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IronCoffins

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  1. Like
    IronCoffins got a reaction from CaptKaspar in COMPLETED: Spawn 'Anywhere' On the Map   
    aw man it is easy i suppose, dam well thanks a bunch but you seem to have a good grasp on what your doing and i'll rather use your mod instead of doing this myself, thank you!
  2. Like
    IronCoffins got a reaction from RichCoconut in anyone else really pumped for cars   
    This is all i would need, PERIOD
     
     
  3. Like
    IronCoffins got a reaction from Wveth in Flashlights On Guns   
    I think it would be awesome if we could craft a flashlight on are shotguns, rifles, hell even pistols. There's been many times in the dark that combat is needed, and we can't even see where were going half the time. Maybe its just me but i feel this feature would be very helpful indeed. All you would need is some duct tape, or maybe even some less durable but usable thread or twine, though that might come loose after awhile.
  4. Like
    IronCoffins got a reaction from TacoBot3000 in Flashlights On Guns   
    I think it would be awesome if we could craft a flashlight on are shotguns, rifles, hell even pistols. There's been many times in the dark that combat is needed, and we can't even see where were going half the time. Maybe its just me but i feel this feature would be very helpful indeed. All you would need is some duct tape, or maybe even some less durable but usable thread or twine, though that might come loose after awhile.
  5. Like
    IronCoffins got a reaction from CaptKaspar in COMPLETED: Spawn 'Anywhere' On the Map   
    I'm really liking this idea, it only makes things way more real to the game, After all not every person would be at there home when the outbreak started. I could have been out having a beer at the bar or at the store shopping, so yea likening your ideas. If i may ask how do you create spawn point? This ive been wanting to know for a while now, and no one ever answered me when ive asked. You seem to know, so what file do i edit? and and warning's i should take when doing so, but maybe i wont have to, since you seem to be doing what ive always thought about, good work.
  6. Like
    IronCoffins got a reaction from ethanwdp in Cheat Menu V2.9.1   
    Now the only thing that you need to learn, is how to spawn zombies on command. I remember that's why i downloaded necroforge the first time, but with so many updates, that feature stopped working. Ive been wanting to start a game with no zombies, and created a base and have it tested with zombies.
  7. Like
    IronCoffins got a reaction from Some Clever Username in Flashlights On Guns   
    I think it would be awesome if we could craft a flashlight on are shotguns, rifles, hell even pistols. There's been many times in the dark that combat is needed, and we can't even see where were going half the time. Maybe its just me but i feel this feature would be very helpful indeed. All you would need is some duct tape, or maybe even some less durable but usable thread or twine, though that might come loose after awhile.
  8. Like
    IronCoffins reacted to EasyPickins in RELEASED: Build 31.13   
    Build 31.11
    Fixed infinite batteries from "Remove Battery > All" action. Prevent racking on Hardcore reloading when the left mouse button is held down. (Issue #001524) Fixed scratches from broken windows sometimes not showing bleeding. Remove stitches when scratched by a weapon. Log multiplayer object addition/removal to Logs/*_map.txt to make it easier to catch griefers. Fixed cutting a cooked fish fillet into infinite pieces. (Issue #001541) Don't allow checking/removing fishing net from > 5 tiles away. (Issue #001538) Round LastStand item repair cost up to the nearest integer. (Issue #001539) Fixed player's XP level going up twice when a new level was reached. (Issue #001533) Fixed chat window resize behavior. (Issue #001552) Fixed removing bandage/stitch multiple times by click-spamming. (Issue #001555) Preload some sounds to avoid hitching the first time they are loaded. Food items use the burnt/cooked/rotten texture when on the ground. (Issue #001535) Fixed campfire light radius being wrong when first lit. Added Hook.AutoDrink so modders can disable automatic drinking. Added coop PVP.  Pressing the multiplayer "Toggle Safety" key toggles coop PVP. Build 31.12
    Added translations for most of "House In The Woods 2" challenge. Fixed "Trousers" not being translated in character creation. Fixed exception with shirtless Last Stand players. Added server commandline option "-port" which overrides the .ini option "DefaultPort". (Issue #001578) Fixed NullPointException when opening doors when there was no square on the other side. Fixed map corruption in multiplayer caused by reading + writing the same file from different threads. (Issue #001486) Build 31.13
