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Rathlord

Support Team & Moderator
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  1. Like
    Rathlord got a reaction from Kuren in Commonly Suggested Suggestions   
    What's really surprising is people who think a couple of posts represent the majority of the community. But I'm sure you, with your 20 posts on the forum, are much more in sync than the devs and people like me who've been around for 5+ years in this community.
     
    TL;DR you are not a majority and don't speak for one. Not trying to be a dick, but you are flat out, categorically, objectively wrong.
  2. Like
    Rathlord reacted to xXxFANCYCAPYBARA36xXx in Commonly Suggested Suggestions   
    pretty sure the community wants none of those i only saw a few people requesting some light versions of personal hygiene
  3. Like
    Rathlord reacted to EnigmaGrey in Released: Vehicle Tech Test build   
    Hey everyone, talked it over with Lemmy: Please report any issues with normal gameplay, as well as any issues with vehicles.
     
    Merging the builds might have reintroduced some bugs that'll need to be quashed.
  4. Like
    Rathlord reacted to BayCon in Released: Vehicle Tech Test build   
    To all the people who are saying this, it's probably intentional. The developers left all cars unlocked and full of gas for testing purposes. I don't know if they made them refill on purpose, but for testing it would make sense to me.
  5. Like
    Rathlord got a reaction from Kuren in Released: Vehicle Tech Test build   
    Again, please read the known bugs list before reporting things. Telling us that there's no crash damage when it's one of the things on the list doesn't help much
  6. Like
    Rathlord got a reaction from Kuren in Released: Vehicle Tech Test build   
    Please make sure you read the known bugs/issues list before reporting issues.
  7. Like
    Rathlord reacted to GHawkins in Released: Vehicle Tech Test build   
    You can press "N" to make the vehicle start. No need to open the radial menu.
  8. Like
    Rathlord got a reaction from BayCon in May Dayoid   
    There's a hotkey to start as of the latest build, and car starting sounds will be added when they're ready, so you don't have to worry about that. For now, there's already a graphical indicator in the UI for when it's started.
  9. Like
    Rathlord got a reaction from zOrg in Released: Vehicle Tech Test build   
    No big deal, it's just easier for the devs to sort through feedback this way
  10. Like
    Rathlord reacted to zOrg in Released: Vehicle Tech Test build   
    Forgive me:3 where is that buglist?
    edit: found it, soz again:D:D
  11. Like
    Rathlord got a reaction from Necromatic_Corgi in Released: Vehicle Tech Test build   
    Again, please read the known bugs list before reporting things. Telling us that there's no crash damage when it's one of the things on the list doesn't help much
  12. Like
    Rathlord got a reaction from King-Salomon 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.
  13. Like
    Rathlord got a reaction from EreWeGo 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.
  14. Like
    Rathlord got a reaction from Necromatic_Corgi 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.
  15. Like
    Rathlord reacted to EnigmaGrey in May Dayoid   
    Implementing a QuickTime event / minigame for turning a key sounds a bit much for an optional feature, no?
     
    Reloading just lets you rack a weapon with a single key press, as well as eject and load a magazine. It's not really that complicated.
  16. Like
    Rathlord reacted to BayCon in May Dayoid   
    Now I don't usually hop into IWBUMS or otherwise unstable branches these days, but you can bet your first born son I'll be testing these vehicles the second they're out. I don't care how much of a WIP they are!
     
    Oh, and First! I saw this posted 1 minute after it was up with zero replies and zero views.
  17. Like
    Rathlord 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
  18. Like
    Rathlord reacted to turbotutone in ItemZed (updated 1.1b)   
    @GHawkins and @Rari gonna look into the issue asap
  19. Like
    Rathlord reacted to turbotutone in ItemZed (updated 1.1b)   
    @Void, @Crowborn and others having the issue of not seeing anything in the distribution tab, make sure youve got a updated IWBMS on steam like @russafiii mentioned and then it should be working properly. Ill update OP to include a little note concerning this.
     
    @thiosk Indeed the distribution panel isnt well suited for bulk insertion operations like that atm.
    Ideally id like to fix up the entire distibution panel a bit at some point in the near future so the points youve raised work better allong with some more drag and drop improvements.
    However when doing amounts 250 items this may still result in quite some dragging, depending on how they need to be distributed in the list lua might be a valid option as well.
    Ive played around with creating a little helper script for that purpose and came up with the following which may be helpful to you:
     
    DistributionInsertion

    The top part has some settings you can modify, the way it works would be to have all the items that you wanna add in bulk to the distribution in a seperate module wich will act as a category.
    You can set a default spawn chance and add target containers, the nested containers need to be seperated with dots as per example and be aware that the container names are case sensitive.
    When running the script it will add all the items from the defined module to the targetcontainers, afterwards you can optionally use the right side item filter box to filter on the module name (see img) instead of item name incase you need to override some default spawn chances of some of the items.


    Additionally ive also created helper script to remove items from the distributions in bulk, it has somewhat similar settings in the top part:
     
    DeleteItemsFromDistribution

    Hope this is usefull, both scripts adjust to the mode youre running the program in (mod or dev), in mod mode the remove script for example will not touch and base game entries.
    Also, if there might be need for other similar scripts feel free to post a request in this thread!
     
