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Jatta Pake

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  1. Like
    Jatta Pake got a reaction from Skitz Comedy in Obey gravity, it's the law!   
    Love it!!! This mod is a must. I'd love to see it make its way into the base game. Skyforts are the worst. This is how you died. Not how you lived a long fruitful life in a magical flying fortress.
  2. Like
    Jatta Pake got a reaction from beeawwb in Obey gravity, it's the law!   
    Love it!!! This mod is a must. I'd love to see it make its way into the base game. Skyforts are the worst. This is how you died. Not how you lived a long fruitful life in a magical flying fortress.
  3. Like
    Jatta Pake got a reaction from Kuren in Obey gravity, it's the law!   
    Love it!!! This mod is a must. I'd love to see it make its way into the base game. Skyforts are the worst. This is how you died. Not how you lived a long fruitful life in a magical flying fortress.
  4. Like
    Jatta Pake got a reaction from lucy the axe in Obey gravity, it's the law!   
    Love it!!! This mod is a must. I'd love to see it make its way into the base game. Skyforts are the worst. This is how you died. Not how you lived a long fruitful life in a magical flying fortress.
  5. Like
    Jatta Pake got a reaction from DresdenBBQ in Obey gravity, it's the law!   
    Love it!!! This mod is a must. I'd love to see it make its way into the base game. Skyforts are the worst. This is how you died. Not how you lived a long fruitful life in a magical flying fortress.
  6. Like
    Jatta Pake got a reaction from xXxFANCYCAPYBARA36xXx in Obey gravity, it's the law!   
    Love it!!! This mod is a must. I'd love to see it make its way into the base game. Skyforts are the worst. This is how you died. Not how you lived a long fruitful life in a magical flying fortress.
  7. Like
    Jatta Pake got a reaction from Rathlord in Obey gravity, it's the law!   
    Love it!!! This mod is a must. I'd love to see it make its way into the base game. Skyforts are the worst. This is how you died. Not how you lived a long fruitful life in a magical flying fortress.
  8. Like
    Jatta Pake got a reaction from tommysticks in Obey gravity, it's the law!   
    Love it!!! This mod is a must. I'd love to see it make its way into the base game. Skyforts are the worst. This is how you died. Not how you lived a long fruitful life in a magical flying fortress.
  9. Like
    Jatta Pake got a reaction from EUDOXIO in Build 36 Small But Important Suggestions   
    I loved the previous thread so I hope I'm not out of line creating this new one.
     
    1. Spawn all new characters with a pen and notebook in their inventory.
    It won't unbalance anything and gives us RPG fans the ability to immediately start journal-ing. The tag line is "This is how you died". Give us the ability to record it! I think it would be fascinating finding a corpse in multiplayer with a long history written down in a notebook.
     
    2. Allow some useless items to be re-named like bags.
    Again, it should not unbalance anything but will enhance immersion. Rings and lockets that can be inscribed with messages would be very cool to find. Glenn's pocket-watch in "The Walking Dead" has powerful in story meaning.
     
    3. Spiffo Variants.
    What is the point of survival without the ability to collect Spiffos? Life has no meaning without variant collectible Spiffos.
  10. Like
    Jatta Pake reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v8.4 has been released!
     
    Which includes ...
     
    - Added New Skill books to randomized books.
    - Fixed 3D Weapons Sprites (Thanks Nolan!)
    - Fixed Titanium Rod
    - Fixed Cook Blue Meth
    - Fixed Barrier
    - Fixed Cultivate Penicillin (Maybe)
    - Fixed Biowaste
    - Fixed Cherry Seed Packet
    - Fixed Hungry Chickens
    - Donkey and Horse Poop now can be Composted
    - Fixed Mash Barrels
    - Reduced Spawning of Jams and Picked Food Jars
    - Converted Some Hydrocraft recipies to the new Welding and Smithing
    - Tweaked the Metal and Welding Magazines
    - Door Knobs cannot be Melted into Iron anymore (Just Bronze)
    - Fixed Eyedrops, Arm Sling, Otoscope and Glove Box
    - Removed Hydrocraft Tongs, Bellows and Welding Mask.
    - Updates to Safe and Armor mods.
    - Farmoid Update! Now with reusable trellises!
    - Thanks to everyone who helped!
     