    Fixed "House in the Woods 2" font glitch with some languages. Sledgehammer destroys entire staircases instead of one tile at a time. Disallow destroying the floor tile at the top of a staircase.  The floor tile will get destroyed if the stairs are destroyed and the floor tile is not adjacent to other floor tiles. Added translation for "Are you sure you want to delete that player?" in Challenges. Client deletes chunk files it has that the server does not have, this prevents loading obsolete chunk files. The player is moved down to solid floor when joining a server if the thing they were standing on was destroyed while they were logged out. Server performance fix: server creates zip files to send to clients off the main thread. Fixed "Lighting updates" option not selecting the 45 or 60 values after loading. (Issue #001582) /grantadmin and /banuser give more informative message when the user is not in the whitelist. (Issue #001579) Automatically climb down a sheetrope if there is no floor to stand on at the top. Fixed water tiles running out of water. Fixed drinking directly from a tainted-water tile not increasing food poisoning. Fixed being able to sledgehammer sheetropes. Fixed exception with the chat window if the mouse button was never clicked. Fixed equipped flashlight not being unequipped when building Lamp on Pillar. (Issue #001588) Fixed food sometimes not rotting in multiplayer. Made /teleport multiplayer admin command faster. Fixed multiplayer map corruption caused by a static variable being used from different threads. (Issue #001486) Limit the number of blood splats saved.  The client limits the number of splats when rendering, but the server never did.
  9. Like
  10. Like
    IronCoffins reacted to nasKo in Mondoid Reposts   
    The big plan was to have a super-cool new animation video today, but despite a valiant all-night effort to eradicate a glitch that stands in the way of an exciting vid – it stubbornly persists. So: sad face.
    Mondoid waits for no man, however, so Romain ‘RJ’ Dron has thrown his hat into the ring with the full run-down on his current contribution to Build 32! Over to RJ!
    CRAFTED DEVICES AND TRAPS
    Traps have receive some more RJ love since last week, in fact they’re pretty much done. I’ve had a few more ideas I want to add in, but all the items and systems are now working, present and correct. We’ve mentioned it in a few Mondoids now, but haven’t really put anything in an easy-to-read fact list – so here are the basics of my stuff in Build 32.
    With new engineering and electrician skills you can now build, throw and detonate device and traps to aid you in your survival attempts. There are explosive devices, fire-spreading weapons like molotovs, a smokebomb and a noisemaker – for example.
    As well as throwing these in/around crowds of zeds, they can also be set down and triggered in various ways. There’s the movement sensor, for example, that will need to be crafted from the movement sensor in a home’s burglar alarm. Each constructed device, meanwhile, has its own level of effectiveness – meaning that a character who is an electrician by trade will be able to build a better movement sensor than someone who’s just learnt from books they’ve looted.
    Beyond the movement sensor we’ve got a timer – an old classic! This can be crafted from a kitchen timer or an alarm clock and it’s pretty simple: put it into your device, set the timer before ignition and wait! Finally, there’s a remote control. You can craft a trigger from electronic scrap found in devices and a receiver that’s found in, for example, radios. Then take a remote control for a television set, link the devices [through a simple right click ‘link to’ dropdown menu] and place the crafted receiver on your device. The higher your skills, the better the receiver – and the further away you’ll be able to trigger the explosion. Just think: when NPCs come around you’ll be able to leave all sorts of surprises in their safehouse!
    GENERATORS
    I’m currently working on generators, after doing a lot of research on them. You’ll find them in sheds, garages and storage units in Build 32. They’re not all that rare BUT they do require certain skills to operate them. As such, an electrician will know how to use a generator, but an average joe will have to get some reading done!
    If you know how to operate them, however, then you can carry them [although they are really heavy!] to the outside of your safehouse, plug it in and turn it on. A wise survivor, however, probably won’t place it inside the house as, yes, the threat of poisoning will be very real. Electricity will then be provided in the home – and the generator will slowly consume fuel and lose condition as it does so. Fuel itself will be obtainable at any gas pump in the game, while there’s still electricity to pump it. Comfort does have a price though, and users should be aware that generators make a hell of a lot of noise, and might get a bit explode-y and fire-y should their condition deteriorate to dangerous levels.
    WILL AND TURBO STUFF
    Will continues to write radio and television transmissions, and is looking with mounting horror at how much there’s left to do compared with what Romain is industriously ticking off his Build 32 list. Turbo meanwhile, with 95% of his broadcast system in place, is still fiddling with the innards of his ApCom mod with an eye to bringing it over in a future build.
    He did, however, find the time to allow certain images in MP chat. This led to a spurious demand from Will, which ultimately led to the creation of a video in which a lady hacks zombies to bits while singing ‘The Hills are Alive’ from ‘The Sound of Music’.
    OH, AND HEY
    Our favourite PZ video in a fair while surfaced over the past week. Before you go, please do check out what happened to poor old TehMikal’s brother:

