Jump to content

IronCoffins

Member
  • Posts

    473
  • Joined

  • Last visited

Reputation Activity

  1. Like
    IronCoffins reacted to Japer in Resident Evil / Biohazard Map Project   
    Resident Evil's Raccoon City
     
    This map is created along side it's corresponding mod

    I will be re-creating Racoon City based on the game series, it will feature many different 'landmark' buildings such as the mansion, police station, clock tower etc. Some locations from the movies e.g The Hive may be implemented, so if there's anything you would like to see, feel free to suggest putting them in.

    Here is my progress so far;
     
     
    Full Scale Map - The map is currently 1200 x 900 pixels, that is 4 x 3 game cells
     
    Spencer Mansion

     
    Raccoon Police Department (RPD)

     
    Kendo's Gun Shop
     
    RE3 Start Warehouse
     
    RE3 Bar Jack (Bar Where You Meet Brad)
     
    Stagla Gas Station (Waiting on custom signs + detail to be added in tiled)
     
    Will update this when I do each new area, so please give some feedback on what you think so far as I will continue to work on this regularly.

    Up Next;
    - Spencer Mansion exterior buildings (Guardhouse, lab etc)
    - Racoon City Police Department (RPD)
    - Kendo's Gun Shop
    - Hospitals, schools etc
     
    Ideally this will slowly piece together to create one large recreation or Racoon City, and if anyone is a fan of the series and would like to help out with ideas, mapping, sprites etc feel free to pm me.
     
    Some misc. houses;



    There will be a Spiffo hunt, where you must find hidden Spiffos throughout the map, and we can see who can find the most. Some will be a bit of a challange to find, and if you remember any hidden areas from the original games then you should find them with no problems.
  2. Like
    IronCoffins reacted to MrStevenWolfe in Insanity Moodles   
    This would be very unique!
     
    And it could add some cool character creation perks too, to tie in with the madness stuff!
     
    Such as:
     
    Thousand-Yard Stare (+8) Character permanently has Trauma
     
    Iron Will (-3) More resistant to Trauma, Sanity Loss, and Sir Crazy
     
    Just some ideas
  3. Like
    IronCoffins got a reaction from EreWeGo in RELEASED: Build 30.12   
    I know this is not the right topic for it, but since all this talk about changing lengths of time and such i was wondering.
     
    I preferred the quick time lapse when you where idle and clicked the clock button, or when you sleep. I know if you set the day length to shorter times like 30 minutes or less this happens still, but it seems they changed this a few builds back. So when i play a surrvial game I'd like my time to sweep on by when i want it to or sleep.
  4. Like
    IronCoffins got a reaction from Burianu in "Bandage all", "Disinfect all", "Clean all bandages", "Replace all bandages"   
    I tell ya what we really need and this as been said before at some point, i do recall, and that's a saw all logs option. It does say saw logs, but it should be log. Talk about a click fest.
  5. Like
    IronCoffins reacted to CzarUltra in Removing glass from windows   
    Wow, really?
     
    How long would it take to add the sprite?  I could wait.  I know editing the sprite so the glass was missing would take... under a minute in paint.net.

  6. Like
    IronCoffins reacted to Syntaxpiggum in Starting with AI Survivors   
    Well now. It's another day for me, and I had an idea I would like to share.
    I would like to say this: If anyone mentions that NPC's aren't released yet - yes, I know this, I know this and I know this already. This is for when they eventually are released. (;
     
    What if, at the beginning of the game/character creation screen, we could choose if we wanted to start with other survivors we could customise to our hearts extent (using the current character creation options)
     
    Perhaps then, you could choose what kind of relationship you have with that person (work colleague, family, married, friends, etc) that strengthens how well you get along with that person... like a bolster in relations that makes it harder to piss them off, or if they like you in a survival group.
     
    This sounds like it could be fun, right? Like a kate and baldspot kinda thing?
     