    Regards,
    Turbo
  20. Like
    Rathlord got a reaction from Faalagorn in Commonly Suggested Suggestions   
    Yes, OP needs updating. I will get around to it... someday, almost certainly.
     
    iPods idea came from a time when the date of the game was a bit more clouded. Will likely remove from list.
  21. Like
    Rathlord got a reaction from Kuren in Commonly Suggested Suggestions   
    Yes, OP needs updating. I will get around to it... someday, almost certainly.
     
    iPods idea came from a time when the date of the game was a bit more clouded. Will likely remove from list.
  22. Like
    Rathlord reacted to Batsphinx in ItemZed (updated 1.1b)   
    Huzzah, so pleased to hear this. Hopefully this means other people will pick it up and give it a try too
     
    I'll direct Turbo to your query.
  23. Like
    Rathlord reacted to CaptKaspar in More funding   
    Billwa, can you cite where the developers 'literally promise shit'? I haven't seen that yet. I thought they said personal hygiene wasn't going to make it into the game? Maybe you are incorrectly using the word literally? Perhaps figuratively is the word you're looking for. They are often misused. 
     
    Features will be done when their done. If you don't have the patience, maybe Early Access games are not for you. TIS is very upfront about Early Access on their Steam page. Perhaps you should have read it before purchasing.
     
    You've been a member of these forums for over 3 years now and have posted 23 times. Recently, they have all been negative posts. What are you hoping to accomplish other than to piss some people off? What good do you expect from it? If you don't expect any good, why are you bothering?
     
    Perhaps a more constructive approach would be more useful? While I do not agree with the OP's suggestion, I do appreciate their constructive efforts to help progress the development of this game. 
  24. Like
    Rathlord reacted to turbotutone in ItemZed (updated 1.1b)   
    Updated the main post with a new ItemZed version 1.1b and a instructions manual (thanks to @Batsphinx and @Rathlord for making it a smoother read!)
    Also thanks to those testing and posting suggestions! a good bunch have been put in the update.
     
    @Rathlord
    The distributions work for the new version 1.1b, the project zomboid's current IWBMS has the game side code updated as well to make the ItemZed distribution files work.
     
    @makkenhoff sorry for getting back at your question a bit late i see you already gotten it working, a tip for future: it may be handy to copy an existing apple and then add stuff like the alcohol to it. For copying existing items you need to untick "show only modded objects" in the filter, then the copy section in the add item groupbox (bottom left) also shows existing game items in the dropdown box.
    Currently that dropdown box and the objects list both apply the filter settings so it may not have been apparent right away.
     
    As for your suggestion about the mod.info, the new version allows you to create a mod from scratch aswell as editing mod.info file of a loaded mod
    I havent added another way of copy pasting sections of objects contents yet, but ill likely put that in a future update allong with @Butter Bot suggestion of being able to view multiple objects at once in-program, as those suggestions would be very handy indeed.
  25. Like
    Rathlord reacted to nasKo in V for Victor (and Vehicles)   
    Hello everyone! Welcome to this week’s Mondoid. It’ll be a relatively short one this week, yet we got some cool things in the pipe to show non-the-less.
    Vehicles
    A big milestone today as vehicles officially went into closed testing, which is a big step toward getting them out there to you all. They aren’t completely finished yet–There will undoubtedly be bugs to fix reported by our testers, and at the moment there is only a test model, a blue pickup-truck with an oddly placed wheel on the bumper, in the game. The cool vehicle models Martin has been pumping out still need to be implemented, and on a cosmetic level some additional work needs doing on the lighting to make them appear less uniformly lit and a bit more metallic in appearance, we may bump up their size a little too, but they are getting close and all the heavy lifting has been done.
    Feedback so far shows that the streaming seems to work extremely well, and the vehicles controls and handles surprisingly well considering the isometric perspective. You use a radial menu to start the car, rolling down windows, turn on the heater, change seats, or play with the car radio.  It’s also extremely fun running over zombies–as you can imagine!
    We’ll save on the videos until we get more cars implemented and feel an IWBUMS is more imminent (also, as cool as it looks already it’s a bit odd to see neighbourhoods of blue pickup trucks!) but here are a few pics to whet your appetite.



    Thanks again to General Arcade for their amazing and tireless work getting the system working over the net, and getting through the remaining technical roadblocks that complicated and delayed their completion, and of course to EasyPickins who put a monumental amount of work into the vehicles prior to that, alongside his day to day work on PZ updates.
    RJ has spawned
    That’s right, always a productive one, our very own Romain has gone and co-created a tiny person, whom he has dubbed Victor, who was born literally yesterday. He is very cute, and as per his contract with TIS we have given RJ two weeks to get him up to speed on java so he can be put to work in the TIS code mines. Here is a picture of him alongside the Eternal Leader Spiffo:

    Will, usual Mondoid writer, father and sentimental one of the bunch is away at GDC advancing the cause of The Indie Stone in the U.S, but if he was here I’m sure it’d he’d say much more eloquently that we’re ecstatically happy for RJ, Celine and their new son, it’s wonderful to see the Zomboid family grow, and we wish Victor every future success against the zombie hordes.
    That’ll be all for this week, see you all next week after we see how the closed testing goes!
    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.
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