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King-Salomon

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  1. Like
    King-Salomon reacted to martingee in New Model   
    This is the double edge sword we tread. If we mention anything about it, other than its released, we get lambasted for talking about "nothing". 
     
    If we don't mention that work continues, people get sad or suspicious.
     
    You can be rest assured work continues on the new animations which are intrinsically linked to new clothes and weapons. Hopefully when that build goes into testing everyone's wait won't be a disappointment!
  2. Like
    King-Salomon reacted to RobertJohnson in New Model   
    Yep, mechanics won't tho, it's still WIP, need to finish the UI & car scripting first
     
    But this'll come once I finished to smash bugs on 38, prob next week! (NO ETA RJ! BAD RJ!)
  3. Like
    King-Salomon got a reaction from Zorak in Gas 2 Go   
    Fair points, but I am not talking about "knowledge" I am talking about "skills" - if you understand the basics of electricity and metallworking (or maschine working) [Skill] you can repair an old car IF you have the knowledge  (not the new ones but the old ones) [Recpt/Knowledge]
     
    The point is, you have more or less useless skills in the game - and combining them for SKILL (not knowledge) might help the game
     
    your points are good but they can achived by getting the know-how with books, magazines etc rather that adding a new skill which is only usefull again in lvl 1-2 imo
  4. Like
    King-Salomon got a reaction from Legoland99 in Gas 2 Go   
    not so sure about the need of an extra skill for Mechanic - why not use the Metal and Electro skill in combination?
     
    Would be better to flesh out the skills we have than to create new skills which are also not sooo usefull...
     
    I still believe the skillls should work together more and depend on each other...
     
    other than that.. cool stuff guys  thanks
  5. Like
    King-Salomon got a reaction from DramaSetter in Let's make a date thread for when we predict NPCs will officially drop.   
    I REALLY don't get what you guys have with NPC's ...
     
    really !! the main problem with NPC's is that you need a good and working AI (!!!) - which is a HELL of work - we are not talking about some 1000 animations which are "just a piece of work but nothing too complicated" - we are talking about adding an AI - which if done poorly will break the game !! 
     
    Not an AI like the Zombie Ai - no, an AI which let's the NPC's act "almost player like" - not like the (great) MOD that includes some "NPCs" but a REAL NPC AI..
     
    An AI most people have no idea how many work it will be to create but everyone will shitstorm if a "NPC" is ruining his playthrough, doing something stupid, gets the player killed, etcpp
     
    NPCs are a REAL nightmare - why do you think most games today are going multiplayer instead singleplayer? You don't need so much AI ! Without so much AI the game will be much less costly... a bad AI breaks games...
     
    PZ is great without NPCs, it COULD be better with NPCs I agree BUT most likly it will be the opposit as the NPC-AI will NEVER meet the quality the player expect - PZ is too complex a game for that IF you expect the NPC to survice more than 1h - it is NOT a simple shooter or a scripted RPG... you can't even include "savezones" were NPCs can live peacefull without Zeds - like the traders in 7DTD - as it would break the fluff of the game (but would be working to include NPCs as you wouldn't need too much AI for that) ...
     
    So I am more than happy to play the game without any NPC as it would be a lot worse to have bad NPC-AI integrated !
     
     
  6. pillow
    King-Salomon got a reaction from Legoland99 in Let's make a date thread for when we predict NPCs will officially drop.   
    I REALLY don't get what you guys have with NPC's ...
     
    really !! the main problem with NPC's is that you need a good and working AI (!!!) - which is a HELL of work - we are not talking about some 1000 animations which are "just a piece of work but nothing too complicated" - we are talking about adding an AI - which if done poorly will break the game !! 
     
    Not an AI like the Zombie Ai - no, an AI which let's the NPC's act "almost player like" - not like the (great) MOD that includes some "NPCs" but a REAL NPC AI..
     
    An AI most people have no idea how many work it will be to create but everyone will shitstorm if a "NPC" is ruining his playthrough, doing something stupid, gets the player killed, etcpp
     
    NPCs are a REAL nightmare - why do you think most games today are going multiplayer instead singleplayer? You don't need so much AI ! Without so much AI the game will be much less costly... a bad AI breaks games...
     