    Leave your thoughts, extensions, questions, etc. c:
  7. Like
    IronCoffins got a reaction from CzarUltra in Dreadwood   
    thats what ive been wanting to know can i manually add spawn points in some file for this to happen, does get old to make it all the way there just to get eaten.
  8. Like
    IronCoffins reacted to Jamesonline in Project Zomboid Stories - Online Issue 1.   
    He just sent it will have it edited and ready by Friday
  9. Like
    IronCoffins reacted to William Carver in Project Zomboid Stories - Online Issue 1.   
    http://www.youtube.com/watch?v=9hmDZz5pDOQ
  10. Like
    IronCoffins got a reaction from Gustav in Gas Pumps   
    I work at a gas station, and while I was spaced out today(*happens often) I thought about this game today. Are fuel pumps are controlled by a few devices, and failsafe's, mostly so nothing crazy happens like 20,000+ gallons don't blow up, whoo that be a bad day their.
     
    Ok anyways I was thinking of having that fill container option, like it is for water but fuel. Just roll up to a gas pump, and right click and fill container, and that's it! With cars being introduced at some point fuel is going to be a vary rare and important asset to our adventures and survival. Now I know what some are going to say, there wouldn't be any fuel since, like everyone would do during the crisis, is fuel up and take off to their future unknown.
     
    But for sake of argument, there COULD BE a little, maybe the fuel option could be a vary, vary rare spawn loot item, possibly in the pumps? At least until the power goes out, then you'de need a generator(if you cant find one as a back up in the store) or something to operate the pump for even the chance of getting any fuel, if any at all. But I don't know thought about it, for a sec, anyone else?
     
    Then again... if you had the right tools, could always take the cover off a holding tank and siffer something out maybe?
  11. Like
    IronCoffins got a reaction from MrZombifiedGamer in Erosion Lawn Care. Cutting/Growing Grass   
    Maybe it's me then , my overall opinion on this is, who cares. With the world gone to shit, and me surviving on a daily basis, maintaining my lawn would be the last thing on my List. Matter a fact if wouldn't even be on my list.
  12. Like
  13. Like
    IronCoffins got a reaction from Some Clever Username in Erosion Lawn Care. Cutting/Growing Grass   
    But what if you like death and destruction?
  14. Like
    IronCoffins got a reaction from Packbat in Homemade Carrying Bag   
    Wouldn't it be cool to make your own simple bag for carrying items when in hard times.
     

     
     
    Crafting it would be pretty easy, a sheet, some thread and a stick. or could be just a sheet and a stick, guess it depends on various styles, maybe each one can have different effects as far as weight capacity.
  15. Like
    IronCoffins got a reaction from Suomiboi in Homemade Carrying Bag   
    Wouldn't it be cool to make your own simple bag for carrying items when in hard times.
     

     
     
    Crafting it would be pretty easy, a sheet, some thread and a stick. or could be just a sheet and a stick, guess it depends on various styles, maybe each one can have different effects as far as weight capacity.
  16. Like
    IronCoffins got a reaction from CuervoD in Survivor Stories (0.1.0)   
    just saw this after you linked it with someones else story mid request. Have to say i love a good story, thats what was so good about resident evil back in the deay. Besides the creepyness of it, your read reports and stuff, that stuff absorbed me in my chair when i was younger.
  17. Like
    IronCoffins got a reaction from Bennytheowl in Addiction   
    I wasn't to sure if it was ever going to be considered addiction as an ill effect after long term use of a substance. Right now Alcohol and Cigs, plus all the different medicines are the things that can cause addiction in the real world. But applying such things into gameplay could be fairly simple. Some effects could be lack of sleep, well if that happens, you would pass out somewhere, hopefully while not on the run against a horde.
     
    For alcohol long term abuse has its problems, by far worse then not having a cig. This is saying you drank whiskey on a daily basis in this game, or even in the real world.
     
    *Tremors, convulsions or uncontrolled shaking of the body*
     
    *Profuse sweating, even in cold conditions
     
    *Extreme agitation or anxiety
     
    *Persistent insomnia
     
    *Nausea or vomiting
     
    *Seizures
     
    *Hallucinations(I thought I saw a zombie!)
     
    Bad part is that sudden stop of alcohol withdraw can lead to death so eases yourself off is the way to go.
     
