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Jatta Pake

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  1. Like
    Jatta Pake reacted to Jonientz in Mint In Box Mod by JP   
    Hot diggidy I dunno why but I find this mod idea quite appealing. Will be downloading once I get back on my laptop.
  2. Like
    Jatta Pake reacted to RobertJohnson in RELEASED: Build 31   
    Update 31.3! Some new foods, some balancing and a ton of fix by EasyPickins!
     
    [New Stuff]
    Added new 16 foods item Added Frog in foraging [bug Fix]
    Fixed Strength/Fitness being reset on some profession/traits Fixed some doors being locked from the inside and not unlockable without a key. Fixed empty Kettle being cookable while the full Kettle was not. Fixed traits from previous new players getting inherited by the next new player. Fixed "Clean blood" not removing blood on the server. (Issue #001402) Fixed chop-tree and remove-bush animation not taking endurance moodle level into account. Fixed players spreading fires in mp when NoFireSpread=true. (Issue #001392) Fixed server crash when a client adds an unknown type of item to the world. (Issue #001398) Fixed "Fixed skill tooltips sometimes "sticking" to the mouse." Fixed Drowsey -> Drowsy moodle tooltip typo. (Issue #001364) Fixed servers not updating the public server list when PauseEmpty=true. (Issue #001378) Fixed hit-testing in the skills panel. Fixed level 9 skills requiring 75 XP. (Issue #001369) Trees will not slow down /noclip players. (Issue #001393) Fixed endurance not decreasing unless Asthmatic trait was taken. Fixed keys looted from corpses disappearing in multiplayer. (Issue #001360) [balance]
    Reduce the damage done by panic in melee Reduce the knockdown chance with panic
  3. Like
    Jatta Pake reacted to RedAegis in RELEASED: Build 31   
    Shoutout to EasyPickins - Thanks for all your help and support with our server issues and mapping problems. We have successfully started our first 10 x 10 cell standalone map. Without your help with zones and the bug reports we would be lost =x

    To the rest of the PZ team - keep it up, I haven't talked to many of you yet, but the few I have, thank you for your help with your busy schedules and many thanks for making an enjoyable game!!

    Last shoutout - to bug reporting (IT WORKS PEOPLE)
  4. Like
    Jatta Pake got a reaction from uberevan in Views on recreational drug use   
    What is the difference between drug abuse and recreational drug use? Is addiction a disease or a lack of self control/utter selfishness? Is altering your mood with chemicals immoral? Is breaking the law (even bad laws) immoral?
    I think the original question prompts more questions. My views tend to be paradoxical on this issue. It's not that I am seeing both sides of the issue, I believe logic breaking contradictions in this regard. I've either done too many drugs or not enough.
  5. Like
    Jatta Pake reacted to jefferyharrell in RELEASED: Build 31   
    Well yeah, drinking it wouldn't kill the pathogen in your blood. It would, however, kill you quite effectively, as the game already incorporates. Erm. Spoiler alert I guess.
     
    The really interesting thing about bleach is that for about 200 years, nobody knew exactly why it kills everything. It was just this incredibly toxic thing that would destroy every living microorganism known to man and nobody knew why or how. It was only recently that somebody (I forget who) identified the exact chemical interaction between the hypochlorite ion in bleach and a particular protein that does it. Basically the hypochlorite interacts with this one protein (which is found in all life based on proteins) and neutralizes its action, which causes all the other proteins around it to coagulate, just as if they'd been boiled. Bacteria, fungi, viruses, even prions … they're all fundamentally made of protein molecules, and bleach turns them into so much amino-acid slag.
     
    Anyway. Sorry. Totally off-topic. All I was trying to say was that if it were me cleaning up zombie goo, I'd use Clorox rather than tap water. I'm weird, though.
  6. Like
    Jatta Pake reacted to Onkeen in Feedback on new zombies AI & zombies memory   
    Hi,
     
    It's been a few month since we are experimentig the new zombies AI system, making them pack into hordes. But it was supposed to make the game harder but it feels like it's easier now.
     
    I explain myself, now that zombies are packing up in hordes, some of the roads feels empty, even at the center of Westpoint even with zombies amount set at insane, I always manage to raid the carpenter shop in every runs and this even if I set their three senses at maximum.
     
