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Laker

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  1. Like
    Laker reacted to Bullet_Magnate in Bleeding should be more dangerous   
    Sheesh, for a minute I thought you were referring to IRL experiences ... "I nearly bled out from a gushing neck wound once, and it was a near thing, but using a whole box of band-aids, I SURVIVED ..."  XD
     
    Edit:  I've had characters bleed out, or come close, a few times.  It's always a high-stress moment for me when I see the Health icon pinging back and forth when it's too dangerous for me to stop and check wounds.  A neck laceration can bleed you out right quick, and if you don't have bandages ready to go it can get dicey fast.  
  2. Like
    Laker reacted to MyDolos in Old Battle grounds and environmental story telling.   
    There needs to be remnants of old battles on the map. If you have ever read World War Z, the Battle of Yonkers? Or the part in Walking Dead with the tank in the middle of the city? 
    Something where you walk in and see all kinds of destroyed military vehicles, near by buildings burnt or destroyed, craters in the ground from explosions. things like that where you walk around a corner and go, "Damn, something serious happened here, and we lost." Something that says there were fights and battles before the world was lost, not just all of a sudden everyone was a zombie.
    Maybe out in the open forest is a battle field. Or an entire small town had their last stand.  Maybe at the end of a street the people barricaded the street with their cars and junk to keep the zombies out of their homes.  Camp sites in the woods that are all torn up.  Homes with barricaded rooms with dead bodies inside as they tried to wait it out and failed. 
    This would be a great way to do world building through environmental story telling.
  3. Like
    Laker reacted to Bullet_Magnate in Tripping When Walking Backwards   
    Slowly backing up while swinging away at zeds is pretty much a universal tactic in PZ.  Seems like there should be *some* risk, though -- however slight -- that as your character is backing up, he / she will stumble, and possibly fall.  The character would be distracted / afraid / swaying back and forth due to the fight, which would make a stumble more likely.  Maybe the Lightfooted skill could reduce the chance, while other things could aggravate it (e.g., the Clumsy trait, or a panic moodle).  
     
    This would actually help compensate for the unfair advantage the character receives from the player's "bird's eye view" -- for example, there's never a risk that the character, while fighting in an unfamiliar environment, will back over a folding chair he forgot was behind him (since the player can see all previously-seen environmental obstacles, regardless of field of view).  
  4. Like
    Laker reacted to getstoopid in Tripping When Walking Backwards   
    I like the idea, it would increase the risk and stress of fighting massively and thus increase the immersion.
    On the other hand it would be extremly frustrating to stumble backward, fall and get eaten all the time because your nimble skill is low at the beginning.
  5. Like
    Laker got a reaction from bliss in Please add some sort of visual indicator for sound   
    I added the mod and played for about 5 minutes in MP.  It works as described.  There is a curved line near your body indicating the direction the noise is coming from and showing different colours depending on how close the noise is.  It appears to catch noise from a decent distant - if you are in a building,  you will be pick up on zombies outside or maybe next door.  
  6. Like
    Laker got a reaction from bliss in Please add some sort of visual indicator for sound   
    There is a mod that might help you.  It is in the Steam PZ Workshop under the title Sound Direction Indicator. 
    Workshop ID: 2560478285
    Mod ID: SoundDirectionIndicator
     
    Copied and pasted from the Mod page:
    This mod will give you a flashing arrow like indicator around your character to help you identify the direction and distance/volume of world sounds. The color and flashing is used to help indicate how close/strong a sound is. Faster blinking/Redder color equals closer/stronger sound.

    SOME Possible applications:
    - Playing the game muted or without sound could be a lot more possible.
    - Also does the same thing for hearing impaired players
    - Playing the game with a blind (or just poor vision) character that has good hearing to make up for that.

    Things to note.
    - Only WORLD Sounds are detected by this system. A WorldSound is what it sounds like, a sound that has a source/position (in the world) and a range and volume. Some more examples of worldSounds would be zombies banging against objects, radios, TVs, vehicle engine noise, breaking windows etc. Ambient sounds for example would not be detected.
    - Any sound that was caused by the player himself, will be ignored by the system
    - This system takes into account any hearing related traits. Poorer hearing results in lower detection range, keen hearing trait increases it. This mod will do nothing at all if you have the deaf trait.
  7. Pie
    Laker got a reaction from duh7 in The Pickle Problem   
    There were some really interesting ancient food preservation processes.  The whole topic is interesting. 
    Canning is somewhat popular where I am from.  Stores still stock a lot of canning material.
     I know people whose basement is full of all sorts of canned veggies.  
  8. Like
    Laker got a reaction from duh7 in The Pickle Problem   
    Someone please correct me if I am wrong.
     
