Jump to content

King-Salomon

Member
  • Posts

    72
  • Joined

  • Last visited

Reputation Activity

  1. 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...
  2. 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
  3. Like
    King-Salomon reacted to nasKo in Here In My Car   
    Hey everyone! Welcome to Mondoid. This week, and we’ll cut straight to the chase with some video goodness! (Remember: work in progress, some bugs visible! More work in implementation and visuals to come!)

    So, what are we looking at? Physics-enhanced vehicles in Project Zomboid, both online and off, and some hefty improvements on map streaming and object processing to handle it all. You enter a car with ‘E’, control with WSAD and have various vehicley-options open to you through a radial menu when you’re in the driver’s seat.
    We’ve had the vehicles branch on the boil for a while (alongside the usual anims branch, standard build branches and a few others) but this year’s work in melding of EP’s car physics and framework with General Arcade’s special sauce has seen great things occurring. Progress has been good this past week too (as you can hopefully tell from comparing this video with one recorded five or six days ago) and we’re really excited about how the vehicles look and feel to drive. There have already been tests in multiplayer that went very well, with the new map streaming changes working niftily and boding well for future optimization.
    So what’s still to be done amidst the general bug fixing? Well, in amongst others and the tidying up of zombie collision visuals – the following:
    Firstly, and most importantly, we need to make sure that we’re not introducing a new breed of indestructo-tanks to Project Zomboid. We have to make sure that survival times aren’t hugely extended by cars, and that their use carries as many negatives as positives for the players. Also we need to figure out a good balance between zombie squashing fun and the realism Zomboid tends toward, avoiding the vehicles being too OP and sturdy against groups of zombies, while still providing the satisfaction of mowing down zombies in bigger vehicles. There’s an issue to resolve with how cars are drawn into the scene, sometimes resulting in weird draw sorting bugs with ground grass or zombies drawn in front of the car when they should be blocked by it. This is due to the fact that currently 3D models are drawn at the same time as the tile they are ‘stood’ on. This doesn’t cater for larger 3D objects very well, so we’ll need to think on how to handle this and make sure they all occlude each other correctly. The current sounds of the vehicles are 100% placeholder, and we’ll be working on these before release. More cars! This video is fairly packed with ‘speciality’ vehicles, and Martin is currently in the process of making more vehicles to provide more variety and/or Kentucky normality. Balancing: Each vehicle type needs balancing not only on their rarity, but in terms of handling, top speed, and all the other factors to make them feel different to drive. Right now, apart from their size and wheel positions, they are all functionally identical. Wrecks and pile-ups: At the moment all cars spawn in parked locations, neatly parked in car parks or outside homes. We need to add wrecks, abandoned vehicles, pile ups and other more apocalyptic set ups of cars while also keeping in-touch with what Will’s set up in the PZ lore. OTHER STUFF
    RingoD has patched up the faults in the TIS-curated community map Bedford Falls that were introduced through the 2x revolution. It should now be fully playable and can return to general PZ MP server use. Download here. Turbo has updated his modding and dev tool ItemZed, along with some fresh easier-to-read instructions that explain how you too can play around with recipes, items, looting locations and lots lots more. Mapper Cardenaglo’s crazy/awesome Gaia is out in its first form. Do check it out! This week’s image is by us. 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

  4. Like
    King-Salomon reacted to Blasted_Taco in Animations will one day be released hype thread.   
    I think those are the things that i want the most, the backpacks, more weapons and clothing, sweaters can do so much fashion after a while.
     
    But seriously i just want the animations out into the wild so the damn train to the 1.0 destination can get going already, i still think of how in November i was saying that the animations would be out by mid January, now i dont even think we might see them until May, reigniting the hype i had for NPCs and Animations only hurts me in the long run by this point. 
  5. Like
    King-Salomon got a reaction from trombonaught in Stash in the Attic   
    guess/hope you (completly) misunderstud the quote (or my english is not that good after more than 20 years out of school, could get it in german better  ) - sorry about this...
     
    I was not talking about how you do work on things, just who it is commuinicated ... a "missing feature" is "negative", a "our good game will be polished, updateded and developted" and in future it get's "NPC-DLC/Update too" is positive - in REALITY it is the same.. but a missing feature is not the same as a "free DLC in the future" in communication
     
    but also, it was just an optinion as I am feeling sad everytime I read a comment about "waaah lacy devs not including the NPCs" and was thinking how to get rid of people thinking it some time ago and was just including it in the posting today
  6. Like
    King-Salomon reacted to W1Ndextor in UPDATE: ORMtnMan Real Guns Mod.   
    Hello there everyone, I'll try to keep this short.
     