    Before, I had to struggle through the residential area to find some carpentry & garage stuff but it was hard because there were zombies scattered at every corners and fighting them was too dangerous because of noise. In this situation, going to the center of the city was scuicidal. But now I just need to check the horde position and do a running raid where they are not.
     
    My suggestion to solve this diffuculty problem is to add different zombies behavior, the first type will react with the horde behavior and make groups(like the new behavior), the second type would be loners that are shambling following only noises from ambiant sound and players (old behaviour). This way, we could increase difficulty with both hordes and loners.
     
    My second thought is about zombies memory, I think that memory is way to short (even set at max settings) I would love to see a new setting for sandbox for [Permanent Memory]. With this mode selected, a zomby that have spotted you, will follow you forever until you have killed him, and this of course at his slow speed, making zombies that cross his way following you too. This way, if you forgot to kill a zomby, he might me slaming at your door with severals friends in the midle of the night, forcing you to really split you loot between multiple bases and move a lot or to make a powerfull fortifyed base to resist waves of assault.
  7. Like
    Jatta Pake reacted to SpaceJunk in RELEASED: Build 31   
    I think to keep up with movie lore, panic should make opening windows and doors slower.
     
    There's definitely a couple situations I wouldn't have escaped from if my hands had slipped when running around a house trying to find an exit.

    PS. Also, panic screams would attract more zombies.
  8. Like
    Jatta Pake reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v1.4 has come early due to Build 31 being released. The mod has been tested to see if it is compatible and everything seems to work ok. Please let us know if you find anything. Also all skills have been readjusted to the new 1 to 10 system. Not much new added, however there are many more recycling recipes. Also you can now "Sift Dirt" for ore and you can use a Bug Net to "Catch Bugs" now. in addation the "Play with" toys have been improved. Enjoy!
  9. Like
    Jatta Pake reacted to fluffe9911 in Mint In Box Mod by JP   
    Awesome sounding mod going to play it right away
  10. Like
    Jatta Pake reacted to EnigmaGrey in General Carpentry / Make Keys   
    Split from IWBUMS thread.
  11. Like
    Jatta Pake got a reaction from CaptKaspar in RELEASED: Build 31   
    These updates are awesome! And our safe houses will finally be clean!
  12. Like
    Jatta Pake reacted to RobertJohnson in RELEASED: Build 31   
    Update 31.2!
     
