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King-Salomon

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  1. Like
    King-Salomon reacted to NagashUD in RELEASED: IWBUMS Build 38.15   
    Time as well to improve the moodlets/health panel ! also medicine against nausea/fever !
     

    hmmm balance is required !
     
     
     
  2. Like
    King-Salomon reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    As an update to everyone, I regret to say I am stepping down as the developer of this mod. My first child (son) will be born within the next two weeks so the little time I have to work on this mod will be reduced further.
     
    That said, this mod is not dead. WN1Dextor is taking it over and I will still be around to advise and help him. I will still be around to answer questions as well.
     
    Thank you all for your support during the development process.
  3. Like
    King-Salomon reacted to BayCon in Parking Lots (of zombies)   
    Not sure how I feel about that. It could make it harder to know where your windows are and how many barricades are still on them, things like that. Plus, I've always felt that, because of the way PZ handles sight, it has always had the best indoor "feel". I like the current style and don't see much of a reason to change it, but as long as it doesn't hurt gameplay I guess it's fine.
     
    It might be too much to ask, but it would be nice to have both graphical styles in the options. 
  4. Like
    King-Salomon reacted to Kuren in Released: Vehicle Tech Test build   
    This is why they always tell you to turn off mods when testing... lol
  5. Like
    King-Salomon reacted to RobertJohnson in Released: Vehicle Tech Test build   
    New version!
    Also now it has his own dedicated server branch, same password as for the client!
     
    Changed vehicles textures. Fixed trees that can be driven through. Fixed floor items drawing over car.
  6. Like
    King-Salomon reacted to Kuren in Released: Vehicle Tech Test build   
    I'm talking simple by comparison... Nothing is truly simple in game development...
     
  7. Like
    King-Salomon reacted to EnigmaGrey in How Will Vehicles Change Your Playstyle?   
    1. You can hear cars for miles in reality. Ever been out to the country on a quiet night, or walk a hiking trail 6-7 km from a road way? You hear them. They're quite loud.
     
    Your test just seems to indicate you don't know how to use a gun to distract zombies to loot . . . If the same logic is being applied to cars, I can see why you're having problems. I'll try and make a video for you later, using vehicles, if you want. Last one got eaten by that crash on quit.

    2.  Either TIS needs to fix performance if they want this level of attraction, or they need to turn it down. The current build isn't indicative of performance.  You have the option of sandbox and turning down zombie hearing .etc if your computer can't keep up; that's not going away.

    3. Attracting zombies via guns is the point. They're partially an idiot trap, as explained.
     
    The issue of luring zombies out of a city is going to happen at all sound levels, aside from silence. You're the only game in town.
  8. Like
    King-Salomon reacted to EnigmaGrey in How Will Vehicles Change Your Playstyle?   
    You guys make me want to advocate for quite the opposite of decreasing sound radius of vehicles or guns when throwing around the world 'useless" for this stuff.

    Aside from the performance dip, you have a much faster method of travel that protects you from the undead and allows you to carry 10-20x the amount of loot a backpack does. You have to earn that through figuring out ways to make the game's mechanics work for you and solve the challenge presented.
     
    Vehicles are pretty damn simple to figure out in anything other than Six Months Later.
  9. Like
    King-Salomon reacted to Rathlord in May Dayoid   
    I've been highly opposed to having any mini-game style events in Zomboid for a long time, and the devs have avoided it for a long time. I don't think it's necessary, nor does it add anything to the game but a bit of tedium. There's a lot of things you can add to games, but that doesn't always mean you should. In some games, minigames can be beneficial- either adding to immersion in the case of some high fidelity games, or evading boredom in games where they just exist to mix things up. Zomboid doesn't have the pacing to mix things up with a minigame (you're not going to pause the game, and having a whole minigame interface come up would cause issues), nor does it have the appropriate graphic or mechanical fidelity to increase immersion.
     
    I see a lot of suggestions like this that, in a void, aren't bad suggestions- after all, plenty of games do it- but just that aren't good for PZ imho.
  10. Like
    King-Salomon reacted to EnigmaGrey in May Dayoid   
    I think it's enough to just roll a die and communicate the result to the player. Quick click and done. No separate UI or controls.
     