    A canning lid should never be reused in most canning that I know of.  It is guaranteed to give an air tight seal only once. 
    IIRC, when it seals you should either hear a 'pop' or see an indentation on the lid.
    You boil and give them a 'bath' to kill any bugs introduced during the filling of the jar and to ensure an airtight seal. 
    You also boil the jars and equipment before using them.
    Canning is all about killing bugs and getting a good seal.  Boiling water adds in both.
    Canning is a very meticulous and hygenic process.  
    Pickles don't really last forever, but the high acid content lets it stay edible for a long time.
     
  9. Like
    Laker reacted to Maravel in The Pickle Problem   
    Yes, in addition to conflating fermenting with vinegar pickling, perhaps the lid aspect is also an aspect of vacuum canning paired with sterilization. There's no need for canning.
     
    Microbes help to keep pickles acidic, when the acidity drops some bacteria will lightly consume the produce and produce vinegar. Meaning in the event that the pickle jar isn't 100% deadly to microbes, a few microbes that will do the anaerobic fermentation in the high-acidity of the jar will make sure the ph is bumped lower, so the produce is effectively conserving itself by producing its own vinegar; this is why vinegar and pickling are the bedrock of ancient civilizations.
  10. Like
    Laker reacted to Nazarito22 in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    First playable beta will be when I finished 6 cells. ( I hope to the end of that year will be first beta )

    I don't know when. It's a lot of work waiting on me ( a lot of buildings , garages , houses and another small things ). Every house is unique , every yard is unique.

    Stay tune.
  11. Like
    Laker reacted to Nazarito22 in -1 floor , bombshelter, metro , cellar and just base under ground or storage room   
    It's custom basement. 

    I am talking about room which look as like second floor and  but it will under ground.

    And there will be a staircase that leads down to the basement. That is, you opened the door in the house and went down to the basement.

    I know about that mod but this is little bit wrong. Not digged basement , basement in houses by default ( and when you can make -1 floor design in WorldEd and Building editor )
     
  12. Like
    Laker reacted to Nazarito22 in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    Update  24.08.2022

    Church with bellfry , church yard ,  2 huge cemeteries , food store, ambulatory ( small polyclinic ) , post , school yard.  A lot of unique houses with different interior ) , storages , garages and etc small things ( trees , small roads , design etc. ).

    P.S. I was change my system from Windows to Linux and don't know how to launch CartoZed on Linux. Sorry guys. I will send map with better quality when I will find solution.

     
  13. Like
    Laker reacted to Bullet_Magnate in Eye Injuries   
    The thing is, there are a ton of negative character traits that run directly contrary to this.  In theory, you could play a character that is asthmatic, clumsy, deaf, feeble, obese, prone to illness, nearsighted, thin-skinned, underweight, and unfit -- not exactly a "great genetic makeup" that would predispose someone toward survival. 
     
    But, given the degree of customization the game offers -- even IF the medical system is expanded to include things like, say, coronary problems -- you'll never *have* to play a game where your character will just "randomly die of a heart attack." 
     
    First: the change I'm proposing would only make a character vulnerable to such an event if they had certain negative traits (e.g., obese, unfit) -- so, don't use those traits.  Second: risk of an attack would be tied to high exertion -- so if you do choose to use those traits, just ... avoid over-exerting your character (which is good advice in any event).  
     
    The game purports to be a brutally unforgiving and *realistic* simulator of what a "real" zombie apocalypse would be like -- including for survivors who are fat and out of shape (as evidenced by the negative traits noted above).  If it really is what it claims to be, it would make perfect sense to include conditions like this one; and people who didn't want to deal with the possibility could easily avoid it through trait selection and/or avoiding triggering activities.  
     
     
    On this note, that may be true for relatively trivial eye injuries like minor scratches, but if an eye suffers extensive tissue damage or is completely gouged out, I guarantee it's not going to be fully functional again any time soon -- or possibly at all.  Also, note that I'm not proposing that eye injuries be likely, just that they be possible -- I'm not proposing that every random slap from a zombie should send the player's eyeballs flying out of their head.    : )
     
     
    My understanding is that the skin is a pretty effective barrier against infection, so most blood-transmitted diseases won't get through as long as the blood doesn't come into contact with broken skin (or possibly get in the eyes / nose / mouth).    
     
  14. Like
    Laker reacted to Rokh in Rokh's wells construction mod   
    Hi all!
     
    I made a simple mod that allows you to build wells like the ones you find in the forest house or the western farm. Wells have been around for millennia, so I figured an experienced survivor would be able to build one if they had the tools and the knowledge.
     
    To build wells you need to find and read a magazine, then have a shovel, a hammer and the materials in the vicinity. They can only be built in grass or dirt, they can't be built in interiors or above graves, and they must be built away from the sewage system, so you cannot build them on towns/cities, roads or trailer parks.
     
    Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2852690210
     

  15. Like
    Laker got a reaction from getstoopid in Remove Chris Wallace CNN sound bite   
    This is the second post this week about that sound clip.  I agree with you.  I would have swore that it was Rush Limbaugh's voice.  Good to know whose voice it is and where the clip comes from.  
    I had replied to the other post that it would be nice to use those neutral computer animated voices you hear in driving direction apps and to even have it set up for those voices to give the actual forecast for that day.  
  16. Like
    Laker reacted to Irken Empire in Remove Chris Wallace CNN sound bite   
    What in the Hillary Clintons name is this post about!?
  17. Like
    Laker reacted to HolyOnion in Remove Chris Wallace CNN sound bite   
    Hello, first I just want to say how much I love this game and really enjoy getting immersed in the game.  I have never-ending praise for this game but unfortunately I'm not driven as much to express it as I am to driven to request a resolution for this problem I am having. 
     
    Personally I'm a survivor who likes to be prepared, so I listen to the Automated Emergency Broadcast System every day. Sometimes I leave it on all the time. I love the idea of the AEBS and the mystery of what lore might be behind it. I enjoy the text-based style of the game as I used to player older games of a similar style. I love the randomized muffled sound bites, it's such a cool way of adding some more immersion to the game without doing actual voice-overs. 
     
    However that being said, there is one sound bite that is not muffled enough and I personally find it very immersion breaking. At first I didn't know exactly what it was but I could definitely make out many of the words like former president Clinton, global initiative, more than X million dollars pledged, developing countries, poverty, disease, climate change. Hearing this so frequently while I organize and build my base or do whatever chores, it kinda became an ear worm so I had to figure out what it was. It's this 2006 clip of Chris Wallace talking about an interview with Clinton: https://www.youtube.com/watch?v=OnyrCVwGyK4
     
    And now I just hear it clear as day every single time. So I'd like to make a request, and not just for me because I imagine this has to affect other players as well in some way. I have a two part suggestion:
     
    1-Completely remove the Chris Wallace sound bite from the game
    That's pretty self explanatory and doesn't require any elaboration. 
     
    2-Create a new sound effect for just the Automated Emergency Broadcast System
    One that sounds more like an monotone droning automated voice like the old NOAA Paul voice. I think this would add a bit more substance and just be a nice little feature of the game many people will enjoy. Obviously I don't mean a voice over, but another muffled sound bite. 
    The type of voice I'm talking about is this: https://www.youtube.com/watch?v=1pMFWOuoFPQ&t=21s
     
    I know this might seem really silly to some people but it's not to me. I really appreciate any of the devs who take the time to consider this. Thank you and I really hope to see my suggestion make it in the game.
     
    Here's the answers to the suggestion criteria if anyone was wondering more: 
     
    Is it somewhat realistic?
    Yes, in fact the Chris Wallace sound bite about former President Clinton took place in 2006, while the game is set in 1993 in Clinton's inaugural year. 
    As for the second part, Yes! An automated weather broadcast system would have an automated sounding voice that sounds like it's saying weather-like things.
     
    Does it fit with the spirit of PZ?
    Yes! It adds more immersion and realism. 
     
    Would it make the game too easy?
    It would not affect the difficulty in any way.
     
    Would it require rewriting the entire game (like changing the camera view, for instance)
    No, it likely would require little code changes
     
    Would it add enough to the gameplay that it would be worth taking the time to add?
    Maybe not. That depends on the devs views on immersion and having "out of place" things in their game and how hard it would be to sample that Paul voice from an old broadcast recording and muffle it then code the game so that that's the only sound effect the AEBS uses. I'm not a seasoned dev although I have some experience, and it doesn't seem like it would be that difficult although I can't say it should take precedent over what is being working on currently. At least removing the Chris wallace clip should be something that could be done in little time maybe?
     
    Would it be found in Muldraugh, Kentucky common enough to be added?
    Yes, I can't verify for sure but I'm sure you could tune in to an automated weather broadcast with a computerized voice in Knox County KY in 1993
     
    For zombies: Does it fit at least somewhat into Romero/Brooks zombie lore (the basis for 'proper' zombies)?
    N/A
     
     
  18. Like
    Laker reacted to RingoD123 in Vanilla Buildings Pool   
    Here, for the first time ever, you will find our library of buildings from the entirety of Knox Country, but excluding Louisville, for now.
    Some of the more unique "landmark" buildings from around the map have also been excluded for now.
    Keep a look out for future releases too!
     
    Buildings Catalogue Curated.zip
  19. Like
    Laker reacted to Nazarito22 in The window of vehicle's hood   
    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.
     