    [New Stuff]
    You're now able to clean blood, you'll need bleach and a dish towel or a bath towel You can now boil tainted water in a kettle Added more traits:WeakStomach = "Higher chance to have food illness", IronGut = "Less chance to have food illness", Hemophobic = "Panic when performing first aid on self, cannot perform first aid on others", Asthmatic = "Faster endurance loss", Scout = "+1 First Aid and +1 Foraging", More professions:Firefighter: doesn't have the axeman trait anymore but sprinting, fitness and strength skill Lumberjack: 2 blade, 1 blade maintenance skill, axeman trait (faster tree chopping) Burger flipper: 2 cooking, 1 blade maintenance skill Fitness Instructor: 3 Fitness, 2 sprint skill Nurse: 2 first aid, 1 lightfoot skill [bug Fix]
    /teleport now use the z axis Fixed calcul in the foraging action Fixed skill books level not working on previous save Fixed new coop players not being given the Sandbox "starter kit". Health window grows taller to show all injuries. Fixed zoom in/out speed being affected by the game speed multiplier. Fixed being unable to move keys to keyrings with the controller. Fixed barbecue and fireplace menu options not showing with the controller. Controller L3 button toggles run on/off. Added more mutually exclusive traits. Fixed profession trait bugs. (Issue #001367) More profession trait fixes. (Issue #001373) [balance]
    Balanced some traits cost (veteran now cost 8, reduced some others traits cost)
  13. Like
    Jatta Pake reacted to SiderisAnon in Extended Building Options   
    Extended Building Options
    Welcome to the Extended Building Options mod forum thread. This mod came into being because I am the type of person who loves to have more things to build in any sandbox game I play. When I looked for existing mods that would allow this, the ones I found were not working because update 30 had changed how world objects are built, breaking those mods.
    I sat down to learn about Project Zomboid modding and to try and get one of those mods working for my own play. In doing so, I discovered that it would in many ways be more interesting to simply create a building mod from scratch. As I both put a lot of work into this mod and figured that other players would enjoy having more building options, I decided to share this mod with the Project Zomboid community.
    This mod is inspired by the "Building Mod Reloaded" mod by Gaunti12, which was in turn based on the "Building Mod" mod by Badtrix. I have added additional buildable objects to what those mods provided; not all of their objects were included. Some of my inspiration and education also came from the "Handmade Wooden Dowels" mod by Onkeen.
    The metal and metal scraps concepts are taken from "Building Mod Reloaded". Their implementation here is my own. The components for the two mods are not compatible with each other.
    The "Building Mod" had digging for clay. My clay and brick are not compatible with whatever was produced by that mod. (I never looked closely, so I am unsure whether that mod produced bricks or how.)
    This mod would have been impossible without the tile splitting ability of the UnPacker utility from the Project Zomboid forum.
    Current Download
    April 9, 2015: Extended Building Options mod version 1.4 for Project Zomboid version 31.10.
    Update History:
    What You Can Build
    This mod includes walls, floors, containers, tables, chairs, beds, light posts, and a variety of decorative elements. The current full menu listing is in the spoiler block below.
    The list is pretty extensive because I went a little crazy in adding lots of buildable items into the game. When it came to floors, I probably went too far, but I was trying to see just how many different floor types could be added.
    I used the base Project Zomboid files for anything that was built, so they will interact with the world just like any normal object. They can also be deconstructed just like any of the default items you can build.
    Screenshots Can Be Found Here
    Getting Started In Game
    Depending on what you want to build, you will need some kind of a tool. Wood requires a hammer or stone hammer, metal a screwdriver, and brick a masonry trowel.
    I primarily based the materials required on the objects you can already build in Project Zomboid. For most things, you need planks and nails. For metal objects, you will need metal plates and screws. For stone objects, brick and clay. Wall hangings are generally a piece of paper and a nail.
    Just use a right-click like you would for normal building. The menu will be called "Extended Building Options".
    New Items Added
    Small Piece of Metal: Created by hammering various metal items. Sheet of Metal: Found in the world or crafted from metal pieces. Empty Can: When you empty a can of food or soda can. Fill it with water or hammer it into metal pieces. Masonry Trowel: Found in the world or crafted from a gardening trowel. Lump of Clay: Dug up from sand or gravel. Shovel required. Raw Brick: Shaped from Clay. Brick: Bake a raw brick. New Recipes Added
    Many in-game items can be hammered into metal pieces. Put twenty metal pieces in a baking pan or roasting pan, cook it, and you end up with a metal sheet.
    You can hammer a standard trowel out flat into a masonry trowel.
    With a shovel, you can dig in sand or gravel to find clay. Shape the clay into a brick. Cook the raw brick to get a brick you can use to build. As long as the brick is still "raw", it can be shaped back into clay.
    In case you want a lot of flower beds, you can now cut tree branches into twigs with a saw.
    Things To Keep In Mind
    Some objects can be rotated to change their appearance. This should be noted at the bottom of that object's tooltip. You can mix and match wall styles however you want. Same with fences. Fences can be jumped over and will not stop zombies; they work just like the fences you can build in the default game. Any door frame section can hold any door. All of the floors work identically. Even if it is called "carpet", it will support your weight or keep the rain out. You do not need to build a wooden floor and then lay carpet over it. The flower beds are also floors. Yes, you can build an upper story out of them and walk around on your flower garden. Everything in the "containers" menu holds the normal inventory size of fifty. I figured out how to give the containers icons other than the default crate, so that should make mass storage a bit more interesting. The "Mini Fridge" is buildable for humor value. It functions as a container, but do not expect it to keep your food cold even if I did give it the refrigerator icon. You can sleep in the beds, couches, and chairs as normal. The "Wall Hangings" must be placed against a wall. The "Light Posts" work just like the current lamp on a pillar you can build; mine just look nicer. You will need a flashlight to build them. Object Stength
    Game objects start with a base health, then add 50 health per point of Carpentry. The Handy trait adds 100 health. This allows for a maximum health amount of [base] + ((Carpentry * 50) + Handy.
    Stone walls (300 base) are stronger than a plank wall (100 base), but not as strong as a log wall (400 base). Metal walls are just as strong as a log wall. Fences and posts are technically walls in Project Zomboid. There are no metal "walls" in the mod, but there are metal "fences". Metal stairs are the same strength as the wooden ones. Stone Containers (200 base) are stronger than wooden ones (100 base). Metal containers, including the lockers, are much stronger (400 base). Wall decorations have very little health (40 base, no bonus for Carpentry). Some Side Notes
    I have tried to comment the code enough so that others can learn from my mod as I have from previous mods. I have also done this in case at some point another programmer has to update this mod for a later version of Project Zomboid. Hopefully I did not go so far in my explanations that the code becomes unreadable.
    If you want to run testing on this mod, uncomment the "ISBuildMenu.cheat = true;" line in "EBOBuildMenu.lua". This will allow you to build any item in the mod without tools or materials. It will also allow you to build the base Project Zomboid buildable objects without tools or materials as well.
    Artwork
    The item sprites I am using were provided by Svarog and Onkeen, some of which are based off of sprites already in Project Zomboid. These look much better than what I was originally using. Thank you!
    Future Plans
    Currently, my workload is a bit high, so I am not going to make any promises on additions to the mod for a bit. I will monitor this thread so I can fix any bugs that crop up.
    I do still have a list of things I want to do, just not the time allocation currently.
    I can say that things like generators or solar panels for refrigerators and lights are not going to happen because they are outside the scope of this mod. Working stoves have also been requested, but I know another modder stated they were working on those, so I do not have any plans to dig into that code and will leave it to other minds than mine.
    Feedback
    I would appreciate feedback on the mod, how it plays, whether you think the material and Carpentry requirements are reasonable, and how it works in your game.
    If you find any bugs, please let me know.
    Also please let me know if any tooltips need to be changed; by now they all kind of blur together for me.
    Credit
    Credit Where Credit Is Due
  14. Like
    Jatta Pake reacted to lemmy101 in Future of 3D model / animation modding   
    Hey all. Just cause it's all current news with the Mondoid, and cause it excites me, here's a bit of info on the new animation system.
     
