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Painkins

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  1. Like
    Painkins got a reaction from Gurluas in Raincoats   
    Simply
    i want raincoats in the vanilla game without using an mod
    some to find and some as an crafting item
  2. Like
    Painkins got a reaction from Patrick H in Raincoats   
    Simply
    i want raincoats in the vanilla game without using an mod
    some to find and some as an crafting item
  3. Like
    Painkins got a reaction from Unghin in Raincoats   
    Simply
    i want raincoats in the vanilla game without using an mod
    some to find and some as an crafting item
  4. Like
    Painkins got a reaction from Jericoshost in Raincoats   
    Simply
    i want raincoats in the vanilla game without using an mod
    some to find and some as an crafting item
  5. Like
    Painkins got a reaction from grammarsalad in Raincoats   
    Simply
    i want raincoats in the vanilla game without using an mod
    some to find and some as an crafting item
  6. Like
    Painkins got a reaction from Jack Bower in Filter for the Server Browser   
    What every server browser has today in games
     
    1.Filter to make full or empty server invincible
    2.Filter that makes server with an specific ping invincible
    3.Filter that make password protected servers invincible
    4.Filter that shows how many days has past ingame (wish for Zomboid)
    5.Filter anything from the server specific modes/options
    6.Filter to show how many time an Server was Online/Offline to filter out unstable ones
  7. Like
    Painkins reacted to EnigmaGrey in Filter for the Server Browser   
    No?
     
    Maybe?
     
    Sure?
     
    When someone finds time and inclination to do it, it may well be improved.
  8. Like
    Painkins reacted to Magic Mark in Raincoats   
    Having a coat that takes away the rain penalty could be fair, after all if it gets too hot the player already has to take off "layers" (warmer clothing) to stay cool so there is that balance aspect already in place. Good idea!
  9. Like
    Painkins got a reaction from Kuren in Raincoats   
    Simply
    i want raincoats in the vanilla game without using an mod
    some to find and some as an crafting item
  10. Like
    Painkins reacted to Zaojeth in Few suggestions   
    Power Plant/Energy plant - I've noticed that, when the lights turn off, you can't turn them again in a house or in the city, not even with a generator and fuel, I don't know if it's a bug with the generator, it's supposed to generate electric energy to power a house or a place, but it seems that it didn't work that way, just for a fridge, T.V. etc.
    So my suggestion is, for example to create a new building like an energy plant, it's very common in all cities to have one that feeds all the electric energy in it city, it could be an objective for players as well, try to repair some generators in the plant to fix it and make it work as well, that could add as well new books, like some specialized to the plant control, add a new kind of zed (now with the new clothing/animation system) a plant operator.
    That could be a hard task, but worth of it in the end.
     
    Windows - When you start the game, all the world is completely untouched, but when you progress, practically all the city is totally destroyed, I'm particulary a hard roleplay fan, so we sometimes use to barricade a small fragment of the city and then populate again in our servers, like a safe zone, so, maybe the glass windows could be a great implementation to the vanilla game (since we have wooden window frames but we don't have any windows to put in them, so they are particulary useless)
     
    Magazines - The guns has a simple reloading, just press "R" key and if you have the ammo, it reloads totally. I've noticed that there's a 9mm magazine but it's just an adornment because it has no use in the real gun.
    I'm just suggesting a new and real reloading system, where you have 3 magazines (just for example), with a capacity of 15 bullets, so you need to fill it and go out, if that magazines get out of ammo, then you need to fill the magazines again.
    I know that using a gun is basically activate a dinner bell, but a new gun system could be great.
     
    Asphalt - When erosion starts, you can't get out of it, again, I'm a hard roleplayer so if we are living in a city zone that's barricaded, it's supposed that the community is giving maintenance to the asphalt and buildings, so I would like to see any way to repair that trenches in the asphalt or buildings.
    It could be useful for construction as well, for example if you're living in the forest, you can put asphalt to make roads (thinking in a big server with a safe zone populated), I've noticed as well that there's no way to reconstruct/remove floors from the ground level (I've set a wooden floor in the road accidentaly and that floor stayed there).
     
    Those are my suggestions, just a point of view.
  11. Like
    Painkins reacted to Zomboid in PlayableZombie=True   
    In "Day of the Dead" there was a zombie named Bub who was tamed to not eat Dr. Logan because he would secretly feed him the recently deceased soldiers. In "Shaun of the Dead" Ed is also domesticated although in this case he is just chained up in the shed to play video games with his old buddy.
     