    PZ is great without NPCs, it COULD be better with NPCs I agree BUT most likly it will be the opposit as the NPC-AI will NEVER meet the quality the player expect - PZ is too complex a game for that IF you expect the NPC to survice more than 1h - it is NOT a simple shooter or a scripted RPG... you can't even include "savezones" were NPCs can live peacefull without Zeds - like the traders in 7DTD - as it would break the fluff of the game (but would be working to include NPCs as you wouldn't need too much AI for that) ...
     
    So I am more than happy to play the game without any NPC as it would be a lot worse to have bad NPC-AI integrated !
     
     
  7. Like
    King-Salomon got a reaction from grammarsalad in Build 38 and Beyond: Small but Important Suggestions Thread   
    492:  (very) Heavy load and worse should you NOT allow to climb up sheet ropes (climb down could result in falling)
     
    493: add a real "sheet ladder" (craftable from real robes not racks) which would allow to climb up and down even with (very) Heavy load
  8. Like
    King-Salomon got a reaction from grammarsalad in Build 38 and Beyond: Small but Important Suggestions Thread   
    I was asked by @Bioweapon to post this for him:
     
     
  9. Like
    King-Salomon got a reaction from Massi in Build 38 and Beyond: Small but Important Suggestions Thread   
    +1 !! maybe even possibility to "paint" icons on the box like a hammer-icon, green cross icon, food icon, fishing-rod-icon, seedpacket-icon, weapon icon etc to chance the art of the boxes (would need new art, so something for the future maybe - till then a tooltip "note" would be great
     
    some more tooltips would be great too .. like (but not only)
     
    485: mouse-over tooltips for skills - for newbies it would be a QOL point to get informations about what the different skills are doing/effecting/can be raised by a simple tooltip for overmouse the skill - maybe the text could be copied from the wiki http://pzwiki.net/wiki/Skills (effects) if still up-to-date 
  10. Like
    King-Salomon got a reaction from Massi in Build 38 and Beyond: Small but Important Suggestions Thread   
    478 :  chance the icon art for some of the containers - it's no big deal but seems unnessessary to loot the mailbox from a regal-container etc - even no new art needed, just use the mailbox head as a picture (others might need new art maybe)  (maybe even the kittchen- and bathrooms sink container show a sink icon instead of the normal regal one)
     
    479: desks in living rooms (like the desks in the childrens rooms which would be used for homework) should be container like desks in school/offices
     
    480: standardize some commands (atm: using a TV is "device options" - for using the stove it's "settings" )
     
     
    what was already asked I am pretty sure:
     
    -  washing maschine as container and useable (with power) to clean clothes
     
    - for QoL: naming some of the items to better find them in inventory (like the books should all beginn with the topic, no "jumping" of cooked items in the inventory when you add something to them because the name chances to something completly different, boxed items should be listed with the items they contain, paints not sorted by the color but by paint etc)  (I know it's not as easy as this as it is different for every translated language but for the "original english" version it would be great - there are some mods which do this but for QOL it should be into the base game)
     
    EDIT: 
     
    481: some forum-mod to copy all the suggestions and start a new topic with the list which can be better sorted by @Connall    guess a lot are multiples, some are already dealt with, others are "no-goes", some are low priority for the devs etc - could be some kind of color coding (red = nogo, green = already included, yellow=wip, orange = later etc) or some sorting by topics... 
     
    482:  make more items "not go through" - you can walk through some items instead of "walking against them" like chairs, toilets (!), mailboxes, stop-signs etc ... maybe it is for later with the anmations update but walking through a toilet or chair when I am stopped by a small low table seems wrong
     
    EDIT2:
     
    483:  First add should be a "survivalist" skill not a "crafting skill" !!!! maybe even rename to "medicin" 
     
  11. Like
    King-Salomon got a reaction from grammarsalad in Build 38 and Beyond: Small but Important Suggestions Thread   
    not sure if it was mentioned before but it really annoys me...
     