    I found Project Zomboid a month or so ago and I absolutely fell in love with it. Being a developer, I loved it so much that I decided I wanted to contribute to making it a better game. Well, I'm not only a developer but I'm also an outdoorsy sort of guy, I'm a survivalist by hobby, and also a gun enthusiast. So when, I found ORMtnMan's Real Gun Mod, in a game that was in my personal top 5 I knew I had to at least offer to contribute. Since, he started working on the mod development has slowed down a bit, well, I've reached out to ORMtnMan and I am now an active developer on the Real Guns Mod as well. To some of you this may be exciting news, and that's good. I make only one promise to all of you and that is, I will actively do my best, to not only work with ORMtnMan on this mod, but also, too keep development of it more consistent. 
     
    I'm really  glad to be working on this project, and I look forward to being a part of this forum and community.
     
    TLDR: Development of the real guns mod is picking back up, ORMtnMan and I are now working collectively to bring more consistent updates.
  7. Like
    King-Salomon got a reaction from bok in Craft Helper 1.2   
    +1
    would be really nice to have an easy way to see what you can build with an item - or maybe in addition what use it might have ingame -  (especially with Hydrocraft but also Vanilla) - it also would help to see, which items don't have a use atm and maybe someone might find a good way to make them useful in a mod
     
    maybe you should only see the information when you already know the recept/blueprint of it's crafting use but that's an other can of worms...
    would be nice to have something like it again
  8. Like
    King-Salomon got a reaction from Skitz Comedy in Obey gravity, it's the law!   
    GREAT idea
     
    but... what about vanilla structures that don't have pillars in 5x5 ?  I am pretty sure there are some ingame (even if not 100% sure atm)
     
    any reason to be afraid to enter a great hall the first time? 
  9. Like
    King-Salomon reacted to miked79 in In-Game Mappage   
    This pleases me. Im glad to see focus has shifted to SP animation build. #PatienceRestored.
  10. Like
    King-Salomon reacted to EnigmaGrey in What happened to metalworking?   
    Differing opinions as to what metalworking should be lead to a toned down version being released, rather than putting it off any longer. It'll be reviewed at some point in the future.
       
        Personally, I dislike the concept of MineCraft-like forging in PZ. The concept of forging ingots seems unnecessary in a world with readily workable metal in appropriate shapes, just as it's odd that lumber has to somehow be sawn from logs rather than harvested from buildings or split with axe and wedge.
       
        As PZ's setting is modern day,  it should reflect this in the crafting systems. Inconsistencies in the current presentation (such as being able to move a fridge with the added capacity supplied by hiking bags) don't justify further deviation from this.
     
  11. Like
    King-Salomon got a reaction from Demonic_Kat in "Remain" with Box of.... instead of "open" and other box-ideas   
    It would be really nice if (some) boxed items like "Box of nails" etc wouldn't be needed to be opend to use it (and maybe later re-box it if you found new nails to get the 100) were it makes sense - why not use the same system pills and water bottles etc already have - a "remain" counter and the items are automatical used from the box and the "remain" counter reduced.
     
    This would also free up some space in the carpentry menue as  "open box XY" wouldn't be longer nessassary to show..
     
    Also it would be nice to be able to "refil" the pills, boxes, etc (some like gas maybe with the "help" of addition items like a hopper or a hose/tube) like water bottles from  unboxed items or other boxes with less "remain"  (really strange to have 10 tubes of painkillers al nearly empty but not be able to get them all in 1 tube that would be nearly full)
     
    also it would be nice to have items like "box of nails" etc not sorted with "box" but with "nails" so if it would be renamed "nail-box or "nails (box)" to have the box-items and the solo-items at the same place in the inventory it would be much better to find them (other in lategame when you only look at "box" maybe...)
     
    nice to have would be that you need to find a "box" to box items in the first place - but that would be work best if you still have the possibility to "open" boxes you donÄ't need and refill them with nails, ammo etc (maybe with the help of a pen to know what's in the box)
  12. Like
    King-Salomon reacted to blindcoder in Obey gravity, it's the law!   
    This mod lets structures come crashing down when their support structures are removed. All structures must have a wall in a 5x5 area below or get destroyed.
    Also prevents players from building floors more than 3 tiles away from any wall.
    Be aware that any player (and zombie) that is below a crashing structure will get hurt, maybe even killed...