    Don't get me wrong with the earth turned to hell from zombies, the last thing you'de need to be is hooked on anything, but old habits die hard(Literally)
     
    Now tobacco in general as a few to all effects that can happen from the user, each is different for each person.
     
    *Simple or extreme Headache
     
    *Nausea
     
    *Constipation or diarrhea
     
    *Falling heart rate & blood pressure
     
    *Fatigue, drowsiness, or insomnia
     
    *Irritability
     
    *Anxiety
     
    *Difficulty concentrating
     
    When NPC's are in at some point their or your very decisions making could be influenced off of certain problems your character is facing, besides your traits. Like in Walking Dead the one dude is hell bent on finding a bottle of something just to ease his time at nights. Even if it risks his own or others life's.
     
    Painkillers very mostly, on whats in it and all that, but for sake of argument we just have pain reliever. The effects are about similar to alcohol with some minor to other major effects. The point is if any of these substances are to cause a short-term "good" there needs to be that long term "bad" possibility. It be terrible to be fighting off hunger, your life from zombies, thirst and then addiction. Until the other moodles actually have effects it could lead your character to all sorts of problems, both mental and physical. Mood swings, and what not, would lead to a very interesting experience, especially for a NPC.
     
    Maybe for gameplay purposes after so long of being addicted with out more of whatever it is or the right treatment you slowly loose heath or your heath only recovers so much. Though I don't really like the idea of heath being lost, it is one way to reflect it, until treatment can be met, but what kind of treatment? the 10 or 12 step program lol.   
  18. Like
    IronCoffins reacted to ORMtnMan in ORMtnMan's Sprites   
    ORMTNMAN's Sprites
     

     
    I have done some spriting  for other games, so I thought I'd throw my hat in the ring here as well.
     
    Most of my experience was with orthoscopic sprites so the switch to Isometric is a bit of a change for me so be nice.
     
    The only sprite I have done right now it a beer billboard I made for another modder on the forum. It isn't great but it is my first. The beer company pictured was made up and any resemblance to a real beer company is incidental.
     

     
    if you want to download the sprite sheet here is the link.
    http://i.imgur.com/sDKsRdb.png
     
    I will eventually do more (and much better sprites) and will post them here.
     
    Also, if  you have any requests I may be able to fulfill them, though it will probably be not a quick turnaround as I have a lot of things going at once.
  19. Like
    IronCoffins reacted to Connall in TIS Community Halloween Costume Contest!   
    I'll post mine, since I already posted it in another thread I was the bargain basement Joker.
     
  20. Like
    IronCoffins reacted to RobertJohnson in RELEASED: Build 30.12   
    If you experience weird bugs, please first reinstall the game properly, Steam seems to mess with the files because we do a lot of updates these days, thanks
     
    [NEW STUFF]
    New sandbox stuff !You can now save/load sandbox presets and share them ! Files will be saved in C:/Users/YOU/Zomboid/Sandbox Presets New sandbox options : Starting Erosion, Characters stats decrease (hunger, thirst and fatigue), Locked houses/Alarms rarity, XP Multiplier and more ! Little screenshot to show you
    Spoiler

