Jump to content

Fenrix

Member
  • Posts

    32
  • Joined

  • Last visited

Everything posted by Fenrix

  1. yar, largish update will happen for the next one, adding alot of item recipe's and new items, just takes ages to type them all in plus restructuring what Ive already made so it makes more sense for me while im working on it. but in brief, Im making it so that you can literally break down a bunch of stock objects into resource items which you can then craft into new things, kind of like how in minecraft you mine iron and coal and then build things with them, instead. you are recycling things from the game into resources you can work with at a basic level. I'm still trying to stay away from spawning new items in, until the 27 patch comes out which will supposedly enforce mod restrictions, don't want people messing up each others games by entering and leaving areas with mod items in them. but I'll be keeping the breakdown part of the items pack seperate so that other modders can easily use the resources the mod will provide for thier own crafting of things if they want to so say I add the ability to break bottles to get "broken glass" this gives you a useful resource for possibly building barricades, weapons, alarm systems and traps with in the future. even a glass knife in a pinch. I wish i could figure out how to get more than one result out of a recipe, though, it seems to just grab the first one only unless im wording it incorrectly. it would make dissasembling certain things more useful instead of needing multiple recipe's for that.
  2. generally... you ask before you post this kind of thing, my mod is still being actively developed. - sent you a PM
  3. hmmm.. why include it in a pack... when the mod is still being worked on? but your changes interest me, I sent you a PM.
  4. working on next update, suggestions for new things to add are welcome. I will not be doing new weapons for a while because I would rather be able to create game world models for new ones, id rather not have to use baseball bat and shovel models for them. heres some proposed recipes for future items trying to add some even more basic building resources so I can make more useful things out of them. sheets of metal so I can make blades, possibly armor, that kind of thing. the developers have said they will add cars at some point so I intend to in the future add more metalwork items. considering adding a "bush forge" but I am not confidant I can make a map object or do LUA code so. we will see, I'd rather it not be portable, because then it would be a bit silly. I would probably have to re-cycle the campfire code and add a new graphic to go down on the ground or something.
  5. If you are using photoshop, another method of making an object look more "real" at pixel sizes, is to go into Brush Settings and find your Color Dynamics tab and go add a little bit of jitter between a dark and light version of whatever colour you are painting with. a tiny bit of variation helps reduce the comic. feel of very small images. you can tweak this higher or lower for a smoother finish to your colour.<-- cursed american spelling of that word. NO. i will not let you win spell check! -.-
  6. Possibly later, at the moment I am working on the bush anvil to basically allow a player to disassemble a few of the stock items into useful parts and to create tools to help craft new parts and devices. for example, just made it so using the anvil you can dis-assemble a door hinge. this gives you two plates of metal with screw holes Im trying for the kind of crafting someone with no specialized equipment might have to do. once ive broken down some more stock items into components, I may do a few weapons at that point. also trying to think of a way of drilling holes metal without some kind of drill. possibly a metal punch made from a sharpened screwdriver? hmm... I wish there was a stock item for a rock, then i would have more to work with.
  7. Most likely, unless you fixed this, it is the missing capital letter from item_*name of thing here.png should be capital letter so the game can see it. if in media/textures and using correctly named files you do not need LUA to load the textures. if you need an example, go have a look at my Crafty Survivor Items pack. done with no LUA and working with build 26
  8. UPDATED To 1.16! Added Brute Force Tinned food Added Sharpening to Hunting Knives Crafty Survivor Items! Working with Build 26 (craftable, usable, tested with other people, can be used in stock servers as it is client side, two players with crafty can share and use eachothers items in multiplayer, people without cannot see crafty items on the ground ) Designed as a craft and smith type expansion for the stock game, crafty survivor. introduces new items through crafting recipe's rather than spawning them in around the world. all crafty survivor items are hand made by you and your fellow survivors! Crafty Survivor takes the view that an un-trained survivor would just have to make do with found objects, instead of creating elabourate forge setups and machines relying on non-renewable resources. as such crafty items try to take this into account by only using stock items and parts of stock items for crafting. Features: Bush Anvil - a hand made anvil allowing a survivor to do things like, make nails, break up tools, craft things. Sharpening - a module that adds sharpening stones allowing players to sharpen bladed weapons for more damage Cloth Torch - a classical adventuring torch for players seeking a more renewable light source. Brute force tinned cans - now anyone desperate enough with a knife can open a tin of food with enough time and effort. Installation: Copy zip content to project zomboid mod folder Upgrading: Delete old craftysurvivor folder then copy zip content to the mod folder (less chance of conflicts' if I change an item name) Item List: Recipe List: Changelog: V1.16 - added brute force to tinned food if you have a knife/pointy tool added sharpening to Hunting Knives V1.15 - added Sharpening weapons (AXE) V1.11 - added a few recipes to Bush anvil. V1.1 - added Bush Anvil V1.01 - Tweaked Torch Burn time down alot V1.0 - Cloth Torch added Mirror https://dl.dropboxusercontent.com/u/17076512/craftysurvivor1.16.zip ** these items must all be crafted into existence, they are not naturally occurring. craftysurvivor1.16.zip
