll lay eggs in it, otherwise they’ll do it on the ground. They can be fertilized by a rooster, so if left for a time can hatch out chicks. You will need to shut the door to the henhouse every night, and open it back up every morning, or will you risk visits from Mister Fox – and see the resulting bloodstains to boot.
        ANIMAL BREEDING
    What’s currently being added to the above systems are some ways to encourage the breeding of animals – to improve your herd, and that of your friends and neighbours, as the apocalypse draws on.
     
    It sounds complicated, but it’s actually quite easy for us to generate animals with a ‘full’ (for our purposes) genome – again all defined in lua definition tables for easy modding.
     
    Each animal type will have a set of abstracted genes that each contain two ‘alleles’ inherited from parents, from “milk quantity”, to “life expectancy”, “strength”, “appearance” genes and a lot more in-between.
     
    We’ve gone for a somewhat realistic, yet still gamified, genetics system to make it feel somewhat accurate. We want to have some of the interesting consequences of genetics, and also to have them present clear enough results for players to engage with in cross breeding projects.
     
    When breeding animals, characters with appropriate skills will be able to inspect the animal and get an idea of its various health-related attributes (aka genes) – while others such as egg laying, fertility or milk production will be observed in the animal during its lifespan. Higher skills will also, most likely, make this more apparent/obvious to experienced breeders.
     
    The gameplay loop of animal breeding will involve trying to pick the correct pairings/groupings of your animals to pass along the best genes into their offspring.
     
    Over successive generations you will be able to improve your stock with better milk production, egg production etc – or help you to focus on producing animals with more meat for slaughter.
     
    Finding new animals to breed to diversify and improve your stock’s gene pool will be a prime reason for farmer players to interact with other groups, or go hunting around the farms on the map. Likewise, this will zero in on the concept of a ‘prize bull’ that you might grow an emotional bond with, and really, really not want to get ill – or perhaps even get stolen in MP.
     
    The science will be that each animal will carry two sets of alleles in their genome, one contributed randomly from each parent. You have dominant and recessive alleles, and this will mean that you definitely have to be careful about in-breeding, as base generated animals may have recessive gene timebombs in the forms of genetic illnesses of varying types, waiting to ruin your prize bull and your entire stock if you’ve inbred your animals too much.
     
    We’re sure there’ll be mods that will allow players to observe the genes more directly, but in the base game we’re expecting a tad more ‘art than science’ approach and using informed guesses and examination and observation to improve your stock.
     
    There’s plenty more to this system, but we’ll leave it there for now. All animals will use this genetic system, and we’re sure at some point we’ll look into expanding it into the plant system too, however that’s not a priority right now and almost certainly in the worlds beyond Build 42.

     
    This week’s cool arcade base from Damien. A changelist of all our pre-release patches since the 41 beta began can be found here. 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 you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  15. Like
    fcolley3 got a reaction from JEDARDO in NPC quests and mini backstories   
    I really hope you're right about the "options". I don't think I'd be as interested in the game if NPCs are something I'd be forced to contend with. It just wouldn't be the same game for me. I know adding NPCs is something that the devs have always intended but I didn't realize it was such an intricate piece that was considered a "must have" in the game. Although I don't play multiplayer, it's understandable that's a piece that the devs felt was a very important piece that had always been a major goal and that the game would not be complete without it. I've been watching some of the multiplayer videos on youtube and some of them are quite entertaining. Again, not something I'd be interested in participating in but I've had many great laughs while watching others.
     
    Thank you for your response. I suppose I'll just have to wait and see if it's an option or not. I get the feeling that it will be quite a while before it's included and that's perfectly fine with me. 
  16. Pie
    fcolley3 got a reaction from e1ia4s in hello   
    All very good suggestions. I've seen some of them before. The devs have been working on this game a very long time and hopefully, will continue to do so. I think they have a lot of things in store for us. You will probably see some of your suggestions in future updates. I believe they do listen to our suggestions, that's why they have a section just for that. Some things could be very hard to implement like...swimming? I think they do a fantastic job and the release of .54 is a good example of that.
  17. Like
    fcolley3 got a reaction from Turbo50 in Vehicle's Engine Revving   
    This started with the .54 update. When looting, I leave the engine of my car running, thus allowing for a quick get away. I now am aware of my car's engine revving on it's own, parked out by the street, while I'm in the house looting. When it first happened, I thought OMG, the zombies  are stealing my car but don't know how to take it out of park. Every car I have used is doing it. It's a bit startling when you're trying to sneak around the house and be quiet and you hear your car's engine rev out by the street. I named my last car "Christine".
  18. Like
    fcolley3 reacted to David in Bohemian Rhapzedy   
    I bet it is their first and #1 priority, ain't like you or any of us get to see behind the scenes.  Tell me, how exactly would you show off the progress of re-writing the MP from scratch?  I imagine the goal is to make the MP nearly identical to the previous, from the player's perspective.  How would you excite people with updates saying "hey, we now have player sync, look at them walk around!" or "these horde is synced to ALL the players on the server!" when it would look almost the exact same as MP in build 40 and brought nothing new to the table?  The only way you'd really be able to show progress that looks noteworthy and ""exciting"" is showing people the chunks of code that make up the MP base, which isn't really that exciting when you don't understand code at all.  I'll agree and say this update post is a little lack luster (looking at the sound images) but updates about MP aren't any different. 
     