    The big return of the COOP ! Still need to do some things for the joypad but you can now play again in COOP ! (understand 2 or more players on a same splitted screen) EasyPickins rules! <3   The Erosion mod is integrated in the vanilla game with several new things!
    TurboTuTone's awesome Erosion mod is now part of the game. Erosion introduces seasonal changes to the look of the world, as well as increasing the growth of vegetation over the environment as time passes.
    Stuff you can expect to see includes:11 types of tree. Each tree comes in 4 different sizes. Some trees lose their leaves in the fall. 11 types of bush. 17 types of plant. Some plants have flowers that bloom depending on the season. Wall vines creep up some outside walls, sometimes growing over windows. Wall cracks appear on some outside walls. Cracks in street pavement slowly appear. Some cracks will have grass growing out of them. Snow covers the world on below-freezing rain days. Snow slowly melts away on days when the temperature is above zero. It's Kentucky though, so only expect about 12 days of snowfall per year. All the new objects will appear over the first 100 days, although some may continue to develop after 100 days. There is a sandbox setting that allows you to choose the initial amount of growth (from Never to 100). Each world has its own erosion configuration file that can be edited to change the rate of growth (more or less than 100 days) as well as other variables. Added a "only server that match your version are shown" text on public server list. New cyrillic fonts. Reduced heal time a lot. Added a debug file for translation, add a -debugtranslation options to have it (http://theindiestone...files/?p=147525) New farming tile by Mash. Added remove grass/bushes. Tweaked brightness and colours to make it a bit more realistic. Fixed flickering shadows bug. Changed endurance system, it now take longer to get exhausted, but take longer to recover from it. Added auto zoom on joypad. Zombies now clump together into groups more. You can now add/remove curtains on self made windows frame [Farming] Increased time needed for a plant to grow [Farming] Decreased water/health point loss for plants Potatoes will now last longer but give a bit less hunger reduction. Added a "Beginner" mode (it take the sandbox presets "Beginner") Added canned food: add vegetables (5) inside an empty jar + water + vinegar + sugar + Jar Lid (lost when reopened), cook it and you'll have a 2-3 months food preservation, Jar Lids will prob be needed in a future update, you can jar those vegetables for now:Tomatoes Bell peppers Red radishes Leeks Eggplants Potatoes Carrots Added a "OnCooked" on the items script to call a lua function when.. Well, the item is cooked Added logs stacks recipe: 2 logs and 2 ropes to make a logs stack that weight 1/3 less (also with 3 and 4 logs/ropes) Scavenging for food during winter will be impossible, or really hard in cold months Plants now loose health during cold temperature The new health system!
    Spoiler Note: when I say treat wound infection it does not mean treat zombie infection.
     
    1. A new health panel
    The health panel has changed so that it now displays every new wound on your body.
    You can also right click on it to reveal a menu that will let you treat your injuries.
    Wounds fade in and out depending on their level, and someone with a high medical skill will spot ailments a lot faster than someone with no grounding in doctorhood.
     
    2. New wound varieties
    A variety of new wounds and injuries are being added to the game.
    Several of them will impact on gameplay: a heavy wound on a hand will mean you won't be able to use it, for example, while injuries to the legs and feet will force slow movement. Likewise a busted arm will make your melee attacks and weapon aiming less effective.
     
    Remember: Blood is your life fuel! Your first reaction to any injury will be to stop the bleeding at any cost, and only then then to find somewhere safe to treat your wounds.
    Wound infection Cause: This will happen randomly, although it will be less likely with clean bandages. Leaving open wounds won't be clever.
    Symptoms: Pain, and a quicker degradation of health.
    Treatment : Alcohol, and disinfectant/alcohol wipes. You can disinfect a bandage or cotton balls to prevent wound infection. You'll quickly discover that proper disinfectant works better than whiskey...
    Deep wounds How: Many and various ways of injury, from smashing windows with bare arms to axe strikes, to zombie attacks etc...
    Symptoms: Heavy blood loss. Lots of pain.
    Treatment: This will have to be stitched - either with twine and needle, or a looted suture needle which will cause less pain.
    Fractures How: This will be the result of taking a running jump from the second floor, but will be more severe if you're carrying a heavy load. The impact of a blunt weapon could also cause breakages.  
    Symptoms: Pain, and lots of it. Leg injuries will slow you down, while arm injuries will hamper combat.
    Treatment: You can create a splint with a ripped sheet and a straight wooden items like branches and sticks.
    Burns How: FIRE!
    Symptoms: Huge amounts of pain, and severe health loss.
    Treatment: Burns must be treated with a clean bandage, then bandaged again - and regularly kept clean. The recovery time is lengthy.
    Lodged bullet How: Get shot!
    Symptoms: Major blood loss, major pain and severe health loss.
    Treatment : Bullet must be removed with a suture needle holder or tweezers, disinfected, stitched and bandaged.
    Lodged glass shards How: Break a window without using a weapon or tools, or climbing through a broken window
    Symptoms: Severe pain, and a wound that cannot be instantly bandaged.
    Treatment: Tweezers must be used to remove the shards. If you choose to bandage a wound that still has glass in it then it will cause extra pain.
    Scratches How: You already know how to get scratched, right?
    Symptoms: Some blood loss and pain
    Treatment: Well, bandages obv.
    Bites How: ...
    Symptoms: *evil laugh*
    Treatement: *loud evil laugh*
     