    Mod preview image by Onkeen. Thanks!
     
    I'm still working on the details and effects of this, so if you have any suggestions, feel free to reply!
     
     
    This is what happens when you remove enough supporting structures:

     
    This is the new maximum distance to build floors:

     
    And this is what happens when you stand below a single floortile crashing down on you:

     
     
    And finally, download the mod here:
    From the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=836161359
    From github: https://github.com/blind-coder/pz-bcGravity/releases
    Requires bcUtils: https://github.com/blind-coder/pz-bcUtils/releases
     
    Changelog:
     
    Enjoy!
  13. Like
    King-Salomon got a reaction from lucy the axe in Obey gravity, it's the law!   
    GREAT idea
     
    but... what about vanilla structures that don't have pillars in 5x5 ?  I am pretty sure there are some ingame (even if not 100% sure atm)
     
    any reason to be afraid to enter a great hall the first time? 
  14. Like
    King-Salomon got a reaction from grammarsalad in "Remain" with Box of.... instead of "open" and other box-ideas   
    It would be really nice if (some) boxed items like "Box of nails" etc wouldn't be needed to be opend to use it (and maybe later re-box it if you found new nails to get the 100) were it makes sense - why not use the same system pills and water bottles etc already have - a "remain" counter and the items are automatical used from the box and the "remain" counter reduced.
     
    This would also free up some space in the carpentry menue as  "open box XY" wouldn't be longer nessassary to show..
     
    Also it would be nice to be able to "refil" the pills, boxes, etc (some like gas maybe with the "help" of addition items like a hopper or a hose/tube) like water bottles from  unboxed items or other boxes with less "remain"  (really strange to have 10 tubes of painkillers al nearly empty but not be able to get them all in 1 tube that would be nearly full)
     
    also it would be nice to have items like "box of nails" etc not sorted with "box" but with "nails" so if it would be renamed "nail-box or "nails (box)" to have the box-items and the solo-items at the same place in the inventory it would be much better to find them (other in lategame when you only look at "box" maybe...)
     
    nice to have would be that you need to find a "box" to box items in the first place - but that would be work best if you still have the possibility to "open" boxes you donÄ't need and refill them with nails, ammo etc (maybe with the help of a pen to know what's in the box)
  15. Like
    King-Salomon reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v8.5 has been released!
     
    Which includes ...
     
    - Can Use Salad Tongs to make Tongs.
    - Fixed Safes
    - New Art for various large items such as potted plants and lumber stack.
    - Tongs and Ball-Peen Hammer now spawn.
    - Added Loot to Mail Boxes
    - Many Hydrocraft recipes now give Smthing xp.
    - Armor Code Fixes
    - Cigars and Smoking Pipes should now be influenced by Smoker Trait.
    - Added 10 new Minerals
    - Added Body Bag (Admin Spawn Only)
    - Thanks to everyone who helped!
     
    Enjoy!
  16. Like
    King-Salomon reacted to RobertJohnson in "Remain" with Box of.... instead of "open" and other box-ideas   
    Yeah it's something I wanna do, will start from build 36 when goes to public i'll move current build 35 into an "old 35.26" version or something, will check with the team to be sure before
  17. Like
    King-Salomon reacted to vonVile in Rooms With Clocks Show Time   
    With the change of time not automatically being displayed unless you own a watch, it would be nice if the rooms that have wall clocks have the time be displayed when you enter the room.
  18. Like
    King-Salomon reacted to Absinith in Craft Helper 1.2   
    You should for sure bring this back for 35+. This would be so useful in Hydrocraft and just vanilla. the crafting menu is way to full, being able to check items to see what they build is 10x better than searching for it in the crafting menu. even a menu that shows you what you can build starting from what you do have, what you almost have, what you dont have at all would be super helpful. 
  19. Like
    King-Salomon reacted to Erkinwine in 35-Alive   
    So it isn't done tomorrow or even next year. Ask yourself this, since you claim to spend a great deal of time playing it - "Do you enjoy that time?" If so, why are you bitching? You are getting what you paid for. I've been on board since late 2014, sot that's two years, now. Do you know how many games can actually keep my attention for 2 years? Outside of the Civilization franchise, there are probably fewer than five, I certainly could not list five.
     