    460:  add a possibility (like a check box to select etc) that if you are dismanteling an electronic item, the items you get from it don't spam in your inventory but drop on the floor (like when you are destroying a door) 
     
    It's really annoying to remove all the stuff from INV when you are only doing this to get the EXP - if you want to get the items you could select an option to get the items back in your inventory for example or something like this
     
    461: cross-using of skills - like metall 3 AND carpentry 4 are needed to build XY etc...
            also for later:   metall + electric could be used for repairing of cars, so no need of mechanic skill
     
    462: better use of the crafting menue UI:  "Wash clothing" is great in theorie but you can't select the item you want to clean, so it would be great to make the item you want to clean selectable at the UI in the crafting menue ame as it is for cooking f.ex. -
     
    this would also make it possible to
     
    463:  clean-up the crafting menue: "Open Packet of XY seeds" could be only 1 entry instead for every seed 1 entry - the same with "Put XY Seeds in Packet"  - also lots of cooking recepts could be cleaned up that way, the 100 "dismanteling entrys..." could be deald with etc... would greatly improve the usability of the crafting UI
     
  12. Like
    King-Salomon reacted to Livio Persemprio in Build 38 and Beyond: Small but Important Suggestions Thread   
    I think it's time to fix some half done works:
     
    522: metal stuff should have more hp than wooden one, thank you for putting your time with the coding but right now there is no point in trying: less hp, harder to gather skills and materials, louder so that a zombie knocking will attract way more.
     
    523: fix gas pumps, in multiplayer the admin is needed to spawn gas or to enable loot respawn which a lot of people dislike, just so that more than 1 player ever will be blessed with the sight of a working generator. Running a small community like this is not fun, please allow us to siphon from pumps or to power them, or to siphon from cars, it is just quality of life
     
    524: make life easier for electricians, most players don't bother because there is very little you can dismantle that grants xp, and stuff like house alarm (the item) is still a legend to mostly everybody
  13. Spiffo
    King-Salomon got a reaction from Hilrof in Let's make a date thread for when we predict NPCs will officially drop.   
    I REALLY don't get what you guys have with NPC's ...
     
    really !! the main problem with NPC's is that you need a good and working AI (!!!) - which is a HELL of work - we are not talking about some 1000 animations which are "just a piece of work but nothing too complicated" - we are talking about adding an AI - which if done poorly will break the game !! 
     
    Not an AI like the Zombie Ai - no, an AI which let's the NPC's act "almost player like" - not like the (great) MOD that includes some "NPCs" but a REAL NPC AI..
     
    An AI most people have no idea how many work it will be to create but everyone will shitstorm if a "NPC" is ruining his playthrough, doing something stupid, gets the player killed, etcpp
     
    NPCs are a REAL nightmare - why do you think most games today are going multiplayer instead singleplayer? You don't need so much AI ! Without so much AI the game will be much less costly... a bad AI breaks games...
     
    PZ is great without NPCs, it COULD be better with NPCs I agree BUT most likly it will be the opposit as the NPC-AI will NEVER meet the quality the player expect - PZ is too complex a game for that IF you expect the NPC to survice more than 1h - it is NOT a simple shooter or a scripted RPG... you can't even include "savezones" were NPCs can live peacefull without Zeds - like the traders in 7DTD - as it would break the fluff of the game (but would be working to include NPCs as you wouldn't need too much AI for that) ...
     
    So I am more than happy to play the game without any NPC as it would be a lot worse to have bad NPC-AI integrated !
     
     
  14. Spiffo
    King-Salomon reacted to nasKo in Over where?   
    Ello, ello, ello – here’s some of the latest.
    BUILD 38
    The public Build 38 release is feeling increasingly imminent – although there are still a few fixes to the new roof rendering and player view system that are still in the oven. Today we released IWBUMS public beta 38.11 that focuses on transferred optimizations from the vehicles build – so improved garbage collection, optimized lighting, memory leaks plugged and improved map loading.
    There’s also a VoiceManager fix gone in, spotted by BitBaboon Steve and remedied by General Arcade, that should provide an FPS improvement in SP – especially on lower spec systems. So if you see/feel/sense any improvements then please let us know.
    The build also does various soon-to-launch jobs like updating community translations, alongside several of Connall’s Community Suggested tweaks: first aid kits now spawning with sterilized bandages, suture needles being able to be used for sewing like regular needles and the ability to sterilize bandages in boiling water. He’s also made aspects of tea preparation and drinking less frightful through the addition of a new recipe. Full changelist here.
    VEHICLES
    This week Yuri is moving onto commonly reported MP issues in the public vehicles beta in preparation for the wider testing audience when Build 39 goes into IWBUMS. As such stuff like vehicles disappearing on exit, precious loot removing itself from the boot (trunk if you’re American) and similar will all come beneath his steely glare.
    He’s also, finally hopefully, zapped the ‘trapped in walking animation’ bug that’s been vexing our car testers for several builds now – with a fix due in Vehicle Build 19.
    Vehicle Build 18, meanwhile, came out last Friday – and came with the much requested addition of making sure that the number of players that can fit inside each car model is accurate to the number of seats, and hopefully a fix to the strange lights on/off syncing issue that MP players have been reported. It also came with actual visible headlights appearing on vehicles (rather than just having the beams) and red brake lights to boot.
    It brings a surprising amount to the vehicles when it’s all seen in-game, as you can hopefully see in this video. [Although Yuri’s coding music is a little… mellow (?) for our taste.]