    3. New medical-related items
    Many and varied new items added, from tweezers to cotton balls. Alcohol and disinfectant can be used on bandages and ripped sheets in most the prevention and treatment of wound infection.  First Aid kits will be lootable, and will contain items and implements to help you survive. Tweezers and suture needle holders can be used to remove glass shards, antibiotics will be available for you to take to treat infection etc. The use of proper medical equipment is strongly advised, but home-made alternatives are available. Using suture needles and holders when putting in a splint, for example, will be far less painful. When you find medical supplies, take them and prepare for any and all eventualities.  Painkillers - a work in progress, but these will clearly be required! 4. A new First Aid skill
     
    Governing all of the above, is a new skill that will help you a lot during your rollercoaster journey towards death. Improving this skill will let you treat wounds faster, make better bandages, understand more ailments and spot infections on your health panel and much more besides. To level up in First Aid you'll just have to treat yourself and those around you, but advances will only come when wounds are healed - not through the initial treatment.
     
    5. Medical Multiplayer Functionality
     
    As is the way of the world, a good doctor is vital to any survivor group. All treatments can be performed on another character in multiplayer - just click on your wounded chum and select 'Medical Check' from the menu. Stand still for a while, wait until the patient's health panel pops up and then play doctor. Whether or not an experienced doctor tells the injured party exactly what's wrong with them, though, is pretty much down to you. Playing Doctors and Nurses has never been quite this intense and depressing, ever before...
     


     
    [bUGS FIX]Can't add infinite item in an evolved recipe anymore Can't add cooked food to a trap anymore Fixed player getting cooking XP when another player cooks food. (Issue #001005) Fixed player corpse not being created in singleplayer. Fixed bug which caused black screen after death. Fixed still gaining some blunt xp while bare handed Fixed "put into 2/4 bowl" for soup/stew not returning the cooking pot Fixed the "Soap" item (it was a Rubber Duck.. Hence why you found so much Rubber ducky ) Fixed allowing a broken sledgehammer to be used to destroy stuff. Fixed a bug when barricading something with a stone hammer. Fixed fertilize and shovel farming actions not stopping when player walks/runs. Don't add ping time to GameTime.geTimeOfDay() in GameServer.syncClock(). Fixed Core.bLastStand not getting set to false after backing out of a Last Stand game. Fixed sandbox options resizing. (Issue #001067) Fixed 3D corpse texture background not being cleared due to stencil test. (Issue #001016) Fixed mod clothing item icons not loading. Fixed farming problems (translations issues) (Issue #001053) Fixed barricade issues. (Issue #001030) Give the bowl back when you put a cake batter in a baking pan Fixed some farming bugs. Fixed some loot distributions (like books in the fridge in the motel) Full bug list fixed so far via our Bug Tracker
  21. Like
    IronCoffins reacted to LeoIvanov in A tweak to the currently existing rpg elements of the game.   
    So, me and my friend recently got into playing the game with the name of "System Shock 2". In a nutshell, it's a game about space marines going through space ship fighting aliens and figuring stuff out. What I liked about that game's coop system was that the characters that we created were really, really different from each other. His guy was trained in psi-ops combat and he used the special device mounted into your wrist to cast psiogenic beams and spheres that hurt the enemies, aswell as being able to hack certain systems so it's security cameras couldn't raise alarm after seeing us, or hacking the locked containers. While in my case, my guy was specialized in weapons and brute force, blasting through enemies with shotgun and pistols, aswell as being able to repair/upgrade stuff we come across. On our way through it, he found certain objects that were useful both to me and him, and he often came to me so I could repair his weapons, or having to repair the control pad after his failed attempt at hacking it so he could try it again. It felt amazing, because in our case HE knew stuff I didn't, while I had knowledge of stuff that HE didn't, making the cooperation that much more compelling.
     
