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pixelzul

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  1. Like
    pixelzul reacted to American Steel in Building brick walls   
    Would be awesome just to "brick up" existing entrances.  Seal off a window or door opening.
     
    Cinderblocks could also be used, we could need less of them but they weight more.
  2. Like
    pixelzul reacted to LeoIvanov in Building brick walls   
    Yes, ladies and gentlemen - that brick wall everyone has seen in games but never thought of suggesting for building. Let's not waste too much text space - straight to the deal!
     
    WARNING : All of the calculations (like amount of bricks needed for wall construction, or item weight) can be tweaked, I'm only suggesting the working system for it.
     
    - Build brick constructions - Brick fence, brick wall, brick tables - something zombies wouldn't be able to break at all, unlike with wooden constructions.
     
    - New items : Bricks, construction trowel, Bag of bricks, bucket of concrete liquid.
     
    - Bricks - Can be found on construction sites and unfinished building sites. Can be used as a blunt weapon, takes some space in the inventory (let's say 1 brick = 0.5 weight) and can be combined into "Bag of Bricks" when you have over 50 of them. (Just like it works with nails, bullets, etc)
     
    - Brick Wall - to build 1 tile of brick wall you'll need about 250 bricks,bucket of concrete liquid, and construction tool like a trowel (forgot it's name even in Russian).
     
    - Concrete Liquid - Pour bag of concrete into the water barrel and mix it up with a sturdy stick/spade to get a barrel with concrete liquid. You can't drink water from there anymore, but you can get about 5-10 buckets of concrete out of it for wall construction (needs buckets, of course).
     
    - Brick fence - Works like any other fence, as zombies don't attack fence but just hop them - if in the future those will get attacked instead of hopped, it will be the sturdiest and strongest structure that can hold zeddos off your garden. Uses the same tools to create brick wall, with the exception of 100 bricks.
     
    - Bag of bricks - Uses up 18 inventory slots. Only "Strong" characters that are well fed can carry it with no speed reduction, and carry nothing else on them. Can right click on it and do "Open Bag of bricks", which will give you 50 bricks, which, if unpacked, take 25 inventory slots (0.5 x 50). You should be able to "drop" all the bricks near the place you want to build the wall at, so 250 bricks for 1 wall doesn't encumber you, just like it (supposed to anyway) works in the vanilla game with planks of wood.
     
    - Brick window frame - Uses about 200 bricks.
     
    - Brick door frame - Uses about 150 bricks.
     
    - Brick stairs (?) - Something that's impossible to destroy with sledgehammer, unless you have a "Strong" trait. Not neccessary.
     
    - Plaster Brick constructions and/or paint them - Just to make your safehouse more colourful. You can plaster them from inside (south;southeast), and straight out paint them from outside, to give you a "home-ey" look, if you build a brick house.
     
    Tiles for brick walls already exist : http://pzmap.crash-override.net/#0.4955166983877897,0.2029607208871566,315.3623188405797 , I guess creating new ones won't be a big of a deal. 
     
    Tell me what do you guys think!
  3. Like
    pixelzul reacted to Fenris_Wolf in Profession Framework Mod   
    This mod is designed to simply the process of adding new professions, or editing the default ones. As well as simplifying the addition/modification of a profession's skills, traits and known recipes, it also allows for the creation of custom profession starting kits: both items in inventory and on the ground in front of them, and running a custom OnNewGame event for each profession. The 'special effect traits' (ones that don't edit skill levels) such as brave, lucky, outdoorsman, etc can be properly used by new professions without bugs and extra coding on the modder's part.
     
    Please note this mod adds no new professions or changes itself, it is simply a framework for use by other modders.
     
    Example of a upgraded Park Ranger, starting with the outdoorsman trait, ORGM's Lee Enfield No4 (with scope and sling attached), spare ammo, a hiking bag, and a tent and campfire kit on the ground at their feet:
     
    Example of a new profession: The Military Sniper, starting with Inconspicuous, Graceful and Brave, ORGM's SR-25 (with scope and sling) and spare ammo:
     
    Example of a updated Chef, starting with a set of GOOD kitchen knives:
     
    List of all 'special effect traits' that can now be added to professions:
     
    For best use and compatibility with other profession mods that may use this framework, it is advised you don't actually include this mods lua files in your mod. Instead make it a requirement, and just call the ProfessionFramework.addProfession( ) function from your own mod.
     