    We’ve also updated the Vehicles Build with the latest IWBUMS, so testers can explore the new town of Riverside and the Knox Heights Country Club in relative leisure – as seen below.

    39+ PLANS
    Once Build 38 releases the current plans are for Build 39 to be a relatively quickfire release, essentially getting the existing experimental vehicles out to the public in as bug-free a state as possible – albeit on the current selection toggle. We anticipate improving on their current zoning/spawning alongside aspects of their optimization, but the meat of their maintenance will come in the following build.
    We’re currently firming up the design docs – but the current plan is for vehicle damage, repair and car wreck player injuries to be a focus in Build 40, and then to turn to player-crafted improvements and realistic ‘apocalypse survival’ modifications in later versions.
    As we’ve mentioned before, maintaining your cars will work in much the same way as our current medical system – covering stuff like dead batteries, burst tires and the more common engine issues as well as structural damage. Don’t expect My Summer Car levels of vehicular knowledge requirements [although we certainly hope the modding crowd will think towards this] but do expect the Mechanic profession to be a fun/useful one to have.
    Elsewhere Turbo is making good progress with his Devices overhaul (this week reworking radios so it’s easier to find and tune into different player wavelengths), Bitbaboon Mark is fixing up the new skinned renderer in the now integrated model loader in the anims build and his colleague Steve is marking up various targets for optimization to ensure that vehicles run as swimmingly as possible when they’re released. Oh, and Mash is adding more detail to the wilderness areas around Riverside for those who venture into the back of beyond.
    Today’s featured massacre from C.P. 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 Mondoids 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.
  15. Like
    King-Salomon reacted to wsensor in Build 38 and Beyond: Small but Important Suggestions Thread   
    484: A way to label crates so that you can hover over them with the mouse and read the label.
     
    IE: Post it Note (Write on it Tools.) Paste note to crate. Than when you hover over said crate it will say tools.
    Would make it easier to know whats in a crate.
  16. Like
    King-Salomon got a reaction from Keshash in Build 38 and Beyond: Small but Important Suggestions Thread   
    not sure if it was mentioned before but it really annoys me...
     
    460:  add a possibility (like a check box to select etc) that if you are dismanteling an electronic item, the items you get from it don't spam in your inventory but drop on the floor (like when you are destroying a door) 
     
    It's really annoying to remove all the stuff from INV when you are only doing this to get the EXP - if you want to get the items you could select an option to get the items back in your inventory for example or something like this
     
    461: cross-using of skills - like metall 3 AND carpentry 4 are needed to build XY etc...
            also for later:   metall + electric could be used for repairing of cars, so no need of mechanic skill
     
    462: better use of the crafting menue UI:  "Wash clothing" is great in theorie but you can't select the item you want to clean, so it would be great to make the item you want to clean selectable at the UI in the crafting menue ame as it is for cooking f.ex. -
     
    this would also make it possible to
     
    463:  clean-up the crafting menue: "Open Packet of XY seeds" could be only 1 entry instead for every seed 1 entry - the same with "Put XY Seeds in Packet"  - also lots of cooking recepts could be cleaned up that way, the 100 "dismanteling entrys..." could be deald with etc... would greatly improve the usability of the crafting UI
     
  17. Like
    King-Salomon got a reaction from DramaSetter in Build 38 and Beyond: Small but Important Suggestions Thread   
    not sure if it was mentioned before but it really annoys me...
     