    Now, over that two years there have been a handful of new patches released. Each one feels like an expansion and renews my vigor and excitement for the game. And I get all this for one low price paid a number of years ago. Quite frankly, if the game takes until 204X, I would not be disappointed, because I would have a game that I have played for 25 years.
     
    -- Gosh, and my wife thinks I'm too cynical.
     
    Let me add, that if the Dev. team stopped work on PZ tomorrow, it would be sad news, but I would certainly feel I got my money's worth. To the Dev. team: Please don't stop. I love this game, appreciate your hard work and look forward to playing Build 36 and beyond.
  20. Like
    King-Salomon reacted to RobertJohnson in RELEASED: Build 36.4   
    Problem is, if I let this in, you can abuse it, because of the time passing really fast, you avoid some colision calcul because it's done once per tick and you may have passed a wall already. Which means lot of abuse possible, so yes, it's a bummer, but so far I can't see how I can avoid this abuse without doing this...
  21. Like
    King-Salomon reacted to EnigmaGrey in RELEASED: Build 36.4   
    Then visit one of the many side areas along the way. Plan your trips. Take a tent with you.
     
    Survive.
     
    Just going to point out that just because this one time we were able to find a solution (VCRedist 2013) that's no excuse for not keeping your system up to date. if there's problems preventing you from updating it, then that falls to you to solve it.  The game "not being GTA 5" is no reason to ignore it's requirements or think they're un-necessary.
     
    We got lucky that it was possible to downgrade.
  22. Like
    King-Salomon reacted to EnigmaGrey in RELEASED: Build 36.4   
    Eh, it takes all of 15-20 minutes to walk/run to most areas on the map. It's not as long as it feels and shuold be regarded as a challenge like any other. The writing was on the wall for movement while fast forwarding anyway, since normal movement disables fast forwarding, anyway.
     
    If you want faster travel, rather than demand TIS implement vehicles right this minute you can just use mods.
  23. Like
    King-Salomon got a reaction from Kitaelia in RELEASED: Build 35.26   
    not exactly "new stuff" but related... as there are so many new (? or only new for me after 2 years without PZ)  items even without mods... would it be possible to rename some items to make the searching/looking of inventorys "easier"?
     
    Like searching for books it would be much more comfortible if all carpentry books would beginn with carpentry.. all cooking books with cooking etc.. at the moment some are under carpentry, some under advanced...
     
    also items in boxes should be named after the item so they would be listet with the basic item in the box.. like nails + nails (fullbox) (both under N)  instead of nails + box of nails (b + n)
     
    I know, not the best solution but browsing through long lists of items, it would really help to sort out the items you are looking for 
     
    ---
     
    but maybe it's not the right moment for this.. there would be lots of items to be renamed... but it would really help... 
  24. Like
    King-Salomon reacted to Blasted_Taco in Megatestin   
    Probably because something about merging them together and complications down the line, but before this mondoid i had hopes of "Well we fixed the reloading code, we saw a few hicks here and there but it shouldn't take long" and then testing around the 5th or 12th of December.
     
    But now with the MP in the way it probably will be"We found dysncs, nightmare fuel when X thing happens breaking the animation, lag, crashes if X thing happens, another bug came up, the gun code is not ready yet" type of delays all along December until the end of the year. 
     
    I am still a sliver of hope that maybe, just maybe they will get a SP testing branch, but that hope is just dying quickly. 
     
    It was so close for SP,  i knew no good would come from MP folk and their network for multiple clients machines! 
  25. Like
    King-Salomon got a reaction from trombonaught in RELEASED: Build 35.26   
    not exactly "new stuff" but related... as there are so many new (? or only new for me after 2 years without PZ)  items even without mods... would it be possible to rename some items to make the searching/looking of inventorys "easier"?
     
    Like searching for books it would be much more comfortible if all carpentry books would beginn with carpentry.. all cooking books with cooking etc.. at the moment some are under carpentry, some under advanced...
     
    also items in boxes should be named after the item so they would be listet with the basic item in the box.. like nails + nails (fullbox) (both under N)  instead of nails + box of nails (b + n)
     
    I know, not the best solution but browsing through long lists of items, it would really help to sort out the items you are looking for 
     
    ---
     
    but maybe it's not the right moment for this.. there would be lots of items to be renamed... but it would really help... 
×
×
  • Create New...