    When you die and turn into a zombie it would be fun to be able to nudge the direction of your zombie (of course the animal instincts will still kick in and force you to eat your friend or push you toward noises so basically you can only control your zombie when the AI would usually be idle) Now if your friend feeds you like Bub in Day of the Dead it will disable the zombie instinct to attack your friend for a moment of time. Now to get this meat to accomplish this would require a recently deceased human (not zombie) and a cooking knife. To top it all off you should be able to handcuff your friend like Ed in "Shaun of the Dead" so you can still have him as part of your family.
  12. Like
    Painkins reacted to MePhone4S in Combat Suggestions   
    Before the combat update comes, I want to talk about what I think should be added.
     
    1. Defensive mechanics- You have two options to prevent some/all damage. A timed parry, that lasts 2 seconds, will negate all damage from melee weapons and stunlock the enemy for 0.5 seconds. Or you could block, which you can hold up forever to negate 60% of the damage, but your enemy will not be stunlocked. Each of these slow you down by 70% and make your character delay when turning. Blocking/parrying will only cover you in a 180 Degree angle from the front. Any attacks that hit your backside will get a 50% damage bonus.
     
    2. Weapon collision- If your enemy attacks you, and you swing right before the attack hits you, your weapons collide. This will cause both of you to be stunlocked for 0.5 seconds and no damage will be dealt. However, heavy weapons ignore this completely.
     
    3. Incapacitate/Unconsciousness- Upon reaching low health, you will enter a wounded state. This will cause your character to fall down and toss and turn, screaming in pain. You will get up if not damaged in this state after 20 seconds, but you can still be looted.  Then there is unconsciousness, consciousness is measured by a hidden percentage. Blunt weapons can decrease this percentage by a certain number, depending on how powerful they are (Developers decide). Once the percentage reaches 0, it instantly goes down to -5%. Once your consciousness goes below 0%, you go unconscious, you can't see or hear anything and can't interact. Your character will also fall to the ground and become lootable and draggable. If your opponent hits you while unconscious, your percentage goes down even more, up to -50%. It takes 2 seconds to regain 1% of consciousness.
     
    (Credits to LeoIvonav for 4-6)
     
    4. Ability to lock and switch your targets on the fly - it's often quite hard to catch up to a person with a high sprint level on servers with high latency - they would skip all over the place, disappear, teleport around you and deal you damage in a matter of moments. And I don't think I have to mention the fact that you need that option for the PvP firefights 

    5.  Higher exertion/panic/pain affect your windup speed, but not the hitting speed. That way you can still get away from a lunging zombie/incoming attack/shove without having to stand there locked into place because your swing animation is slow as hell. Slower windup lets players be more careful about timing their swings, allows more window for less exhausted players to take advantage of an extra hit as well as some restricted movement during the windup itself.

    6. Ability to properly push/shove other players away, with a chance of making them stumble and fall. We always get moments where we're caught in a terrible position with no weapons, and have that reluctant asshat fighting you with some form of axe or melee weapon. By allowing players to push them away, dazing/stumbling them, you get a chance to get away, introducing this cat-and-mouse mechanic where it takes skill to hunt down and kill even an unarmed player. (Unless they have a shotgun... If so, just run. Simple, right? Just like in real life.) 
     
    (Edit)
     
    7. Stealth moves- Things like dragging a zombie/player out of an open window to stun them, and then beating them senseless with a bludgeon weapon to cause a KO. Or waiting for someone by hiding behind a wall, and hitting them as they pass for a 20% damage bonus and a stagger.
  13. Like
    Painkins reacted to Keshash in Vertical combat   
    As far as I know, Project Zomboid's world consists from levels.  One of the problems of this system is that you can't fight with creatures on different levels. If zombie is standing on the level 0 (It's ground, right?) and you're on level 1 (American second floor?), you can't touch him.
     
    What I suggest, is different stances for vertical combat. Basically, 3 stances. Default one, when you attack on the same level as you're, one for attacks below, one for above.
     
    I am not a developer myself, so I may be completely wrong. Or it may be impossible to make so.
     
    My suggestion is, when player is in "Above" stance, his bullet/stab/whatever teleports one level higher, thus hitting the target. It'd be nice to have some visual indicator, like weapon pointed down or up, or a simple icon somewhere in the interface.
     
    It could lead to some pretty interesting solutions, like standing on barricades, pushing back zombies or shooting your foes from the window. 
     