    If the character has a key, the door or vehicle just unlocks. It just starts. If not, perhaps if the character has sufficient skill in lock picking or other methods bypass (tools), they just do it.
     
    Not interested in minigame systems for this. Particularly when you can just break a window or the door itself to bypass it.
  11. Like
    King-Salomon reacted to Necromatic_Corgi in May Dayoid   
    I think it really just comes down to if it's worth it or not, You can accomplish the same thing with a simple click. In my opinion I feel like it's completely unnecessary extra work for something most people wouldn't care about.
  12. Like
    King-Salomon reacted to nasKo in May Dayoid   
    Greetings on a May Day Mondoid everyone, hope you’ve had a good holiday if that’s an international thing as well as in good old Blighty.
    VEHICLES
    We’re currently prepping a public test build for our crash/smash physics-enhanced vehicles that we can release on a Steam beta branch, so we can get performance feedback from the community.
    To this end Yuri has been concentrating on the more obvious performance issues that would dominate forum feedback, as well as making stuff clearer for a wider test group – such as textual indications when engines aren’t starting while we don’t have engine noise, and keyboard control alternatives for the new UI so you don’t need to navigate menus just to turn the key.
    We’re going to create a new internal build tomorrow to test out Yuri’s work on crash-quashing and his fixes for the performance dip when you zoom in and out. The plan is for him to continue addressing the strange performance cataclysm you get after 20-30 minutes of play and incidents of magical parked car pop-in this week (and hopefully other niggly stuff too) and then we’ll see where we are in terms of a tech build release on a beta branch.
    In last week’s blog we showed you all an image of different styles of car textures that we were considering – and internally we were pretty split between the more metallic versions cooked up by Martin, and those painted over by Mash that used flatter colours and more baked-in shading. Feedback on the forum almost universally pointed towards the flatter and more neutral green-y olive car, and as such this is the way we’ll be going.
    It’s doubtful that every vehicle will have been given the Mash once-over by the time the test build emerges, but once they’re all done they’ll look (more-or-less) like this:

     
    MAP
    As mentioned previously, Mash is currently being seconded onto vehicle textures – but her next map expansion is also nearing completion. While it doesn’t contain any urban conglomerations larger than Rosewood and March Ridge it does contains fun stuff to hold up in, explore (and drive) around – for example the Knox Heights Country Club, golf course and the clusters of posh houses that can be found around its greens.
    This is another addition that can’t be found on the real world map, but we hope will add some variety and also some interesting places to appear into once our more detailed ‘character spawns’ plans are realised in post-anims builds.

     
    ANIMS
    Speaking of, new boy Mark has almost finished implementing Assimp in the place of our old and more troublesome animation loader – and the current animation system (which is now operating more pleasantly with vehicles, post-merge) is now waiting for it to be tied in. After this we can walk through all issues we’ve been up against during the long, long wait for the system together (starting with rotational root movement, most likely) and get you some solutions.
     
    37 to 38
    RJ’s week has largely been in fixing up issues that appeared once Build 37 went live this time last week – seen here in builds 37.9, 37.10 and 37.11. There will be another fix build going out over the next few days, then once we’re sure the dust has settled we’ll call time on 37 and update the version on GOG. In the meantime, for 38, RJ has been looking into greater Admin powers over player inventories [seen in WIP form here], some anti-hack bits/bobs and additional sandbox options.
     
    This week’s PAWS-loving safehouse from Eddie. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
  13. Like
    King-Salomon got a reaction from trombonaught in 37 n’ Next   
    This!!
     
    The Animations will change nearly everything I guess - how the game feels, how combat is fought and not last how the game will look like - (hopefully) lots more different clothes, weapons, bags on charakters, etcpp - so it would be important that the cars match with the future look of PZ
  14. Like
    King-Salomon got a reaction from xXxFANCYCAPYBARA36xXx in 37 n’ Next   
    This!!
     
    The Animations will change nearly everything I guess - how the game feels, how combat is fought and not last how the game will look like - (hopefully) lots more different clothes, weapons, bags on charakters, etcpp - so it would be important that the cars match with the future look of PZ
  15. Like
    King-Salomon reacted to Batsphinx in Hydrocraft Mod   
    Hydro I am so, so sorry to read this. I simply can't imagine what you must be going through right now.
     