  20. Like
    Laker reacted to HeckenDiver in Jefferson/Middletown expansion project   
    holy grail of filesize.... getting this one down was a challenge xD
  21. Like
    Laker reacted to Petoxeye in [41.73] In-game Lamps and other Outdoor Light Sources using the Incorrect Texture   
    This issue has been in the game since 41.66 and is possible to recreate in all scenarios, be it vanilla, modded or even a fresh install of the game.
    The outdoor lamp textures are always grey, even when the lamp is turned on.
    As far as I'm aware this applies to all the lamps in the game including the street lamps and neon signs which are always desaturated even when turned on.
    You can see what I mean in the images below:
      
     
    And this is what the textures are supposed to look like when the lamps are turned on (notice the yellowish tint):
     

     
    As for neon signs, the texture is supposed to be more saturated and less transparent when they're turned on:
     

     
     
    This issue doesn't affect the gameplay as much, other than not letting the player see if a lamp is turned on or off unless right-clicked but I still hope it gets fixed soon anyway because it's been around for a WHILE and still hasn't been fixed even though it does look like an easy fix, but then again, I am not a developer nor a programmer so I wouldn't know.
     
     
  22. Like
    Laker got a reaction from Anorak2023 in Please add some sort of visual indicator for sound   
    I added the mod and played for about 5 minutes in MP.  It works as described.  There is a curved line near your body indicating the direction the noise is coming from and showing different colours depending on how close the noise is.  It appears to catch noise from a decent distant - if you are in a building,  you will be pick up on zombies outside or maybe next door.  
  23. Like
    Laker reacted to Irken Empire in Snakes, Venomous and Otherwise   
    Gosh no! I'm not saying I don't like the idea, it'd be a nice touch to have snakes, but this is an isometric game, there's no way you'd be able to see one from this perspective in a forest like enviroment, maybe in the open fields but otherwise no, It'd be a very unecessery danger factor, although you'd be able to produce your own antivenom in 18 months from larger animals like horses/sheep etc.
    Overall it's cool, but not so fair in the isometric view if you know what I mean, devs would need to add tornadoes, flooding, pooping system since it's all relevan and does happen to people of Kentuckey every now and then like snake bites.
  24. Like
    Laker got a reaction from vek in Please add some sort of visual indicator for sound   
    There is a mod that might help you.  It is in the Steam PZ Workshop under the title Sound Direction Indicator. 
    Workshop ID: 2560478285
    Mod ID: SoundDirectionIndicator
     
    Copied and pasted from the Mod page:
    This mod will give you a flashing arrow like indicator around your character to help you identify the direction and distance/volume of world sounds. The color and flashing is used to help indicate how close/strong a sound is. Faster blinking/Redder color equals closer/stronger sound.

    SOME Possible applications:
    - Playing the game muted or without sound could be a lot more possible.
    - Also does the same thing for hearing impaired players
    - Playing the game with a blind (or just poor vision) character that has good hearing to make up for that.

    Things to note.
    - Only WORLD Sounds are detected by this system. A WorldSound is what it sounds like, a sound that has a source/position (in the world) and a range and volume. Some more examples of worldSounds would be zombies banging against objects, radios, TVs, vehicle engine noise, breaking windows etc. Ambient sounds for example would not be detected.
    - Any sound that was caused by the player himself, will be ignored by the system
    - This system takes into account any hearing related traits. Poorer hearing results in lower detection range, keen hearing trait increases it. This mod will do nothing at all if you have the deaf trait.
  25. Like
    Laker got a reaction from Anorak2023 in Please add some sort of visual indicator for sound   
    There is a mod that might help you.  It is in the Steam PZ Workshop under the title Sound Direction Indicator. 
    Workshop ID: 2560478285
    Mod ID: SoundDirectionIndicator
     
    Copied and pasted from the Mod page:
    This mod will give you a flashing arrow like indicator around your character to help you identify the direction and distance/volume of world sounds. The color and flashing is used to help indicate how close/strong a sound is. Faster blinking/Redder color equals closer/stronger sound.

    SOME Possible applications:
    - Playing the game muted or without sound could be a lot more possible.
    - Also does the same thing for hearing impaired players
    - Playing the game with a blind (or just poor vision) character that has good hearing to make up for that.

    Things to note.
    - Only WORLD Sounds are detected by this system. A WorldSound is what it sounds like, a sound that has a source/position (in the world) and a range and volume. Some more examples of worldSounds would be zombies banging against objects, radios, TVs, vehicle engine noise, breaking windows etc. Ambient sounds for example would not be detected.
    - Any sound that was caused by the player himself, will be ignored by the system
    - This system takes into account any hearing related traits. Poorer hearing results in lower detection range, keen hearing trait increases it. This mod will do nothing at all if you have the deaf trait.
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