    Downloads:
    Current Version (1.00-stable): https://downloads.tekagis.ca/ProjectZomboidMods/ProfessionFramework.zip
    Steam workshop (1.00-stable): http://steamcommunity.com/sharedfiles/filedetails/?id=1343686691
     
    Github Development Version:  https://github.com/FWolfe/ProfessionsFramework
     
  4. Like
    pixelzul got a reaction from malkavian407 in throw furniture/objects to escape   
    thx google traductor (hablo español :D, que pasa amigoooooo)
     
    Sometimes you walk quietly, you turn around a corner and quickly you realize that a horde was having a picnic until you arrived, there is no time to apologize when they are already chasing you,
    then you decide to enter a house that fortunately has 2 doors open in a straight line and also next to the first door there is a closet,  you are lucky! It's not bolted to the floor, and like in a typical zombie movie you take it and stamp it down, you've just locked the door, and that's how thanks to that piece of furniture you can breathe ... for now.
     
    The 1rst idea is simple, lock doors using furniture, this taking into account the height of the furniture and the weight, if it has a low or high center of gravity (if you push it from above it will swing and fall? or has its mass close to the ground and that can't happen)
     
    you like to freeze EVERYTHING?, but the bottom of your fridge is empty, I tell you once and for all it's going to fall and push you
     
    (do you have a refrigerator and also a window/door that doesn't have a barricade? use it! block that window / door using the refrigerator or a closet)
     
    The second idea may make things simpler but I don't know, I'll tell you anyway. The 2nd idea is to be able to throw moderately small objects against the zombies,
     
    you are tired, you have been running for a long time and you can not anymore, you are cornered, without weapons, almost in your last breath, what could you do? ... then you remember that you have a can of Dog food (add dogs plz) you throw it at the feet of the zombie and in a stroke of luck he slips with the can and you escape from there.
     
    That's it, I don't know how balanced doing this is, but it could make throwing objects consume more stamina, and you get tired of throwing things fast, and the thing you throw is almost certainly going to break.
     
     I don't know, but for your attention, thanks
     

     
  5. Like
    pixelzul got a reaction from grammarsalad in To be able to look down from upper-floor windows   
    I would like you to add a key to poke your head out of the window (I don't know, N for example), and thus be able to point where you want, with the disadvantage that zombies that are not directly below you can see you.
  6. Like
    pixelzul got a reaction from ZeettoyGamer in Accesorios para Armas   
    enserio? genial, sonaba demasiado cool para estar en el juego base, pero este juego me a sorprendido mucho xd
  7. Like
    pixelzul got a reaction from ZeettoyGamer in Accesorios para Armas   
    supongo que es un mod, hasta ahora no e visto ningún accesorio para armas en el juego, y nunca había visto a nadie con uno, puedes buscar en steam si hay algún mod relacionado.
  8. Like
    pixelzul got a reaction from ZeettoyGamer in Accesorios para Armas   
    no se puede, esa función creo que no esta disponible en el juego.
  9. Pie
    pixelzul got a reaction from Pandorea in textures disappear and game crashes,Error translation: Invalid framebuffer operation (1286)   
    You will clearly notice that I do not speak English and that I use the google translator, sorry for the inconvenience
     
    I just bought the game, and started a new game and after a while the game gives this error (open attached document)
     
    What happens?
    My game crashes if I approach a specific truck, specifically a black ban. It happened when I tried to open the ban without having the key, I just wanted to know if the door was open.
    When does this happen?
    this happens when the ban enters in my range of vision
    Exact steps to reproduce?
    i go to the black truck (not too close or it will always crash)
    i point in the direction of the truck.
    it just... do that
    Crash report?
    dont crash every time but if you approach it gets stuck and never responds again, textures will also stop loading. If you point the other way and the truck does not appear in your vision the game seems to "fix" itself, you can continue playing but after some time similar errors will appear.
    Enabled mods: none
    Operating System: Windows 10 64bit
    ===== System specs =====
    LOG  : General, 1598497163925> OS: Windows 10, version: 10.0, arch: amd64
    LOG  : General, 1598497163926> Processor: Intel64 Family 6 Model 58 Stepping 9, GenuineIntel
    LOG  : General, 1598497163926> Processor cores: 4 CPU = [Manufacturer=GenuineIntel,MaxClockSpeed=3300,Name=Intel(R) Core(TM) i3-3220 CPU @ 3.30GHz]
    LOG  : General, 1598497163941> Available processors (cores): 4
    LOG  : General, 1598497163941> Memory free: 1742.4343 MB
    LOG  : General, 1598497163942> Memory max: 2014.75 MB
    LOG  : General, 1598497163942> Memory  total available to JVM: 1766.75 MB
    LOG  : General, 1598497163943> C:\, Total: 352.65625 GB, Free: 61.00299 GB
    LOG  : General, 1598497163944> D:\, Total: 112.47363 GB, Free: 22.451153 GB