    Whenever me and that same friend of mine boot up Project Zomboid, the sense of cooperation isn't there. It feels like we're playing a game as the same person with the same traits and skills. Both of us were good at building and constructing fortresses and sturdy walls, both of us were good at farming (We had a huge farm separated in two, with crops planted at the same time so we get farming skill as soon as they grow), The only difference in our characters was me having a greater cooking skill, and that was ONLY because he was too lazy to level it up.
     
    I want the game to give you a choice at the character creation screen of what traits you are specifically good at from the start. For example - if I want to be specifically good at looting houses and fighting off zombies with my melee weapons, I want to be given a choice to upgrade my starting skills that help you with doing it, like "Blunt Accuracy" or "Guard". That way I'll be able to reach high levels of certain skills faster than anyone else and waste less XP while doing so. What I'd also LOVE to see in the game is restricting the usage of certain items to certain perks and/or skills. For example, if you want to use sledgehammer to break a wall, you GOTTA be "Strong" and have atleast 1-2 level of "blunt" maintenance, or restricting the building of ANY kind of walls/fences to high levels of carpentry, only letting people do easy stuff like barricading windows with doors.
     
    Farming, Foraging, Fishing, give EACH trait a specific usage, and restrict that usage to the specific trait's level, so, let's say, a newbie that doesn't know ANYTHING about fishing wouldn't be able to catch any kind of fish until he's atleast leveled to 2 in fishing skill. In the meantime, he could practice by "catching" socks, shoes and any other trash that comes around in the water.
     
    I want the game to consider how valuable it is to have two people good at CERTAIN things, while being completely bad at the other, so when they combine their forces they actually feel like they CONTRIBUTE to the stuff they create, thus getting that much more attached to their characters when they, finally, and inevitably die.
     
    To avoid the unnecessary discussion of something I'm already aware of, read this last paragraph too. I know that "professions" are already planned, as well as some of them already being in the game. I know that certain new skills are coming in the future, accompanied with professions for people who want to be really good at it. What I'm asking about is not "adding" more new professions, BUT restricting the usage of certain activities to people that ACTUALLY CHOSE to do those activities. For example, leave base building to those who chose to play as construction workers. You'll still be able to barricade stuff, but to BUILD your own stuff, you'll have to either waste a LOT of XP into upgrading your construction skill, or start off as construction worker. OR leave "fishing" to people who chose to be "fishermen" as profession and upgraded their "fishing" skills in the character creation. I don't want EVERYONE to be able to do EVERYTHING.
     
    tl;dr version - restrict usage of certain activities (like breaking walls with sledge, or fishing, or construction) to certain levels of corresponding skills and starting professions that you can choose on character selection screen.
     
    Thank you for your time.
  22. Like
    IronCoffins reacted to Jamesonline in Project Zomboid Stories - Online Issue 1.   
    New part is up. 
     
    Issue 7
    End of Volume 1.
    This episode has voices randomly slowing down at some points, Ironcoffins it happens to webb lost! Sorry bro, I uploaded it twice now and it still happens. i'll work on the fix for issue 8.
    Also at times it has random black screen flashes.
     
    Hopefully with those problems you guys still enjoy!
     
    Please like, subscribe and pass on to others to help my channel grow
  23. Like
    IronCoffins got a reaction from Walther in TIS Community Halloween Costume Contest!   
    we must find the tan army's base
     

  24. Like
    IronCoffins reacted to Some Clever Username in The Legend Lives On   
    Just a quick thought but,
     
    What if when you die and you load that world up again, and you meet survivors that knew you they might mention your previous character? Just some quick dialog like, "I knew this guy, he saved my life. His name was (Insert Old Character's Name Here)" Or like, "(insert old character's name here) was an asshole, I'm glad you're not like that."
     
    It'd just be a quick fun thing to hear. So, yeah I just had to let out my idea.
    See Ya!
  25. Like
    IronCoffins reacted to Jamesonline in Project Zomboid Stories - Online Issue 1.   
    You mean Brandon who went out to find his mate Rick?
    Lol the player disappeared he returns at some point in volume 2 though

×
×
  • Create New...