    First here is the video from the Mondoid again:
     

     
    Here is an XML file that is (minus the new anim system and anims themselves) responsible for 99% of what was in the video, to show how easily such stuff can now be set up.
     
    <AnimStates> <ZombieToOnFloor> <Commands> <PlayAnim Anim="Zombie_Death" Repeat="0" SpeedDelta="0.8" CanCancel="false" BlendTime="0.0" /> </Commands> <Out> <ZombieToCrawl/> </Out> </ZombieToOnFloor> <ZombieToCrawl> <Commands> <PlayAnim Anim="Zombie_DeadToCrawl" Repeat="0" SpeedDelta="0.4" CanCancel="false" BlendTime="0.0" /> </Commands> <Out> <ZombieOnFloor/> </Out> </ZombieToCrawl> <ZombieOnFloor> <Commands> <PlayAnim Anim="Zombie_Crawl" Repeat="-1" SpeedDelta="0.4" BlendTime="0.0"/> </Commands> </ZombieOnFloor> <ZombieWalk> <Commands> <Blend1D Var="MoveDelta" Min="0" Max="1" Repeat="-1" CanCancel="true"> <Entry Anim="Zombie_Idle" Val="0.0" SpeedDelta="0.4" /> <Entry Anim="Zombie_Walk2" Val="0.25" SpeedDelta="0.8" /> <Entry Anim="Zombie_Walk3" Val="0.5" SpeedDelta="0.8" /> <Entry Anim="Zombie_Walk4" Val="1.0" SpeedDelta="0.8" /> </Blend1D> </Commands> <Out> <NormalMovement IsZombie="false"/> </Out> </ZombieWalk> <NormalMovement> <Commands> <Blend1D Var="MoveDelta" Min="0" Max="1" Repeat="-1" CanCancel="true"> <Entry Anim="Bob_Idle" Val="0.0" SpeedDelta="1.0" /> <Entry Anim="Bob_Walk" Val="0.5" SpeedDelta="1.0" /> <Entry Anim="Bob_Run" Val="1.0" SpeedDelta="1.0" /> </Blend1D> </Commands> <Out> <Aiming IsAiming="true"/> <ZombieWalk IsZombie="true"/> <ZombieToOnFloor IsZombieOnFloor="true"/> </Out> </NormalMovement> <Aiming> <Commands> <Blend2D VarX="DeltaX" VarY="DeltaY" GridWidth="5" GridHeight="5" CanCancel="true"> <Entry X="2" Y="2" Anim="Bob_IdleAimHandgun" /> <Entry X="1" Y="2" Anim="Bob_StrafeAimHandgun_Left" /> <Entry X="3" Y="2" Anim="Bob_StrafeAimHandgun_Right" /> <Entry X="2" Y="1" Anim="Bob_WalkAimHandgun" /> <Entry X="1" Y="1" Anim="Bob_WalkAimHandgun_DiagL" /> <Entry X="3" Y="1" Anim="Bob_WalkAimHandgun_DiagR" /> <Entry X="1" Y="3" Anim="Bob_WalkBwdAimHandgun_DiagL" /> <Entry X="2" Y="3" Anim="Bob_WalkBwdAimHandgun" /> <Entry X="3" Y="3" Anim="Bob_WalkBwdAimHandgun_DiagR" /> </Blend2D> </Commands> <Out> <NormalMovement IsAiming="false" IsMoving="true"/> <ZombieWalk IsZombie="true"/> </Out> </Aiming> </AnimStates>So the new system basically takes care of itself. Instead of the game needing to tell the 3D model what animation its supposed to be playing, we have animation states which can branch into each other using logic defined in the XML.
     