  9. Indeed, i think the thing most of us server admins would love would be. 1. a server cleanup function either automatic or not. (corpses, blood) 2. ability for any player to delete zombie corpses, not just admins. (not sure if your mod does that, have not tried it out) 3. refresh zombie population. they would make me so happy ^.^ the other stuff would just be gravy.
  10. looking good launcher works for me, but need some more extensive patch notes to see what to test out :< if it ever rains i can test lightning... i am currently suffering a drought of some sort on my main game
  11. Anyone else finding it difficult to figure out when/if this mondoid update thing is happening or has happened? it seems like theres no clear post anywhere saying, yep its updated. also, lack of any obvious version number available on the game makes figuring out what version your running, you know, for update and bug report stuff. (steam doesn't really tell you when its last updated something so unless its stated by the developers and stuff its hard to tell :< )
  12. Yeah that was prettymuch the idea, all the various things would stack. they of course go away as your moodles do and as you move into better safer terrain like roads and stuff. the idea being you would have to have a whole bunch of problems stacking their effects on top of eachother before you would have a chance of falling down. and it kind of adds to the control the player has if you do things like reducing their likelyhood of falling when they do specific things like sneak or even just walking instead of running. eventually when we get shoes and stuff, appropriate shoes make you much safer. that kind of thing. it does take away a little control from the player but adds functionality to the game at the same time as well as providing a system to allow certain moodles and environmental hazards to effect the player. examples: tiredness = more likely to stumble in real life ice,snow,mud = more likely to fall if done carefully falling would be quite rare and also avoidable. which is where players find they are much more in control of the player than they might be if there was no way of reducing the possibility of falling. but yeah. I obviously think it would work.
  13. mmm I'm not sure about the random chance method, people use that alot. I mean having a random chance does stop players from fully understanding how the mechanic works and taking advantage of it, which people tend to do when playing any computer game. (counterstrike bunnyhopping is an example) so randomness would make the game unpredictable which is both good and bad depending on your point of view, I think players should be able to predict the possibility of a fall relatively accuratly, because thats what people are able to do in the real world. but randomness or some kind of coin flip type thing would destroy this and players could fluke an impossible situation which I think is just silly. I mean as long as the falling down threshold is low enough it should make falling down rare enough that it does not inconvenience players too much, but there are many situations where it simply should inconvenience players. (if we ever get a winter map with ICE in it for example, this mechanic would be a perfect way to deal with it) I like the idea that it might cause players to slow down instead but it's important to remember, players can't see why they might be moving more slowly, and while they will eventually figure out why they are moving more slowly, they won't appreciate having their speed capped if they are in a hurry. (hence the falling down mechanic, lets them see why they should move slower) but its another possible take on the situation.
  14. I don't think you would die while sleeping, the game would basically wake you up and stick a zombie on you. but if a player was drunk while sleeping... I dont see why we couldnt have a zombie successfully kill you in your sleep. or on sleeping pills. yar tents are ok but... would you really have the energy to set one up if you were freezing or starving or whatever. also, a sleeping bag is much more compact and survivory. also its much easier to hide while sleeping in a sleeping bag than in a tent. plus putting a tent inside is just silly.
  15. yeah that was the general idea, you basically grab as many things as possible that might affect your ability to not fall over and then give each one a + or - score. for example long grass -4 corpse -9 blood -3 tired - 10 overloaded -20 trait- graceful +10 then you check these against your current stability, stacking where nessesary. so your in long grass -4 theres also a corpse in your current tile -9 theres blood too - 3 its dark - 30 = -46 we take this away from our stability which is 100 so we now have 54 stability. now lets assume the fall over threshold is 50. your still not going to fall over. but say as you move through the tile you suddenly get tired -10 now your on 44 player falls down. thats basically how it would work. its balancing then would just be about tuning the values of each set of possible effectors on stability. of course once the player actually falls down we add +20 temporarily or something showing the player is now being more careful. you could still fall over if you got injured or encountered another hazard but your not going to just keep falling down constantly type thing. edit: incase not clear, this does not mean walking through 2 tiles with corpses on them causes the corpse effector to stack, its a constant value per tile type thing. so the value will constantly change as you move through tiles depending on whats on that tile and the players various statistics. so you move off the zombie, no more negative from a zombie corpse.
  16. ah... so much reading -.