    Enjoy!
  11. Like
    Jatta Pake reacted to RobertJohnson in RELEASED: Build 36.4   
    Build 36.4:
     
     
    [New]
    Added SteamID to PVP's log Added DisplayName column in whitelist table in the database Now dump the server's console into users/YOU/zomboid/server-console.txt Added more zones to Rosewood and March Ridge for respawn/forage Switched dll compiller to VS 2013 + rebuild all dll's (should no more require VCredist 2015 to work) Items can now use the RequireInHandOrInventory properties (list, separated by /) For now used only on Cigarettes which will require either a lighhter or matches Added multi sprite objects to movables (max 4x4 grid) Multi Sprite Movables: Some multi sprite movables can appear as a single item and are added to inventory like the other movables (for example a 2 tile painting) Most multi sprite movables however need to be broken down into parts. For example beds and big cabinets etc. They require a tool and when performing a 'pick up' action the object is broken down into several heavy parts, one part for each tile, which are spawned on ground. The parts are named "Object name 1/2" etc. Electrician will now start with create various radios recipes Added tooltip on various Radios "Equip as primary or secondary item to operate radio." Added a tradingUI for MP: Right click a player, select "Trade" to open the new window. Drag & drop items from your main inventory to your offer, once you're done click "Seal Offer" When both player sealed their offer, you can click "Finalize Deal" Added watering can to items that can be on ground & filled with rain water Add a break sound when failing to fix an item Added a mini scoreboard in the admin panel: Little UI showing all players connected (self updating), right click any player to bring a context menu to either teleport to him, teleport him to you, make him invisible or enable godmode [MODDERS] You can now override recipes, just make a new recipe with the same name than the one you want to override and add a Override:true. [MODDERS] Added an "Obsolete:true" property to recipes, using this will make them not in game Added an item editor for admins in MP: Right click an item (not a stack of item!) and click "Edit Item" to access the new UI. You can modify various properties like color, name, damage, range, hunger reduction, etc... Large furniture placing now checks tiles on floor for parts, however atleast 1 part must be in inventory. Radio items can be dropped on floor as item (when draggin them into container panel) Added description to every server options for the ServerOptionsUI Improve the "Invite Friends UI": added colors to friend's status, better sorting: online first, then busy/away, then offline, also added a name filtering. Added a disclaimer on main screen to show what's new in the version (will be mostly used for public branch, but adding it here so translators can translate it to be ready for public)  
    [Balance]
    Removed nightmares when sleeping in MP Lowered water dispenser waterAmount from 400 to 250 Added nutrition values on home made bread dough Made walk to timed actions still work for Fast Forward x1 Decreased time needed for food to create compost in the composter Lowered the berries calories (mostly from 70 to 20) Lowered the mushroom calories Increase *3 rabbit nutrition values Various increase in trapping animals nutrition Lower the health regen when sleeping if you're starving. Reduced the health loss done by starving.  
    [Bug Fix]
    Fixed MaxAccountPerUser server option not working correctly Removed moderators being able to alter the database in the dbviewer Fixed bug with display name and factions Players in faction will now have the updated list of players in their faction Fixed a bug in the zone export making all the new zone non appears (need a new game) Can now sterilize water mug using fire/oven Boredom will increase way slower if you're reading (can still get bored after a while) Changed movable item icons to reflect the actual object rather then category icons Changed movable items can no longer be dropped on floors (other containers still possible) Changed dragging movable item to world now activates the movable cursor for that item Fixed tents not using the new sleeping code (didn't check if you were tired, etc.) Crafted radios won't have battery inside it Walk to action will be stopped if you fast forward (avoid anti-colision bug) Fixed game crashing with option 'nosound' Added missing "break sound" on some items Another attempt to fix the non-stop ringing alarm clock Fixed stuck mute volume bug for radio/tv's after chunk unload/reload Fixed antique oven not working after move Fixed bug that broke dismantling Fixed certain cartboxes that werent being able to be placed on floor. Fixed not being able to sleep with a controller Fixed not being able to interact with player's made item with a controller (painting, barricading...) Fixed not being able to interact with multi stage item with a controller Fixed various bug on safehouses: Being able to transfer a safehouse to someone who owns a safehouse Owner wasn't taking in the "last time visited" calcul Fixed composter respawning items You now can't add frozen food to your evolved recipe Fixed recipes using wrong Alarm Clock/Digital Watch Fixed "SleepAllowed" server options not working for sleeping in tent Fixed being able to upgrade wall without having the required materials Fixed "Fruit Salad" being "Salad". Fixed "Add" ingredient for evolved recipe being "From" Fixed creating a new character keeping your previous traits for free. Fixed translation errors in UI_EN.txt  
     
    Patches:
  12. Like
    Jatta Pake reacted to Batsphinx in Feedback required! Your fave character builds...   
    Hello!
     
    So for a future build I'm doing a bit of work on actual named characters that you can spawn as on the PZ Map, so we can add in more back stories and make it feel less like your survivor has just magically appeared four or five days into the apocalypse.
     
    Clearly each of these will be built from existing PZ professions, hobbies and whatnot, so this leads me to ask...
     