    instead the game sets parameters in the animation player in lua/java like:
    character:getAdvancedAnimator():set("IsAiming", true);By doing this, if there are any Out tags for the current state the character is in, where the variable states in the animator match the required states specified by the out tag, it will make the animator switch to that state. 
     
    Blend1D and Blend2D are two ways to allow numerous animations to blend between eachother based on float variables passed into the state. For example the Blend1D  for ZombieWalk will set up various animations that will all play simultaneously, and by feeding in the amount the player is pushing forward on joypad or with the mouse, will pass in a number between 0 and 1. It will then calculate a blend between the animations specified in the Blend1D, so if the player is holding left thumbstick 75% of the way forward, that will translate to 0.75 and tell the character to play a blend halfway between Zombie_Walk3 and Zombie_Walk4. This is why the characters can smoothly blend between two anims and provide the appearance of an intermediate animation half way between them.
     
    Blend2D works in a similar way with a 2D grid, where anims can be placed in any grid point of the grid, and say 8 directional anims and an idle anim can be blended together based on the position of two axis (this is how the aiming works for e.g. sending in a DeltaX / DeltaY that corresponds to left thumbstick, rotated by the right thumb stick's aim direction, where 2-2 is the centre of the grid corresponding to the idle)
     
    I just hooked in a few joypad buttons to set IsZombie and IsZombieOnFloor to true while they are pressed, and that is responsible for switching to the zombie anims toward the end.
     
    Finally, all the movement of the characters is specified directly in the animation now, so just by playing an animation the character will move. And if you blend 50% between an idle stationary anim and a walk, the character will automatically move half the speed they would if the walk was playing completely. This is why foot slip is a thing of the past, since the character speed is always correct no matter how many anims are blended together or how fast said anims are playing.
     
     
    Models / Anims
     
    We are currently exploring new file formats, based on Jab's suggestion, that will make exporting new character models and anims a lot easier. There are complications in the sense that the old 2D sprites will not exist for any new models or animations, and that is something we will need to figure out. 
     
    So yeah, basically a whole bunch of stuff coming, and once we get the tools out there hopefully people can start adding anims, even models, to their mods. Still some way off yet though, lots to do. This system took a whole bunch of time and there's more to come.
     
    Hope someone finds this interesting
     
    (Also you notice this all being joypad heavy - still work to do to get all this working with key/mouse controls. Joypad just quicker for me to get it all in but don't worry key/mouse is not forgotten )
  15. Like
    Jatta Pake reacted to syfy in RELEASED: Build 31   
    funny that of all the things on the list, the Infinite Loop fix is the one that gets repeated
  16. Like
    Jatta Pake reacted to RobertJohnson in RELEASED: Build 31   
    Updated OP!
     