    460:  add a possibility (like a check box to select etc) that if you are dismanteling an electronic item, the items you get from it don't spam in your inventory but drop on the floor (like when you are destroying a door) 
     
    It's really annoying to remove all the stuff from INV when you are only doing this to get the EXP - if you want to get the items you could select an option to get the items back in your inventory for example or something like this
     
    461: cross-using of skills - like metall 3 AND carpentry 4 are needed to build XY etc...
            also for later:   metall + electric could be used for repairing of cars, so no need of mechanic skill
     
    462: better use of the crafting menue UI:  "Wash clothing" is great in theorie but you can't select the item you want to clean, so it would be great to make the item you want to clean selectable at the UI in the crafting menue ame as it is for cooking f.ex. -
     
    this would also make it possible to
     
    463:  clean-up the crafting menue: "Open Packet of XY seeds" could be only 1 entry instead for every seed 1 entry - the same with "Put XY Seeds in Packet"  - also lots of cooking recepts could be cleaned up that way, the 100 "dismanteling entrys..." could be deald with etc... would greatly improve the usability of the crafting UI
     
  18. Like
    King-Salomon got a reaction from Legoland99 in Build 38 and Beyond: Small but Important Suggestions Thread   
    not sure if it was mentioned before but it really annoys me...
     
    460:  add a possibility (like a check box to select etc) that if you are dismanteling an electronic item, the items you get from it don't spam in your inventory but drop on the floor (like when you are destroying a door) 
     
    It's really annoying to remove all the stuff from INV when you are only doing this to get the EXP - if you want to get the items you could select an option to get the items back in your inventory for example or something like this
     
    461: cross-using of skills - like metall 3 AND carpentry 4 are needed to build XY etc...
            also for later:   metall + electric could be used for repairing of cars, so no need of mechanic skill
     
    462: better use of the crafting menue UI:  "Wash clothing" is great in theorie but you can't select the item you want to clean, so it would be great to make the item you want to clean selectable at the UI in the crafting menue ame as it is for cooking f.ex. -
     
    this would also make it possible to
     
    463:  clean-up the crafting menue: "Open Packet of XY seeds" could be only 1 entry instead for every seed 1 entry - the same with "Put XY Seeds in Packet"  - also lots of cooking recepts could be cleaned up that way, the 100 "dismanteling entrys..." could be deald with etc... would greatly improve the usability of the crafting UI
     
  19. Like
    King-Salomon got a reaction from trombonaught in Build 38 and Beyond: Small but Important Suggestions Thread   
    not sure if it was mentioned before but it really annoys me...
     
    460:  add a possibility (like a check box to select etc) that if you are dismanteling an electronic item, the items you get from it don't spam in your inventory but drop on the floor (like when you are destroying a door) 
     
    It's really annoying to remove all the stuff from INV when you are only doing this to get the EXP - if you want to get the items you could select an option to get the items back in your inventory for example or something like this
     
    461: cross-using of skills - like metall 3 AND carpentry 4 are needed to build XY etc...
            also for later:   metall + electric could be used for repairing of cars, so no need of mechanic skill
     
    462: better use of the crafting menue UI:  "Wash clothing" is great in theorie but you can't select the item you want to clean, so it would be great to make the item you want to clean selectable at the UI in the crafting menue ame as it is for cooking f.ex. -
     
    this would also make it possible to
     
    463:  clean-up the crafting menue: "Open Packet of XY seeds" could be only 1 entry instead for every seed 1 entry - the same with "Put XY Seeds in Packet"  - also lots of cooking recepts could be cleaned up that way, the 100 "dismanteling entrys..." could be deald with etc... would greatly improve the usability of the crafting UI
     
  20. Like
    King-Salomon reacted to nasKo in Optimal Transmission   
    Plenty on at the moment, and a new Community Megatest with free PZ codes up for grabs coming up on Wednesdoid…
     
    NEW BUILDS
    We released a new build of the Vehicles test branch today, in preparation for it becoming Build 39 once Build 38 gets a full release. Vehicle Build 15 fixes bugs with car wrecks spawning in the air and gently floating down, and also goes through and corrects the vehicle shadows and collision boxes of all our car models – meaning that flipped cars can no longer be walked through.
    Yuri also finished off his gamepad integration work, adding gamepad control to our lootable map interface, which he will be transferring to Build 38 alongside the rest of his controller work.
    The original plan was to release our new map expansion featuring the town of Riverside and the Knox Heights Country Club into the vehicles build, but as the week has gone by it’s seemed increasingly daft to sit on something that’s finished for longer than is necessary. As such we’re currently working on the zombie spawn maps and player spawn points necessary for it to be released earlier with Build 38.
     