    As for releasing it early, how is it that you don't see the writing on the wall when you say that?  You got a ton of games from the past couple years that basically released earlier than they should've and players, justifiably, got upset.  I guarantee that if they release it early like you want, all it would take is one bad experience caused by a bug (a server hitch while a horde chases you, leading to your demise for example) and the same players begging for MP would say "this game's shit" and they wouldn't want to play it again, especially if they were geared up and lost all of it because of a bug (on top of it, some might even say it was a cash grab from TIS, leading to more hate for doing the thing players asked them to do).  Maybe you wouldn't think this way but a lot of players would, look at Fallout 76 and Cyberpunk 2077 as examples.  I don't mean to sound dick-ish but how can you look at this and think it'd be different when history has clearly shown the opposite?
  19. Like
    fcolley3 reacted to Gurluas in Bohemian Rhapzedy   
    You can't expect sound designers to finish MP faster, that's not how it works!
     
    I for one love and appreciate the new sound effects big time! I am also waiting for multiplayer but I'm not gonna bitch when we get cool new content. I am excited to hear what snow sounds like.
     
    The animals are also great!
    Are Foxes are one of the mammals?
     
    I really hope tameable foxes will be available when animals come out properly someday.
     
  20. Like
    fcolley3 reacted to DresdenBBQ in Bohemian Rhapzedy   
    Wow that sound design is phenomenal, the audio will be somethin' else once it's released. Everyone will be able to tell since sound is such an important part of this game, I like the touch with the different sounds for boots/sneakers. 
  21. Like
    fcolley3 reacted to nasKo in Bohemian Rhapzedy   
    The team working on sounds is a team of sound engineers and designers that was specifically hired to make sounds. 
    People do care about immersion and sound is a big part of that. 
  22. Like
    fcolley3 reacted to Toshis in Bohemian Rhapzedy   
    Seems like some people dont understand that by improving graphics, sound or other game mechanics, not only single player experience becomes better, but also multiplayer. Its a win - win situation. Also, it seems that some people dont understand that multiplayer and audio is worked by different people in parallel. And also, some people dont understand how hard and long it is to develop a game. To create something from nothing. Personally, i do care about other aspects of the game, not just multiplayer.
  23. Like
    fcolley3 got a reaction from Gurluas in Bohemian Rhapzedy   
    Claps hands enthusiastically....wonderful wonderful post. Thank you so much for giving us "single player" players something to be excited about. It feels like it's been a long time since new features and updates have been directed toward the single player gameplay. Not at all complaining. I/we are being very patient as the team concentrates on getting multiplayer out the door. I've watched for months as the posts get louder and louder regarding  "When Is Multiplayer Going To Be Finished?" After a while it gets pretty annoying. It's understandable that at some point you would want to direct all resources toward getting this feature finished. Maybe you'll be able to take a breath afterwards. True, I have missed the updates and new objects that I use to wait for each week but, I'm sure you have noticed that there has been no growling and hissing coming from the single player group. We appreciate all your hard work and dedication and recognize that the world does not revolve around us. 
     
    Again let me offer accolades to the Noiseworks people for their great work. Loving every bit of it and looking forward to enjoying these new sounds in my game. Hat's off to the PZ team for reaching out to Noiseworks to continue their efforts in making Project Zomboid the greatest zombie/survival game there is. 
  24. Like
    fcolley3 got a reaction from trombonaught in Bohemian Rhapzedy   
    Claps hands enthusiastically....wonderful wonderful post. Thank you so much for giving us "single player" players something to be excited about. It feels like it's been a long time since new features and updates have been directed toward the single player gameplay. Not at all complaining. I/we are being very patient as the team concentrates on getting multiplayer out the door. I've watched for months as the posts get louder and louder regarding  "When Is Multiplayer Going To Be Finished?" After a while it gets pretty annoying. It's understandable that at some point you would want to direct all resources toward getting this feature finished. Maybe you'll be able to take a breath afterwards. True, I have missed the updates and new objects that I use to wait for each week but, I'm sure you have noticed that there has been no growling and hissing coming from the single player group. We appreciate all your hard work and dedication and recognize that the world does not revolve around us. 
     
    Again let me offer accolades to the Noiseworks people for their great work. Loving every bit of it and looking forward to enjoying these new sounds in my game. Hat's off to the PZ team for reaching out to Noiseworks to continue their efforts in making Project Zomboid the greatest zombie/survival game there is. 
  25. Like
    fcolley3 got a reaction from Eddiekay in 3 Story Apartment Building with 5 Flats   
    Very very nice!
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