    Real life comes before everything, and please don't let Hydrocraft occupy even a fraction of your mind while you're going through such difficult times.
     
    I'm sure I speak for all the devs and all the community when I say that you're in all of our thoughts today x
  16. Like
    King-Salomon reacted to aint easy in Hot Wheels   
    i can imagin that the cars looking good with the new animations system. i really looking forward to see animation and cars in a video together .   . support for dev team is always a good idea i think this is the right choice.
  17. Like
    King-Salomon reacted to ditoseadio in Hot Wheels   
    Any chance to add bicycles?
  18. Like
    King-Salomon reacted to GHawkins in PZ Upcoming Features forum section   
    As someone who purchased the game in 2013, when the original Baldspot and Kate tutorial was still a thing (pillow ), I completely understand. I purchased the game as it was back then and could not have imagined that it would've gotten this far when I put it in my desura shopping card. I only later found out about all the other planned features.
     
    The idea is simply a source of knowledge for the game, upcoming and present. Perhaps I should flesh out the example so that there's no mistaking of how I envision what I suggested. Notice that it contains no new information that could not be found in the mondoids, it just puts it all together on one page. (And please ignore any formatting errors, I just copy+pasted from the mondoid to slap this example together. Links are bound to not work.)
     
    Title: Usable Vehicles
     
    Developers: EasyPickins, General Arcade
    Status: In development
    Summary:  The introduction of various kinds of 3d vehicles in the game, both static (abandoned, broken, crashed) and usable.
     
    V for Victor (and Vehicles); February 27, 2017
     
     
    Here In My Car; March 6, 2017
     
     
    In My Garage; March 13, 2017
     
     
    Under the Hood; March 20, 2017
     
     
     
    Spiffin’; March 27, 2017
     
  19. Like
    King-Salomon reacted to nasKo in Impendin' 37   
    Hey all. Simmering in the background the fundaments of our vehicles and animation branches are being tied closer together, Martin’s car and truck models continue to pop into the communal directory to surprise/delight, and the map continues to expand. And while all those cogs and gears are whirring, the following bizness is occurring:
     
    BUILD 37
    Build 37 should be out this week, it’s content-locked but we’re also having a real bug purge at the moment – and are dead set on getting a clean version out for our upcoming bigger features to then build on.
     
    This is extremely boring and frustrating (we know) but we’ve had a bunch of persistent bugs in the main game build for a while now and they needed attending to. It also does feel good to have put some regular villains to the sword, all of whom have been really tough to track and duplicate.
     
    As such, much as it all sounds like a terrifying cheese dream, we think that bugs like saucepan rain, self-opening de-synced co-op curtains and windows, several server crashes and a myriad of gamepad/split-screen eccentricities have been fixed in the next IWBUMS public beta build.
     
    Additionally, while fixing the persistent black screen flicker you experience in MP when another player wakes up or falls asleep, we also used the opportunity to fix up some sleep mode logic requested by servers that prefer to keep player-sleep active – meaning that players can now wake up independently of each other, wake up if they press the move keys and have a visible sleep clock. This may well need some more polish, but we’re intrigued to see how the system fares online.
     
     
    NU-TOOLS
    The maps and annotated maps of Build 37 were made possible by a tool made by TurboTuTone – and in amongst his current devices work in the main game CartoZed has now been revamped.
     
    We hope its additions will be of a benefit to our map makers, and to aid the creation of in-game maps for the many community-created custom maps that PZ players survive on.
     
    It’s now easier to use, scroll and pan, allow mouse selection of specific areas and can be used with user maps. So, for example, here’s a top-down of some of  Xeonyx’s New Denver.
     

     
    Meanwhile CartoZed will also now export an isometric version showing cells of 300×300 tiles, should you crave your own downloadable chunk of the overall PZ map or your own map creation.

    Turbo has also updated ItemZed to version 1.2 using feedback from the modders who’ve picked up its mantle, which can be found here.
     
     
    BUILDING HERO
    A quick shout out to the redoubtable Blackbeard06 who has gone about the laborious task of polishing up, fixing up and categorizing hundreds of user-created buildings that were left with errors after 2x sprites became part of the main game. He’s clearly put a lot of work in, and this means that there are now even more potential new industries and abodes to be added to user maps.
     