    Any thoughts on it?
  14. Like
    Painkins reacted to Strats in Fearing Winter   
    In my personal opinion, I believe that winter should be a period in Zomboid that should strike fear and anxiety into even veteran survivors. After surviving for 6+ months, winter would be the next big hurdle. Here are some of my ideas, but share your own:
    1. Snow becomes not just a visual aspect, but a physical one as well. Players and zombies move more slowly in snow. Fire does not spread easily (or at all) on snow tiles. The player moves more quietly in snow, but so do the zeds...
    2. Relatively rare snowstorms. Thick heavy snow falls which obscures vision when the player is outside and causes extreme cold. The potential for snow to build up and block doorways and windows.
    3. With the new nutrition system, players must either maintain a heat source and/or consume a greater amount of calories in order to stay warm. 
    4. Cold becomes much more deadly. If proper clothing/heat breaks are not made, your character does actions more slowly/swings weapon more slowly. Extended periods without heat exposure lead to unhappiness. Overall strength is decreased in the long run. If the player does not stay warm, perhaps health can drop due to hypothermia.
    5. Rain collectors freeze over. Better make sure you have enough water stored... 
    6. Longer nights and shorter days.
    These are what I can come up with so far, but share your own stuff!
  15. Like
    Painkins reacted to ShuiYin in Small but Important Suggestions Thread   
    Since in the mondoid its mentioned that small but important stuff are added such as drying of towels and that we are urged to suggest in the forums. I have started a thread so that others may pile up their most important feature that is not very complicated but you think should be in vanilla.
     
    I want to suggest some others that might be a good thing to add
    1. Removing of zombie ash (burned zombie - currently no way of doing this unless using a mod)
    2. Addition of Red and Black paint (its rimary colors and black is a popular paint colour for some).
    3. Removing redundant distribution files that has been replaced to avoid confusion.
    4. Making wearable stuff like clothes and skirts to become moddable like the rest of the items ( this might be hard but will add so much to the game if its enabled )
     
     
    Thanks
  16. Like
    Painkins got a reaction from LeoIvanov in It would be nice if a server would show how many days have already passed since it went online.   
    It would be nice if a server would show how many days have already passed since it went online. So that you don't end up on a server with no lootable food anywhere.
  17. Like
    Painkins got a reaction from syfy in It would be nice if a server would show how many days have already passed since it went online.   
    It would be nice if a server would show how many days have already passed since it went online. So that you don't end up on a server with no lootable food anywhere.
  18. Like
    Painkins reacted to Charlessx in RELEASED: Build 30.12   
    I noticed on the 8 months after the apocalypse setting that pharmahug is completely overflowing with everything one would need to survive for about 2 years. So I figured I should let you guys know.
  19. Like
    Painkins reacted to Burianu in Sprinting zombies; lag issues.   
    Server specs:
     
    dual proc, dual core xeon 3.2ghz, 12gb ram, 1.3 tb memory
     
    When the zombies are shamblers it works perfectly fine, but the instant I switch to sprinters the server lags horrendously and the game is unplayable.  Top shows minimal memory usage, so I'm pretty sure it's not server-side.  Any help?  Is the game simply not capable of doing sprinters on a server as of yet?
  20. Like
    Painkins reacted to turbotutone in Random Mapzoid: Random Bitmap Terrain Generator (Python / Win Exe)   
    If i had more time on my hands i would have given it a shot, but atm im a tad bit preoccupied so sadly i must decline
    Perhaps some time later if its still not picked up by anyone at that time.
  21. Like
    Painkins reacted to AnonPrime in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  22. Like
    Painkins reacted to Thuztor in Book Textures   
    Hiho!
    In April this year, I've drawn some textures for the skill books, but their were never used.
    Here is a list of all textures from lvl1 to lvl5:
     
    If you like this item textures, you can use these to replace existing ones.
     
    download: https://dl.dropboxusercontent.com/u/69737873/PZ/resources/skillbook_textures.7z
  23. Like
    Painkins reacted to Shaggy in The Ultimate Thread of Traps and Distractions!   
    Traps dont just kill or hurt things. MOST traps TRAP things. Encase them in a cage or stop them from going places in someway.
     
    Most traps designed for zombies (especially if they can only be killed by destroying the brain) would be designed to immobilize them so that you can get close enough to destroy the brain without getting bit. Simple things like wooden lances sticking out of the ground at an angle like this
     
    Or pits with or with out spikes at the bottom are both good (with pits you just drop large rocks down or set the pit aflame as getting in would be dangerous)
     
    Bear traps are good too and depending on the decomposition of the body will either immobilize or mame (if the bear trap is fixed) and the nail boards could be pretty decent too again depending on what settings your game is set to (everybody seems to forget this game has a plethora of variables). A zombie could step on it and leave their whole foot behind on it
     
    I notice a lot of trap suggestions are rather complex when its usually best to stick with the simple especially if what your trapping has almost no intelligence and cant figure it out.
  24. Like
    Painkins reacted to nasKo in Mondoid Reposts   
    Hello brave survivors. First of all, a recap for those who aren’t up to speed with the wonders of Build 30.
     