    This week’s featured image from Healerus over on Steam. Do you read to the end of Mondoid every week, but still persist in NOT wanting to receive the Project Zomboid Mondoid and Update newsletter? Only you can change your life for the better, by clicking here.
  11. Like
    IronCoffins reacted to Rathlord in Commonly Suggested Suggestions   
    Heya guys, I'm going to throw together a quick list of things that are commonly suggested and whether they've been mentioned by devs as tentative or no's. I'm going to be basing this off of a few threads in the old forum and the top of my head. If I miss any please mention it in the thread and I'll add it to the list.
     
    Key
    [n] - This is a confirmed 'No' from the development team. Please don't waste your time or ours reposting unless there's something relevant and new about it
    [y] - This is confirmed 'Yes' from the development team. This is something the definitely want to see in the game, but this does not constitute a guarantee. Please don't post about it unless you have something new or relevant to add.
    [m] - This is a 'maybe' from the dev team. It's something they've mentioned that they were interested in but we still don't know if it's a confirmed feature. Please don't post about it unless you have something new or relevant to add.
    Everything else - everything not marked would be something overwhelmingly decided by the community or that's self-evident. If you feel it needs discussion bring it up here or in a thread if there's not already one out there.
     
    The Big No's!
    These are a list of things that are either vehemently opposed by the majority of the community, confirmed "no's" by the dev team, or impossible within the game as it is. I'm going to try to make this completely unbiased, but if you disagree with anything posted feel free to mention it. The most important ones are highlighted in red. If you take nothing else from this thread, please pay attention to these.
     
     
             Aerosol Can + Lighter = Flamethrower
    [n]    Beginning the game before the infection
    [n]    Children or babies
    [n]    An ending or any game over other than death
    [n]    First Person or other viewpoint changes including camera rotation
    [n]    Immunity/Cure
    [n]    Military Aid
            Mini Maps
    [n]    Morality or Karma meter
              Nudity
              Nukes
    [n]    Overpowered weapons/specific firearms
              Overpowered Vehicles/Tanks
    [n]    Personal Hygiene (going to the bathroom, etc.)
              Playing as a zombie
    [n]    Random generated maps
    [n]    Rape
    [n]    Respawning/Quicksaving
    [n]    Sex
    [n]    "Special" Infected or any type of superhuman zombies
              Specific named weapons (such as AK47, M14, etc.)
    [n]    Unlimited/large amounts of ammo and weapons
    [n]    Voiceover
    [n]    Zombie Beasts or Infected Animals
    [n]    Zombie Camo, or Using Zombie Guts as a Disguise
     
    Tentative Yes's
    These things are things that either the devs have expressed interest in adding. Please note that this list does not mean these will be in the game at release, nor does it mean the devs will ever add them. It's solely a list of features that at some point they expressed interest in. These things do not need further threads, so please refrain.
     
