Jump to content

Nazarito22

Member
  • Posts

    176
  • Joined

  • Last visited

Everything posted by Nazarito22

  1. When player open hood and check vehicle mehanics, then go away ( zombies atacking etc. ) and back to the hood window with vehicle mechanics is closed. Please do next one - when player is back to the hood and hood was open window just show again (without press button). This window can be close when player will close the hood. Thanks. P.S. It's very angry me when I million times open the hood (when zombies attack and attack for example) and wait always 3-4 seconds ( I didn't close the hood ). Just no logic. Hope you will fix that quickly guys.
  2. Finding of cures for dog - it's fantastic goal.
  3. How to repeat bug: Find the locked car. Brake the any window of car's door. Go to inside car. If you sit on the driver place the engine tries to launching , but key just dissapeared. One more case: When you try to go out from locked car (key not dissapeared when you still inside) and back inside again you will see that key just dissapeared. One more case: When you inside car and get off a key from car key just dissapeared. When I try make that a lot of times I got a thought - "If car locked and key inside, where is dead people inside car. Who locked car inside ?"
  4. It was just copy paste from game suggestion because developers don't have time always and I hope modders make that things. Pond: Add the ability to dig a pond on the ground ( sprite ). To dig a pond, you need a shovel and a bag. I propose to make this process long so that people do not turn the map into an ocean, that is, for example, to dig a hole on one sprite, you need to dig for example 50 times (actually, this will take a lot of bags and time, which will not make it possible to dig ponds the size of Kentucky). To fill the pond with water - you will need a tarp (or add new material) to the bottom, water and a sewing skill to connect the tarp (this still needs to be thought out well). The pond has a certain amount of water. When it's hot, the pond starts to dry up (new sprites which show deep of pond) a little, when it rains, it fills with water up to a certain maximum value. If you have pond by 32x32 pixels (one small cell) you have for example 1000 litres of water. When you finish dig new cell you will have 2000 litres maximum size and all sprites changes what pond is not full to the end. Fishing and launching fish: By default, the pond is empty. To fill a pond with fish, you need to catch a fish somewhere (river, lake) and launch it into the pond itself. You will need some level of fishing to launch. In order for the fish not to die out, you need to launch at least 10 (conditional figure) pieces of the same species. After that, the fish will breed and it will be possible to fish. Fish need some time to breed. Fish can be caught both with a fishing rod and nets from the pond as from an ordinary river. If you will catch all the fish and they didn't have time to breed, pond will be empty and you need to launching fish again. P.S. I think this is a great fishing extension and will give more immersion in this profession, as well as add an additional goal to the game. This system is not difficult to make, so it would be great if the developers added such a system somewhere between updates. I know developers is too busy but it's not difficult thing for making. so I hope modders will do that.
  5. Pond: Add the ability to dig a pond on the ground ( sprite ). To dig a pond, you need a shovel and a bag. I propose to make this process long so that people do not turn the map into an ocean, that is, for example, to dig a hole on one sprite, you need to dig for example 50 times (actually, this will take a lot of bags and time, which will not make it possible to dig ponds the size of Kentucky). To fill the pond with water - you will need a tarp (or add new material) to the bottom, water and a sewing skill to connect the tarp (this still needs to be thought out well). The pond has a certain amount of water. When it's hot, the pond starts to dry up (new sprites which show deep of pond) a little, when it rains, it fills with water up to a certain maximum value. If you have pond by 32x32 pixels (one small cell) you have for example 1000 litres of water. When you finish dig new cell you will have 2000 litres maximum size and all sprites changes what pond is not full to the end. Fishing and launching fish: By default, the pond is empty. To fill a pond with fish, you need to catch a fish somewhere (river, lake) and launch it into the pond itself. You will need some level of fishing to launch. In order for the fish not to die out, you need to launch at least 10 (conditional figure) pieces of the same species. After that, the fish will breed and it will be possible to fish. Fish need some time to breed. Fish can be caught both with a fishing rod and nets from the pond as from an ordinary river. If you will catch all the fish and they didn't have time to breed, pond will be empty and you need to launching fish again. P.S. I think this is a great fishing extension and will give more immersion in this profession, as well as add an additional goal to the game. This system is not difficult to make, so it would be great if the developers added such a system somewhere between updates. I know developers is too busy but it's not difficult thing for making.
  6. I don't see them in TileZed, but new another Tiles exist in TileZed. Only roads curbs don't see. I tried to put /root/.Tilezed/Tilesets.txt to /TileZed/share/config/Tilesets.txt Not working /root/.Tilezed/Tilesets.txt - here is correct file /TileZed/share/config/Tilesets.txt - here is not correct file and using by default
  7. LINUX !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! @EasyPickinsAre you check new TileZed and WorldEd before publishing ? New TileZed can't see new roads blends tiles ? TileZed can't read Tileset.txt correctly. What are heck ? Every fucked versions critical bugs and not worked instruments. Endless unfixed bullshit. How to fix it tha bullshit ?
  8. @EasyPickinsWhere is rounded roads tiles for new roads ? Can't find them.
  9. @EasyPickinsWhere is rounded roads tiles for new roads ? Can't find them.
  10. Good news. I waiting for new rounded roads tiles.
  11. 1. Please make possibility to move of ceil ( tmx/bmp ) to empty place on grid or change each other with other ceil in WorldEd. 2. Please make possibility to add new ceil in top and left of grid ( when you need to add in top of grid ceil you need move all ceils down to one ceil - it's very wasting time ) 3. Please add more tiles to BuildEd by default ( In current time I need to add some default tiles (fences, railings etc.) using menu -> edit tileset etc. ) 4. Please add possibility when you put some object on the grass in TileZed the vegetation will be remove ( from vegetation level ) automatically. These things will do life of map modders easier.
  12. Finally. Please add a companion dog in the next 42 build for hunting and character support (as like "Chester" in "Don't Starve") so that the dog can be used as additional storage, to scout a situation, or as an aid to knock zombies off their feet. It's will add unbelievable emotions and new game-play in game.
  13. Where to get new Tiles with new road's corners and other things from 41.60 build ?
  14. You need to set zone "deep forest" where you need in WorldEd.
  15. Why you need multi import ? Do you have 100 or more cells with size 300x300 ???? If not , you can easy import one by one. It's not too much.
  16. ATTENTION !!!!! Not working for me. WorldEd is crashing and closing every time when I trying open any cell. ( Linux version ) My PC system: Linux Mint 20.1 Uma Cinnamon 64bit Back to old version. New version not workable for me. @EasyPickins
  17. Where to get latest Tiles from 41.60 version ?
  18. Hooray !!!! Thanks for everything !!!!
  19. This idea will probably already be relevant when the developers take on the NPC. I think it would be cool to add traders to the game: merchants sell rare items (cement, stucco, sledgehammer, etc.) currency - for example, captured animals or something like that. the merchant has a mini-base which cannot be entered the merchant cannot be killed, since he is inside the armored base it is also impossible to disassemble the room with a sledgehammer where he sits there are always a lot of zombies near the base, as the noise of the generator attracts them
  20. Nazarito22

    LVMPdoid

    The last hit sound is very loud and not natural. Voice of zombies also very loud. Try to hit meat and bones with an ax in real life (but not on living people).
  21. When is IWBUMS update ?
  22. Nazarito22

    Jumps n' scares

    What is problem to make available 15 or more floors then ?
  23. Nazarito22

    Jumps n' scares

    One more example. Opened and closed garage doors. OPENED: CLOSED: Why I can see neighbors houses and another outside stuff when I close garage doors ?
×
×
  • Create New...