     
    console zomboid error.txt
  10. Like
    pixelzul reacted to lemmy101 in Please come back to this idea   
    It's something we're not actively promising, and certainly not pre-1.0, but its very much something we still want to do.
  11. Like
    pixelzul reacted to EnigmaGrey in Please come back to this idea   
    If one focuses totally on crafting the perfect all-encompassing design, then no work would ever get done.  Now stretch that imperfect design over 9 years and you’ll find plenty of faults in it; heaps of code debt that prevents you from doing “simple” things.
     
    That is, what you said is obvious and I don’t get how basically repeating it back, but in an accusatory sounding way either will result in a satisfying answer or invalidate my assumption.
  12. Like
    pixelzul reacted to Damien Darkside in Please come back to this idea   
    This doesn't address the current issue: We don't have a plan to deal with underground levels. These are a real-life thing, and should absolutely be considered. 

    People are going to want to recreate a ton of their cities once the game is released. Seven floors is not enough. It creates artificial limits in terms of "why can't I?" followed by a response of "The Devs didn't make it that way" to which there is no other response than "that sucks!".

    I will not mind if this was the "Oh we will address this issue once NPCs are done and out" kind of issue, because I believe there is a ton of dividends that aren't exactly tied to the game directly, such as the ability for modders to spend time making Chicago for Multiplayer servers, causing people to want to join up and buy Zomboid. That's why "After 1.0" should definitely be a thing.
  13. Like
    pixelzul reacted to lemmy101 in Please come back to this idea   
    This code was on the 'Creative' branch which made it possible with some significant changes to how the map worked for the Creative mode. However that branch, due to anims and npc pressure of focus from community anticipation didn't get any time put into it and has spent years going stale with years old code.
     
    The prospect of merging in creative at this point would be an act of madness since the code has diverged so much, so this stuff would sadly need retransplanting at the point on a fresh branch, 'started from scratch with the advantage of the old code for reference' when we started working on it again.
     
    As such this stuff could never have been released as it was entwined in the creative branch which required a ton more work and had no time for it.
     
    It could potentially be done again in future, but the video you see does not represent anything usable at this point.
  14. Like
    pixelzul reacted to numbersixthecat in Please come back to this idea   
    Ok then, I stand corrected. It's bad news though. Also you might want to update the common suggestions thread: if I'm not mistaken underground levels are indicated as a "confirmed yes". Thanks for clarifying.
     
    Edit: it's the 4th last "yes" suggestion. Just checked.
  15. Like
    pixelzul reacted to EnigmaGrey in Please come back to this idea   
    You  are wrong. It’s not remotely that simple when you look at the game’s rendering code.  There’s an awful lot of gotchas buried in the game because it was never met to work with negative z values or render anything above 7 (inclusively). To put it in perspective. Sewers were floated some 7-8 years ago — yet an awful lot of changes happened since, all building on top that assumption.
     
    Thats why my half-assed approach years ago involved procedurally lifting the entire map then followed up with  stacking maps on top of one another. Both had their flaws.
  16. Like
    pixelzul reacted to numbersixthecat in Please come back to this idea   
    To be honest, and sorry if it comes out harsh, it doesn't look like such a huge undertaking as you imply.
    One underground level would be enough to represent most interesting situations (no need to go down 15 levels, even if it would be cool,  etc etc). This would require the engine to work with a total of 9 levels which I doubt would pose performance/memory issues.
    Most references to "floor level #0" could be replaced with "floor level #1" using scripts, and in my experience "hard coded implicit assumptions" are just time bombs that should be addressed regardless.
    The same can be said about the map, where of course there should be additions, which could be limited to the more densely populated areas
     An effort, yes, but not useless in that it would improve gameplay (probably more than that next neighborhood of Louisville).
    I may be wrong, and I'm not saying it should be the highest priority task to work on: far from it. However I strongly feel that it would be a bad decision to scrap "all things underground" from this game.
  17. Pie
    pixelzul reacted to EnigmaGrey in Please come back to this idea   
    Because it doesn’t work fine.