     
    [Added]     Ability to lock doors
    [m]  Amputation
    [Soon]   Animals
    [Soon]   Hunting
    [m]    Porting/Console Version (Depending on Things)
     
    [m]   Armor
    [y]    Barricading with furniture
    [Added]   Bodies of water 
    [y]    Bows and Crossbows
    [y]    Cauterizing wounds
    [y]    Car Batteries
    [y]    Chainsaw
    [Added]    Cleaning up corpses/blood
    [Added]    Crawling Zombies
    [y]    Dogs
    [Added]   Electronics
    [Soon]   Feral Animals
    [Added]    Generators
    [y]    Walkmans
    [Added]    Malnutrition
    [Added]    Area Maps (no location marker)
    [In Progress]    More animations
    [In Progress]    More map content
    [In Progress]    More weapons
    [Added]    More jobs
    [Added]    More sprites
    [Soon] More Baldspot and Kate
    [Added]    More/Different sneaking animations
    [Added]    Movable items (such as wheelie bins)
    [Soon] NPC's (of all types, good and bad)
    [Soon] NPC relationships
    [Soon] NPC companions
    [Soon] NPC infection
    [Soon] NPC management
    [Added]    Online Multiplayer
    [y]    Passing out
    [y]    Profanity Filter
    [Added]    Rain Barrels
    [Added]    Suicide
    [y]    Sadist Movie Director (in progress) aka The Governor
    [Added]   Sleep quality
    [Added]    Sleep in Multiplayer
    [m]    Sewers and basements
    [Added]    Traps
    [Added]    Unarmed combat
    [Added]    Vehicles
  12. Like
    IronCoffins reacted to Arturius in Dangerous Animals   
    You are cutting trees deep in the forest and a sudden roar fills the air. Next thing you see is a bear closing on you.
     
    You are foraging in a glade and a hissing sound alerts you to a nearby snake, ready to inject poison into your veins.
     
    ---------------------------------------------------------------------------------------------------------
     
    What do you fellow players think about dangerous animals idea?
     
    Since animals are already confirmed I think it would make a nice addition to actually have few dangerous species (bears, snakes, wolves, etc.). Those would attack a player only if he is not careful, or if he disturbs their nest.
     
    Dangerous animals could injure the player (light to serious injuries) - and that would add some opportunites to use medical skills without worrying about zombie infection.
  13. Like
    IronCoffins reacted to EasyPickins in IWBUMS 31.13   
    HOW DO I GET THIS?:
    http://theindiestone.com/forums/index.php/topic/4183-iwbums-the-i-will-backup-my-save-branch/
     
     
    Finally found an honest-to-god cause of map corruption in multiplayer, a static variable being modified by more than one thread.  The more bodies lying around on the server, the more likely the bug was to happen.  Thanks to Zeek and all the people who helped hunt down this bug this week!
    Fixed "House in the Woods 2" font glitch with some languages. Sledgehammer destroys entire staircases instead of one tile at a time. Disallow destroying the floor tile at the top of a staircase.  The floor tile will get destroyed if the stairs are destroyed and the floor tile is not adjacent to other floor tiles. Added translation for "Are you sure you want to delete that player?" in Challenges. Client deletes chunk files it has that the server does not have, this prevents loading obsolete chunk files. The player is moved down to solid floor when joining a server if the thing they were standing on was destroyed while they were logged out. Server performance fix: server creates zip files to send to clients off the main thread. Fixed "Lighting updates" option not selecting the 45 or 60 values after loading. (Issue #001582) /grantadmin and /banuser give more informative message when the user is not in the whitelist. (Issue #001579) Automatically climb down a sheetrope if there is no floor to stand on at the top. Fixed water tiles running out of water. Fixed drinking directly from a tainted-water tile not increasing food poisoning. Fixed being able to sledgehammer sheetropes. Fixed exception with the chat window if the mouse button was never clicked. Fixed equipped flashlight not being unequipped when building Lamp on Pillar. (Issue #001588) Fixed food sometimes not rotting in multiplayer. Made /teleport multiplayer admin command faster. Fixed multiplayer map corruption caused by a static variable being used from different threads. (Issue #001486) Limit the number of blood splats saved.  The client limits the number of splats when rendering, but the server never did.
  14. Like
    IronCoffins reacted to Alex2213 in Project Zomboid Stories - Online Issue 1.   
    Nice to see these back up!
  15. Like
  16. Like
    IronCoffins reacted to nasKo in Mondoid Reposts   
    Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

    Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
     
    NPC PROGRESS UPDATE!
    “Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”

     
    “At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
    “Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
    “Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
    “Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
    [Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
    “For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
    RADIO AND TV BROADCASTS UPDATE!
    TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.

     
    THE MOLOTOV RETURNS!
    A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
    [NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.]
     

    More fun and games with Build 32 development next week!
    It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
     

    If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?
  17. Like
    IronCoffins reacted to EnigmaGrey in Biggest map that can be made?   
    Since it's loaded in little tiny 5 x 5 chunks, I'd assume the only limit is your hard drive.
  18. Like
    IronCoffins reacted to blindcoder in Random Character Creator and Character Build Saver v2.1.0   
    Tired of the same old character build?
    Want to try something new but don't know what?
    Have a great build that you want to re-use but will forget?
     
    FRET NO MORE!
     
    This mod adds a button to your Character Creation screen to create a random build for you!
    It will select a random profession, add up to 5 positive and up to 5 negative traits, and then wiggle those traits until there are between 0-3 positive skill points left to spend.
     
    Obligatory screenshot:

     
    It also adds the possibility to save character builds and re-load them later on!
    Also implements dropUp menus on the side
     
    Another obligator screenshot:

     
    And even more obligatory download:
    randomCharacter_v2.1.0.zip
    randomCharacter_v2.0.0.zip
    randomCharacter_v1.0.0.zip
     
    Changelog
  19. Like
    IronCoffins reacted to Maska_zgz in Marijuana mod: Cultivate it yourself!   
    New version 1.3 released!
     
    Hello everyone. Some friends asked me to create a mod for smoking joints, and I knew that already on some outdated mods like Apocalypse +, a marvelous mod, you can do that. However, in my point of view, this a bit unrealistic. Marijuana appeared out of nowhere, and if you wanted to smoke more, you depended to find more joints or marijuana of fallen zombies or looted houses. 
     
    Why not grow marijuana ourselves? In the real world you can, if permitted in your country. And if it is not allowed, it is equally cultivated. In addition, 99.9% of cops have become zombies, so the drug law no longer exists. 
     
    If one person very accustomed to smoking marijuana survive a zombie apocalypse, probably at first is devoted to survive, find food, seek shelter and fortify this, etc. But once felt safe, maybe, and just maybe, wish back smoking again a joint. And not just a dry joint found in the pocket of a zombie. He wish to smoke Marijuana freshly harvested, cultivated with his own hands. Quality.
     
    And this is what makes this mod. With this mod you can do many things: 
     
     
    These are new items (35) of the mod:
     
    Note: The first three icons are of Apocalypse+ mod. All credits to the creator. If necessary, I can change the icons.
     
    Note2: Marijuana seeds and its container, use generic icons of the game.
     
    Generic Items: 
    Homemade Bongs: 
     Acrylic Bongs:
    Glass Bongs:
    Cooking Recipes:
     
    - All about cooking recipes:
     
    - All about Cleaning of Bongs:
     
    Coming soon:
     
    In the near future:

     
    Testing: 
     
    Compatibility: 

     
    Known Bugs: 

    Installation Problems:

     
    Multiplayer: 

    Enjoy the mod and smoke Marijuana! Comment on and give tips please!
     