    *Gravel voice*
    “Last time, on Project Zomboid…”
    *Exciting music*
     
    Fast cut #1: A pretty lady smokes a cigarillo and looks a bit suspicious.
    Fast cut #2: Build 30 is currently undergoing public testing, and you can find out how to join here.
    Fast cut #3: A man shouts at an older man about who his real father is.
    Fast cut #4: Build 30 contains the integration of TurboTuTone’s Erosion mod, the new medical system and the reintroduction of split-screen co-op.
    Fast cut #5: A car drives off a big ramp in slow motion and looks awesome.
    Fast cut #6: Build 30.7 was released last Mondoid tested out some mechanics that would make the game tougher such as our Endurance Revamp and new zombie clumping behaviours – alongside a new shader to make our world look more realistic.
    Fast cut #7: The suspicious pretty lady does an evil smile
     
    *Project Zomboid theme tune plays* 
     
     
    Builds 30.8 and 30.9
    We recognise that not everyone watches the forums avidly, so here’s a brief recap of new additions. For the full run-down please click through here.
     
    It’s been a really interesting week on our forums as the debate over our new exhaustion system boiled hither and thither – with, we think, a positive result through balancing and making the old system available to everyone via the Sandbox custom options. For a lengthy missive on what we’re doing in terms of Survival mode difficulty then Lemmy’s post on the Steam forums is also a good place to start.
     
    The response was generally favourable, but the new exhaustion system hampered the gameplay of those who play the game with repeated melee swings without charging them up [the avoidance of which we will have to communicate better in future, beyond the Spiffo instruction screen]. As such, 30.8  tied endurance lost through swinging weapons to zombie damage instead – which was a necessary solution, even if it was somewhat at odds with realism. Along with 30.9 we also did a lot of general, running, stabbing and stamina regeneration balancing and are pretty happy with how it plays currently – and indeed the overall community response.
     
    Amidst loads of bug fixing and zombie behaviour revamps, as part of RJ’s ‘Community Suggestion Coding Day’, we also introduced pickling and canning to the game, so vegetables can be given 2-3 months of extra life through cooking them up inside a jar with water, vinegar and sugar. Because we’re big meanies, we also reduced food spawn rates in general though…
     
     
    Upcoming: Build 30.10
    We’re now content locked on Build 30, and as such Build 30.10 will consist of balancing and bug fixing. We’re aiming for this week in terms of release, but ETAs etc etc. We hope that this will then become the public release that makes that big fancypants step out of the IWBUMS beta branch and into the public domain.
     
    We are also sorry to say report that our watermelons might be alcoholic, and as such will have to be booze-nerfed.
     
     
    Beyond!
    This week has seen some exciting map work getting underway, as Binky and RingoD began unifying the layout of the new city-approach residential zone with the main map file – more of which [alongside Mash’s cool additions elsewhere] will be covered in a later Mondoid.
     
    Initial work on Build 31 is also on course –  alongside Lemmy’s ever-present NPC development and all the other must-haves we require before we break out of Early Access. The focus of the next build will be on stealth – that sneak key is about to get a lot more obvious/relevant – and we already have a build in which it’s possible to hug close to walls and nervously look around corners to provide a view-cone glimpse of what horrors could be shambling nearby. It’s all animated, but still looks a little rough as we haven’t implemented transition anims yet – hopefully we can chuck a video your way when it’s all in though.
     
    Finally, new boy TurboTuTone has brought a really interesting (and complex) design for radio transmissions and broadcasts to the table – which will allow for writer Will’s work to spin out in many interesting new ways. That will be their focus in the run-up to Xmas. Oh, and RJ says there’ll be jam-making in a future build too. Which we’d imagine is something of a survival game first?
     
     
    Until next Mondoid!
     
    This week’s featured screenshot taken by Wick over on Steam.
     
    And once again, we remind you to keep your eyes locked onto the TIS twitter for build updates and testing news, and if you can’t then why not subscribe to our newsletter so that you can have all the PZ goings on sent straight to your email?
  25. Like
    Painkins reacted to Florin in RELEASED: Build 30.12   
    I think my computer would die trying to render that many zombies.
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