    What are your favourite character builds? What do you generally take in - in terms of Professions, Traits and Hobbies?
     
    I'm probably talking SP over MP here, but all feedback will be useful and awesome! Thanks!
     
     
     
      
  13. Like
    Jatta Pake reacted to lemmy101 in Replace A* with a simpler and more zombie-like algorithm   
    I get your frustration, but we've had this discussion with people numerous (read a ton of) times and it never occurs to anyone why we chose a complicated pathfinding algorithm for brainless zombies in the first place when a more realistic zombie behaviour would take about 1/10th the time to code. (note this is a custom engine - we had to MAKE A* pathfinding support from scratch in the engine)
    Quite simply we've tried non A*  and more naturally TWD looking 'walk straight at things', we've tried lowing the range zombies are capable of pathfinding and all manner of other things,  and guess what:  We'd be currently sitting at 30% on the Steam Store Page and called that awful broken easy game with broken zombies that never ever chase you.
    Thus, again, the Zombie AI pathfinding is the way it is after 4-5 years of development because every other way its ever been tried has resulted in a completely broken game with no threat. It turns out that if you portray zombies completely 100% without any pathfinding skills they are not plausible enemies. Zombies thumping on doors is a quintisential zombie / zomboid thing, but how does a zombie zero in on a door over a wall in the first place if they don't pathfind through that door? There must be some residual concept of a door or they would just walk toward the wall and start thumping that. A wall with a shut door along it would be more or less completely zombie proof as the chance of a zombie walking to the door without stimuli would be practically zero.
    Thus we allowed the residual obstacle avoidance instincts in the brain still to function in our canon. 
    I'm sure we'll experiment in future at ways of improving this and you're welcome to try yourself in a mod but the truth is even if we lower the pathfinding range a tad, or in cases where the pathfinding bugs out, it stops a zombie from pathfinding from outside a building through a door, through the interior and up a flight of stairs, which is the only possible way being seen through a window upstairs could ever result in those zombies being a threat, it can result in complete zombie inability to get to the player in situations you'd expect TWD/Romero zombies to pile through a door en mass. 
     
    The player would be 100% safe upstairs in every building in the game, even with 50 zombies right outside. Even moreso, its probably just being inside a building would be enough to render you completely safe.
    This stacked up against the issues you've posted is no contest at all. Gameplay > Realism unless Gameplay = Realsm.
  14. Like
    Jatta Pake reacted to CaptKaspar in Build 38 and Beyond: Small but Important Suggestions Thread   
    317. To know your weight you should need a scale. Otherwise you can tell if you're over/underweight based on how tight your pants are fitting  !
  15. Like
    Jatta Pake reacted to CaptKaspar in Build 38 and Beyond: Small but Important Suggestions Thread   
    312. Have Erosion take hold of player made objects. Vegetation never grows on my log/plank walls, cracks never show up, etc.
     
    313. When painting a container, the color should also show up on the container icon in your inventory window.
     
    314. Paint signs on doors, crates, etc.
    Option to choose how high on a wall we paint a sign. I recently placed a sign on a wall, but a piece of furniture half blocked the sign. I would have just put the sign above the furniture in the large open area that was available. Instead I half covered the sign where my character decided to put it.  
    315. When a sheet rope covers multiple floors and there is a window along its path (for example the sheet rope goes from the 3rd floor to the ground level and along the way it passes directly in front of a window on the 2nd floor) allow us to use the sheet rope from the 2nd floor and climb up or down (this might actually work, but I was too scared to try it).
    Also allow us to choose which floor to get off at when climbing. This goes along with controlling our characters climb/descent rate manually in general.  
    316. Be able to place a mattress on the ground and sleep on it without the need to build a bed frame.
    If I am required to build a bed frame, can I get some storage drawers under it? Or at least be able to put stuff under the bed? Maybe myself?
  16. Like
    Jatta Pake reacted to thiosk in Build 38 and Beyond: Small but Important Suggestions Thread   
    281: CTRL+A should select all items in the inventory 
     