- hard to reply to this one without another massive wall of text I doubt we need to go into the kind of level of detail you describe, a simple this is hot, this is cold, this is nothing system works fine. foods barely effect the human bodies temperature from what I can tell, I mean having a drink of chilled lemon juice or icecream does not lower my body temperature. having a hot meal can raise it slightly but not for any effective time period. it seems silly to simulate changes in temperature when you can instead say a food is hot or cold after X time is passed in X kind of container, just saying. as for wind chill and indoor outdoor temperature, firstly, you need wind and wind direction before you can have those kinds of things, you need a weather system and a variable temperature system, this needs to be tied together into a system that makes sense... annnd then you have spent a year programming something no one is going to understand. not worth the time and effort required to impliment vs the positive immersion aspects that the idea would bring. dont forget on top of all of this, time is scalable so with this system a player playing 1hr = 12hrs in the game.... is going to freeze, dehydrate and die within.... minutes of playing. a good rule to follow with game mechanic ideas is this, If the player won't notice it. don't do it. the average player would not notice the majority of changes suggested here, some parts are good and would work by themselves but going into the minutae of temperature and its effects is beyond the scope of most computer games. as the player is the equvalent of a human with only 50% hearing and eyesight and no sense of touch. you have to practically wack a player over the head with something to get them to notice it so unless you can do that with your mechanic. its hard to say it really adds to the game you know. hope that made sense and didnt come off too critical, some really nice ideas in there. some would work well like sharing heat with an NPC is good. but yeah. bit of information overload would happen if you added all that.
  17. eh and let the PZ devs steal all my shiny zombie game mechanic ideas!? NEVA! grumble bored game designer is bored and forum spamming I have sooo many ideas i try to limit them to one or two per day or so unless im commenting on someone elses ideas that is otherwise I have a tendancy to flood forums with posts and that always looks kinda bi-polar or something. but yeah, the base idea your suggesting is good, but the only problem with it is, it would be really really really hard to tell the difference between your corpse and the other 30+ how would you suggest making the fact that it's your own corpse more obvious without immersion breaking things like objective markers ect. (not taking into account the likelyhood the devs will allow us to craft armour and therefor obvious armor on a zombie is obvious enough) you know current state of the game type thing
  18. I'd totally add blood to the list as well now that I think about it. nothing like slipping in a pool of zombie blood and getting infected
  19. I wasnt suggesting the new player be in a good place when you take over them, I mean they might have survived for 15 days and only have a jar of peanut butter and be wearing some shoes, also be somewhat wounded as well. you know, idea being you have taken over someone who while not doing as good as you were, is however still alive and determined to remain so. a new player character would probably be spawning with a certain possible table of loot, and based on the days since the game in question started they would a certain chance of having certain items and certain kinds of damage or ill effects. so it would basically be a crappy survivor your taking over type thing. and therefore... more challenging. because you after all would have the bonus of access to your old safe house assuming its not swamped in zombies. as well as knowing where all your stashes were. so starting off in a bad way would kind of even out with that kind of advantage If it was me anyhow. depends how you play.
  20. I would humbly like to suggest the one thing every single zombie movie has in it. falling down. thaats right, I would like to suggest some kind of mechanic where the player will have a chance of falling over, this could be caused by countless things such as that clumsy trait, panic, running on rough terrain, moving through rubbish piles, corpses, darkness. now you all have seen it, person gets chased by zombies and while not paying attention, stumbles and falls down and becomes zombie food. I would love this to be in the game, not a hugely common occurance but. for example. if a player is running up some stairs in the pitch dark.... they should fall over. its going to happen to anyone who isnt a complete ninja. a rough idea of how it might work: we have a value: 100 which i will call "stability", this value is affected by all the various things that might affect it such as. lack of shoes raining on stairs on a body injured leg light level traits tiredness each of these would subtract from the value of stability (some would add to it). once the value reaches a set threshold we have the survivor fall over, assuming the survivor survived any subsequent zombie attacks we add some points to the value to represent the survivor taking a little more care... for a small amount of time that is > yeah thats prettymuch it. something to make survivors have the possibility of falling over and being clumsily eated. Thanks for reading.
  21. so kind of like how diablo works where you can go loot your own corpse? - of course assuming you died from infection you get to kill the zombie you turned into. I certainly like the idea of continuous play in persistent map across deaths, it would certainly be interesting to try, although I would probably suggest the "new" player character spawn in with a generated set of loot based on the number of days survived including injuries, ect. just to keep the idea that yes time is still going on and you are just in a survivor who has been suriving in the same area but is still alive... unlike your previous corpse. would work well as another game mode.
  22. I wouldn't try and emulate DayZ too much though... that game... siiiigh.... sooo much wasted potential. a central loot server for all players, its much harder to mod if you have to work around things like that for authentification and all that. just regular dedicated server stuff should be fine for PZ. with multiplayer you will have a much more "localized" community of players where groups form around a server with the settings they like and the people they like. Unlike Dayz which basically is an attempt at a poor mans MMO, they wrangled a game engine designed for 64 players into an mmo by leveraging hundreds of individual player funded and rented servers into a master/slave system where the servers had to authenticate with the master servers or players could not join them. it was hell on modding until Rocket opened up the server for modders after many months of aggravation. (wonder how bad the stand alone one will be :< ) any centralized system like that is prone to failure whenever the central core server has an issue, which happened quite often in the beginning. local dedicated servers are far more resilient and mod friendly. + with a stand alone server the developers do not have to stay awake till 4am trying to fix broken servers instead of working on the game *wink*
×
×
  • Create New...