    It looks like a house was constructed 1 level above the ground, meaning zombies spawn below and there’s now 1 less z level. Likewise teleporting the player to a second map would have its own problems, as well as stacking two maps onto one another, from not being able to see above or below the map to doubling save/loads.
     
    To do it right would mean going back over a huge map and populate the underground or fix / somehow optimize rendering to handle more than 8 levels, then removing all the hard coded elements (like zombie spawn) and possibly changing the assumptions made when programming ai.
  18. Like
    pixelzul reacted to Milove in underground system   
    Oh, that’s sad. But thank you for showing us this!
  19. Like
    pixelzul reacted to Milove in underground system   
    I like this! I also thought about this recently.
    It would be nice to have a basement near your home, yeah ^-^
    Perhaps using this system it will be possible to come up with some traps for zeds and in PVP
  20. Like
    pixelzul reacted to spacefrog in underground system   
    I have an idea I think it would be nice to have an underground system so you can build basements and bunkers could have the same system of floors but down I also think that radios and TVs shouldn't works underground I also think that to balance PvP it should be expensive to build a bunker using a lot of wood and concrete  
     
    sorry for my poor english I'm still studying 🙂
      regards a Brazilian fan
  21. Pie
    pixelzul reacted to Kappatao in Certain Improvements to the new menus.   
    To save having to make multiple topics, I'm just gonna bundle a few suggestions in this one thread.
     
    My first suggestion is to bring the some of the design decisions from the temperature menu, to the protection menu. I think the "hover over a body part for more info" system works really well for the temperature, and would clean up the protection menu a lot, so it's not just a long list of ugly looking stats.

     
    My 2nd suggestion revolves around the inspect menu for clothing. I think it would be neat if instead of the white silhouette you get when you inspect some clothing, it would be nice to have a 3D representation of what the piece of clothing looks like on your character. Something like the character info screen, where you can rotate the character model, except maybe zooming in on the piece of clothing that is being inspected.

    Personally, I also feel that the inspect menu could be usefull, if expanded to all items. It would give a nice place to display more advanced stats, in a larger window than the hover text. It would also give be nice to view weapons (and eventually every item) in 3D, even if it's just for looks.
    I also feel it could benifit controllers a little, by having some of the options that we have from right clicking an item, in a menu where these actions could have hotkeys etc, kind of like how the crafting menu collects a lot of actions that are spread over several menus into one.
     
    Let me know what you think.
  22. Like
    pixelzul reacted to sprkng in Horde climbing a wall   
    I'll add a disclaimer in case my previous post appeared to endorse WWZ style zombie physics:
     
    IMO World War Z looks ridiculous, but I think it some variation of this idea could be realistic. If you have a large horde of zombies pushing towards a building, and you keep killing the ones in the front, it would eventually result in a pile of corpses. Maybe it depends a little on your zombie lore, but I don't see why the rest of the horde wouldn't try to climb over the fallen to get to their goal. Zombies in PZ already walk over corpses, except the corpses are paper thin
  23. Like
    pixelzul reacted to Magic Mark in Horde climbing a wall   
    Even if this could happen, it is an outright no for me. Not that I use sky bases, but this is very unrealistic and best reserved for World War Z where it belongs. Harsh, maybe so, but zombies here have been pretty grounded* so far - this is just too much for me.
     
    *ba dum tss
  24. Like
    pixelzul reacted to LiamS45 in Rimworld-esque interior beautification   
    I've recently been spending some time on my base fixing things up and improving my carpentry skill only to come inside the house and... It's somewhere between a complete mess and utterly bland. 
     
    As far as I'm aware boredom increases the more time you spend indoors and decreases when you're outdoors so my character has no incentive to sit in their house reading a book whether it was a luxury mansion, a storm is passing outside or my favourite spiffo doll is sitting on the rug. 
     
    I wonder how worthwhile/how much workload it would take for certain items in an interior space to work against the boredom traits, soft furnishings, games machines, rugs, spiffo dolls etc working either towards a positive moodlet or against the boredom that interior spaces tend to give. This would also give an incentive for players to acquire said furnishings rather than living in an empty cesspool with a couple of crates to store canned goods in. I think in a real apocalypse, although not a priority, creating a homely space would be important.  
  25. Like
    pixelzul reacted to Kappatao in [Build 41] Speed ZOMBIE stuck on CAR   
    Looks cool! I'm also hoping to get the ability to open your doors in order to hit them, like in state of decay.
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