    282: canned evaporated milk makes baking a mid-game possibility
  17. Like
    Jatta Pake got a reaction from CaptKaspar in Build 38 and Beyond: Small but Important Suggestions Thread   
    291. Ability to write text on map objects. Maybe limit to 140 characters. Players could right click on a bathroom mirror and see a message. Or right click a crate and see the message "JP's stuff. Do Not Touch."
  18. Like
    Jatta Pake got a reaction from Kuren in Build 38 and Beyond: Small but Important Suggestions Thread   
    291. Ability to write text on map objects. Maybe limit to 140 characters. Players could right click on a bathroom mirror and see a message. Or right click a crate and see the message "JP's stuff. Do Not Touch."
  19. Like
    Jatta Pake got a reaction from Rida in Build 38 and Beyond: Small but Important Suggestions Thread   
    267. More "story elements". Notes left behind for loved ones. Unique keepsakes like a trophy that reads "Kindest Dad In The World". A partially finished coloring book. A photo album featuring birthday pictures of a child in a wheel chair. A sign taped on a door that says "Came by but no one answered. See you soon. -Dave". A "Get Well Soon" bouquet. A partially burned letter that says "Leave the area now. Too many variables. Alpha in effect." 
  20. Like
    Jatta Pake got a reaction from SaltandPretzels in Build 38 and Beyond: Small but Important Suggestions Thread   
    267. More "story elements". Notes left behind for loved ones. Unique keepsakes like a trophy that reads "Kindest Dad In The World". A partially finished coloring book. A photo album featuring birthday pictures of a child in a wheel chair. A sign taped on a door that says "Came by but no one answered. See you soon. -Dave". A "Get Well Soon" bouquet. A partially burned letter that says "Leave the area now. Too many variables. Alpha in effect." 
  21. Like
    Jatta Pake got a reaction from Ocelot in Build 38 and Beyond: Small but Important Suggestions Thread   
    267. More "story elements". Notes left behind for loved ones. Unique keepsakes like a trophy that reads "Kindest Dad In The World". A partially finished coloring book. A photo album featuring birthday pictures of a child in a wheel chair. A sign taped on a door that says "Came by but no one answered. See you soon. -Dave". A "Get Well Soon" bouquet. A partially burned letter that says "Leave the area now. Too many variables. Alpha in effect." 
  22. Like
    Jatta Pake got a reaction from ZombiesLoveBrainiacs in Build 38 and Beyond: Small but Important Suggestions Thread   
    267. More "story elements". Notes left behind for loved ones. Unique keepsakes like a trophy that reads "Kindest Dad In The World". A partially finished coloring book. A photo album featuring birthday pictures of a child in a wheel chair. A sign taped on a door that says "Came by but no one answered. See you soon. -Dave". A "Get Well Soon" bouquet. A partially burned letter that says "Leave the area now. Too many variables. Alpha in effect." 
  23. Like
    Jatta Pake got a reaction from CaptKaspar in Build 38 and Beyond: Small but Important Suggestions Thread   
    267. More "story elements". Notes left behind for loved ones. Unique keepsakes like a trophy that reads "Kindest Dad In The World". A partially finished coloring book. A photo album featuring birthday pictures of a child in a wheel chair. A sign taped on a door that says "Came by but no one answered. See you soon. -Dave". A "Get Well Soon" bouquet. A partially burned letter that says "Leave the area now. Too many variables. Alpha in effect." 
  24. Like
    Jatta Pake reacted to ShylokVakarian in Causes of Death - The Statistical Study   
    Back to Study Central
     
    Welcome to the unofficial-but-officially-endorsed statistical study on the causes of death in Project Zomboid.  This started out not as a study on causes of death, but rather on the number of scratches from zombies it takes on average to become "zombfected".  Alas, my baby has grown up into a much better study.
     
    The study is now completed.
     
    Responses as of date last edited: 298
    Responses to the sub-form as of date last edited: 68

    Results at 67 deaths:
    Results at 100 deaths:
    Results at 253 deaths:
     
  25. Like
    Jatta Pake got a reaction from Johnny Fisher in how deep will the NPC system go?   
    Plot twist: NPCs are already being tested on multiplayer servers.
     
    Just kidding! But that's how I would do it. Throw in some bots on a big MP server and see what happens. 
     
    As far as I can tell, Indie Stone is working on NPCs acting as procedurally generated narratives. These work better when the AI isn't "playing" the game but behaving like a simulated being existing inside the game. Kinda like how we are all simulated beings in Elon Musk's universe.
     
    Roguelike Radio had a great episode recently on "Simulations" with Tarn Adams, co-creator of Dwarf Fortress. Tarn calls DF a procedurally generated narrative game. The simulation runs, players act and react to it, and the story unfolds (and hilarity ensues).
     
    Optimized bot players work well in first person shooters, but a game like PZ needs characters.
     
    I think the key for success is making the character behavior understandable to the player. An NPC ally that charges head on into a horde for no apparent reason will get groans from players who bitch about stupid AI. But a character that charges head on into a horde because he's buying the player time to make an escape will be dramatic and possibly poignant. An NPC that charges head on into a horde to buy the player time to escape when the player already figured out a safe escape route will be hilarious and tragic.
     
    Aim for dramatic and poignant but enjoy hilarious and tragic.
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