    Here is the new version of the mod, with its list of changes. 
     
    Download link v 1.3: http://bit.ly/1yK1eyS
     
    Download link Build 29.4 Icons Hotfix: http://bit.ly/1vEqUjx
     
    29.4 Hotfix Installation:

    Changelog:
  20. Like
    IronCoffins reacted to ColdEvil in New Spawnpoints   
    Hello!
    I am Evul or Cold Evil, and i tend to mod things. I was searching around on the forum and searched everywhere on google but never found any mod/addon that actually added more spawn points. So i started to make a bunch.
    I currently have 2 fully functional spawn points; Flushed up on the shore and I was shopping.
     
    Spawnpoint background and description.
    Flushed up on the shore
    "You just woke up on the shore and have no direct memory on what happend or were you are. try to find your self to civilization."
    The Flushed up spawn point spawns you some were on the river shore near a point of interest. I was shopping
    "I was shopping when i heard the moaning and screams."
    The shopping spawn points spawns you some were inside a store (including the mall) some were on the map.  
    I am correctly working on the I was at work spawn points, spawning you some were inside a suitable work place. Police officer in a police station etc.
    And will make a I was at home were depending on kind of profession/occupation will spawn you in a nice or less nice house. I will also make I was at a restaurant and I was at the bar.
     
     
    Let me know if you want more scenario spawning.
  21. Like
    IronCoffins got a reaction from Rommert in Power Plant   
    I wouldn't have the slightest clue what to operate in a power plant. Except for pushing the red button, and we all know what happens when you push the red button.
  22. Like
    IronCoffins reacted to nasKo in Mondoid Reposts   
    Hello Survivor! A Mondoid of dev-nuggets this week, but hopefully you’ll find them to be nuggets of gold rather than… other substances that are occasionally found in nugget-form.
    There’s quite an important note for Linux PZ server hosts at the foot of this Mondoid too, by the way, so please scroll down immediately if you’ve just realised that we’re talking directly to you!
    For everyone still on this paragraph though, let’s Mondoid!
    BLINDCODER’S MARVELLOUS MAPPAGE
    First off a super-quick mention, amidst sighs of adoration and love, for Blindcoder’s amazingPZ map.  It’s pushed a remarkable 9.65 TB of data SO FAR this month, and he’s currently hard at work generating build 29′s map. It’s on track to be released later this week. Thanks Blindcoder, TIS and the community all thank you for your travails!
    LOVELY MARTIN
    As you might recall, a while back a chance meeting in the new office building reunited Lemmy and Binky with a long-lost colleague from their distant AAA past. Martin the lovely Animation Man is currently on-board with the PZ team, and has now gone over all the current anims in the game on a polish/tweak run.
    His task right now is on the stealth anims. These include movements like sneaking along walls, crouch sneak movement (instead of just aiming weapon/walking), peeking around corners and others of a crafty ilk.
    This is all a part of our overall plan to make the looting game a lot more built around stealthing around the town and trying to avoid attention. We’ll show a few examples of his work and its integration, as well as badgering him for a bit of a Q and A in future Mondoids.
    NPC MANEUVER TOOL
    Binky’s been busy finished off a lovely tool to help toward NPC movement, to further make characters move in a believable way. It’s functionality that was once upon a time coded directly into the NPC build of the game, but this proved way too cumbersome to use and maintain. Now it will be a nice external tool that will allow us to create a library of maneuvers that a character can do to move from one location to another. These can then be pieced together, and chosen based on personality or possible military training of the NPC in question.
    We did actually do a video long long ago of the results of the early in-game tool, which you can witness once again here. YES, we’re finally doing re-runs! Fear not though. we have a new video for you too!
    https://www.youtube.com/watch?v=fVMR4pcvtAA
    FMOD SOUND SYSTEM
    For the longest time our sounds have been put through OpenAL, which unfortunately led to a fair few incompatibilities on a lot of people’s systems in which they couldn’t get directional sound working properly. This has been a long-term irk that has rankled, and as such we’re looking to move to the much more AAA FMOD sound system. This is totally funky, and offers us a lot of extra things into the bargain that should make the sound in Project Zomboid a ton better. Here’s a little video of our experimentation:

    It’s not ready to go yet, and we have to license the library before we’d be able to distribute it, but this will provide a much more immersive soundscape in Project Zomboid. It’ll make distant sounds much more realistic and atmospheric, provide reverb and other effects such as having the world geometry affect the attributes of the sound, as well as to provide much better supported 3D sound and more consistent volumes, and hordes will really sound like hordes with many many groaning voices creating a sea of unsettling sound as you approach a densely populated area. Helicopters will also be less likely to burst eardrums.
    IMPORTANT THING TO READ FOR PZ SERVER HOSTS
    There’s been a really nasty security bug announced in Java over the weekend, of note to server hosts.
    Windows Server Hosts:
    We’ve sent an update out via steam, please make sure you update and then restart the gameserver.
    Linux Server Hosts:
    An update has not yet been released by Debian or Ubuntu for all of the bugs.
    Debian server hosts can check here to see when an update is released: https://security-tracker.debian.org/tracker/CVE-2014-6519
    Ubuntu server hosts can check here: http://people.canonical.com/~ubuntu-security/cve/2014/CVE-2014-6519.html
    Server hosts can update OS via the command “apt-get update && apt-get upgrade -y”
    Server hosts like Nitrado should already be aware of this, and will apply upgrades without prompting, only those hosting ProjectZomboid servers on VPSs or dedicate servers should upgrade.
    This security vulnerability allows the remote modification of java code, those hosting Project Zomboid gameservers on Linux should watch the link for the OS they’re running, and apply the patches immediately. You should restart the gameserver after you’ve applied the patches in order to bring the patch into effect.
    Everyone else:
    Due to the nature of the way these bugs work, issues only mainly affect server hosts. We do recommend that you keep your computers patched anyway, but you don’t need to worry about Project Zomboid, this is preventative maintenance to make multi-player servers safer for everyone.
    Today’s image courtesy of Coolflat Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.
  23. Like
    IronCoffins got a reaction from Wveth in Can you burn off obesity/overweight traits?   
    Hey Don't forget us alcoholics in the crowd, need a trait for that too. But since this topic has been started this has made me think. Besides what starter traits you choose from, you should have the ability to gain or loose traits during gameplay, that would make this game even that much more badass. 
  24. Like
    IronCoffins got a reaction from syfy in Heath damage suggest   
    Since I'm currently suffering from a tooth ache, I though this should be in the game at some point, right? It's horrible pain and suffering and long term damage could possibly lead to illness.
    So If you ate burnt food, among other possible randoms that can happen. Then your dealt basically a random die role, to see if it takes effect.
    You would need to create or find a "pair of pliers" or a official medical instrument, to correct this problem. Much how you need a surgeon needle and thread to stitch a wound.
    Tooth aches, fractured jaw or skull. Stuff like this.
  25. Like
    IronCoffins got a reaction from CzarUltra in You should not be able to continue to eat food after Very Well Fed   
    So when playing today i thought after hitting the very well fed moodle, if there should be some limit on how much one can eat after all, right? I mean when i get full, i can't eat another bite, and god forbid if i do so just cuz im in the mood for gluttony, then im in so much pain i must rest for awhile if not sleep it off, no exceptions for myself.
     
    So? What do you guys/gals think about this? Should there be a limit and if not then what should the next moodle become?
     
    "Overeaten" "Your feeling bloated & pain"
     
    If that was the case, then your speed and various other things should happen to you as a result i think.
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