    Our intention is to get this out, alongside rooftop rendering and general RJ fixes, in time for a Community MP Megatest we’ll be holding on Wednesday evening. This is as a result of the…
     
     
    WAR ON ZOMBIE LAG
    We currently have two technical director chaps working on Zomboid. There’s Mark who’s setting up animations and currently getting a character skinned renderer active on a toggle (so we can turn on the new anims on the dev-side one-by-one as we go), and Steve who we’ve initially tasked with optimizing MP connectivity.
     
    Steve’s primary aim is to remove zombie lag (teleporting zeds, unfair bites and general server strain) and this past Friday he might have made a bit of a breakthrough – which has now been coded and is due to be released into our IWBUMS public beta for testing tomorrow. Essentially Steve discovered a way to optimize zombie transmission – limiting the amount of zombie placement and zombie movement data that’s shared between players, while still keeping the online gameplay rolling.
     
    This, combined with Stas from General Arcade’s ‘server save pause’ that’s already part of Build 38, could hopefully provide a massive improvement for all our MP players and server owners when released.
     
    Through the power of maths we can tell it’s likely to be a nifty optimization, but we can’t tell how nifty it will be without putting it to the test… and so…
     
     
    SERVER COMMUNITY MEGATEST II
    This Wednesday 23rd August at 8pm BST (GMT+1) we will be opening up a server that’s running the current IWBUMS build, and we’d politely ask those interested in helping out to attend. Full details in this thread.
     
    As with our previous Build 38 Megatest, participants will all receive a free Project Zomboid code to give to a friend/enemy/close family relation. All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade.
     
    The only difference between this time and the last Megatest is that, to properly emulate a normal live PZ server, we will be capping the number of participants at 50. When the test is over, however, we will open the server a little wider. This does mean, however, that there will only be 50 Steam codes up for grabs.
     
     
    AND FINALLY
    Massive props to SoulFilcher for recreating this little scene in LEGO. Terrifying indeed.
     

     
     
    Today’s featured image from SAS 6007. 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 Mondoids 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.
  21. Like
    King-Salomon got a reaction from Batsphinx in Released: Vehicle Tech Test build   
    First few minutes I ever played with cars - no freezes - really impressive
     
    what I got is this:
     
    player character + zombies are behind the front right of the car even if standing before the car ! -  if the player is standing behind the car - he is hidden in the front 2/3 of the car - the last 1/3 of the car the avatar is fully seen and the car seen through
     


  22. Like
    King-Salomon reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    You guys probably know this by now but I thought i'd mention it anyway. This particular update came with 600MB of .wav and .ogg sound effects in the media/sounds folder and I think they weren't supposed to be there.

    http://steamcommunity.com/app/108600/discussions/0/1470841715949869654/
  23. Like
    King-Salomon got a reaction from Patrick H in RELEASED: IWBUMS Build 38.15   
    there is also something "strange" in this picture:
     
     
     
     
    the one part is totally blacked out even if you could "see" it at least in parts from the positition but the part behind the player is not blacked out at all even if THIS place couldn't be seen at all... 
    guess the blacked out part is not working as it should


     
    also, with the 2nd picture the room wall is getting transparent way to late to work right (but that is a minor one)
  24. Like
    King-Salomon reacted to FireOnAsphalt in Cussoid   
    I am deeply sorry to hear of your loss RJ; I have a brother myself and I cannot imagine losing him, so I can only fathom what you're going through. Stay strong! This game and the community it has created is a testament to the love people have for your efforts! Now I'm thinking how awesome it would be to have in-game posters with your brother's amazing artwork to bring home and display... 
     
    On an unrelated topic, right on Svarog! Community Member of the Month award goes to you! 
  25. Like
    King-Salomon reacted to EnigmaGrey in NERF DAMN HELICOPTER!   
    No, games are meant to have some degree of challenge.
     
    Otherwise you might as well just play MineCraft Creative . .  .
     
    Which you can, by the way, by going into Sandbox and disabling the helicopter.
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