     
    REDBOID REFORGED
    There seems to be a bit of a spurt of new PZ servers appearing at the moment (and if you’d like yours to get some spotlight then please get in touch) but just a brief mention for that hoary old stalwart Redboid – the server of the PZ subreddit. Now under new management and with a few rule changes amidst the familiar faces, it’s a major organ in the online contingent of PZ and it’s good to see it continue to flourish.
     
     
    A BRIEF NOTE
    In terms of general PZ output – we are listening, wanting to get the ‘good stuff’ out to you and are (hopefully) improving both behind the scenes and in terms of release frequency.
     
    Our recent collaborations with General Arcade in the vehicles branch have shown us how fruitful it can be to have fresh faces working at our many different coalfaces, and as such are looking to expand our bank of coders with AAA or indie game dev experience.
     
    We already have an iron or two in the fire, but if you have a good, established programming CV in the games industry and enjoy our game (and especially if you’re in NE England) then feel free to give us a shout.
     
     
    This week’s ‘Cheers’ vibe from Duncan. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Please also note that the CBOIT will be back mid-week with the return of our Mod Spotlight blog on the main PZ site, with a wheel-y good guest star.
  20. Like
    King-Salomon reacted to ChatNoir in RELEASED: Build 37.14   
    I would love if you can add the function to rename maps similar to renaming note books. It can be hard to figure out on which map I made my personal comments if I have them in the same container.
  21. Like
    King-Salomon got a reaction from DresdenBBQ in Here In My Car   
    real cool video guys
     
    like it a lot..
     
    quick point about OP: maybe it would make sense to make it very unlikly to kill a "not crawler zombie" with a car but make them INTO CRAWLERS after hitting them...
     
    you most likly will brake it's legs and hips when you hit them with a car, with some additional injuries with the "flying over the front/to the side" but not Zombie-killing head-wounds (other than from the fall on the head or the hit with the frontwindow if they fly into the front row through the window)... as everyone HATES crawlers, it might be a way to use this that Zombies you drive over will BE crawlers now 
     
    guess people will think a little before they create hordes of crawlers at there front door
  22. Like
    King-Salomon got a reaction from trombonaught in Here In My Car   
    real cool video guys
     
    like it a lot..
     
    quick point about OP: maybe it would make sense to make it very unlikly to kill a "not crawler zombie" with a car but make them INTO CRAWLERS after hitting them...
     
    you most likly will brake it's legs and hips when you hit them with a car, with some additional injuries with the "flying over the front/to the side" but not Zombie-killing head-wounds (other than from the fall on the head or the hit with the frontwindow if they fly into the front row through the window)... as everyone HATES crawlers, it might be a way to use this that Zombies you drive over will BE crawlers now 
     
    guess people will think a little before they create hordes of crawlers at there front door
  23. Like
    King-Salomon got a reaction from DramaSetter in Here In My Car   
    one other point: the "radial menue" is a complete other UI type than before... do you guys are thinking about changing the other UIs to the same style?
     
    I like the UI for the Radio/TV etc so it would be sad if they would be changed.. on the other hand, to have a different UI style for every feature might be a little problem...
  24. Like
    King-Salomon got a reaction from DramaSetter in Here In My Car   
    for vehicle types: not sure, but it SHOULD be possible to get an information about what kind of cars are registered in the real towns from the local administration - like %-rate of pickups, how many busses, how many uitility cars, how many police cars, hospital cars, school busses etc
     
    so you could balance the "special cars" with the "normal" cars with real numbers - but wouldn't help with balancing the car-stats...
  25. Like
    King-Salomon got a reaction from DramaSetter in Here In My Car   
    real cool video guys
     
    like it a lot..
     
    quick point about OP: maybe it would make sense to make it very unlikly to kill a "not crawler zombie" with a car but make them INTO CRAWLERS after hitting them...
     
    you most likly will brake it's legs and hips when you hit them with a car, with some additional injuries with the "flying over the front/to the side" but not Zombie-killing head-wounds (other than from the fall on the head or the hit with the frontwindow if they fly into the front row through the window)... as everyone HATES crawlers, it might be a way to use this that Zombies you drive over will BE crawlers now 
     
    guess people will think a little before they create hordes of crawlers at there front door
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