    [NEW]
    Added a /noclip command for admins, if you set it to true, the players won't collide on anything Added a NoFireSpread server option, if true, fire won't spread (but still trigger) Added a AnnounceDeath server option, if true it'll show a message of who killed who, or who's dead (like [PVP] RJ killed Lemmy. or [PVP] Meabe is dead.) Added tainted water:You can now gather water from the river but it'll be tainted. Same for rain collector barrel water. Tainted water can still be drink but cause some food poisonning. Boil it (only in pot or bowl) to remove the tainted  
    [bALANCE]
    Reduced a lot the dmg of fire on zombies [bUG FIX]
    Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Show Unhappiness change in Literature tooltip. (Issue #001342) Transfer weapon upgrades from Shotgun when creating ShotgunSawnoff. Allow adding/removing weapon upgrades on broken weapons. Prevent zombies spawning behind stairs or in pillars. Right Shift works same as left Shift to select multiple items in the inventory view. Fixed ServerLOS thread not waking up after rejoining a server. (Issue #001326) Stop all sound effects before exiting to the main menu. (Issue #001322) Fixed OnCharacterCreateStats Lua event getting called when loading player corpses. Do the "smooth scrolling" listbox-thing with the controller. Replace existing parts of zones when adding new zones (to support custom maps better). Fixed some controller issues in the main menu. Forbid certain types of items being used as campfire fuel by setting tcampingFuelType to -1. Remove reanimated-player zombies when doing a server soft reset. Fixed LosUtil.lineClearCached() oscillating between visible/not-visible.
  17. Like
    Jatta Pake got a reaction from archerj2010 in Massive List of Clothing Suggestions   
    I like these ideas. My personal preference for some of these:
    1. Condition - New, Worn, Tattered
    2. Protective Bonus - Water, Sun, Cold, Blunt, Blade, Bullet (any single item gets a buff in one of the above, bite = blade, scratch = blunt for zombies)
    3. Limitation - Slow, Loud, Reduce Vision, Reduce Sight, Cold, Hot, Heavy, Clumsy, Smelly
  18. Like
    Jatta Pake reacted to blindcoder in Dirty Water and Saltwater - get sick by drinking from the toilet / rain barrel, collect water from rivers   
    As with my mod, the rain barrel is considered dirty, mainly because of my school teachings about acidic rain and a little research into rainwater quality.
    From what I understand, rain water will be considered "untainted" in the next build, just watertiles can be marked Tainted by mappers.
  19. Like
    Jatta Pake reacted to blindcoder in Dirty Water and Saltwater - get sick by drinking from the toilet / rain barrel, collect water from rivers   
    Thanks
    It is not my mod directly taken, but it has been incorporated in a - code-wise - much nicer way.
    I was talking with RJ, and from what I gathered there's now a new flag for water squares "tainted" which mappers can use to define "clean" water (like springs or lakes) and "tainted" water (like muddy rivers).
    You will still be able to drink that tainted water, but you will get sick from it.
  20. Like
    Jatta Pake reacted to dnk3912 in Dirty Water and Saltwater - get sick by drinking from the toilet / rain barrel, collect water from rivers   
    I could imagine one reason water in containers (at least uncovered containers) would "go bad": Insects and parasites. At least here in Pennsylvania, if you leave water uncovered outdoors for so much as a day you can expect to find mosquito larvae, among other things, swimming in it the next morning. From what I've seen this also applies to lakes, rivers, ponds etc. especially in areas where the water is still. This definitely applies in spring and summer, but I'm not sure about the winter. I'd imagine there are some parasites that would remain dormant during this time.
     
    Granted, nobody would want to drink a glass full of baby mosquitoes, but what about less obvious parasites that could be found in the water, like Giardia? There are also other parasitic diseases that can be caused by contaminated water. Not trying to invalidate anyone's thoughts, but personally I would think water contamination would be rampant during the apocalypse.
  21. Like
    Jatta Pake got a reaction from Wolfihunter_prey in RELEASED: Build 31   
    Tainted water? I can't wait!!!
  22. Like
    Jatta Pake got a reaction from raymond in Multiplayer is critically broken.   
    Public Server v. Private Server
     
    It seems like both models, public server and private server, have some drawbacks. Public servers get ruined by the actions of a few bad apples, and private servers don't really facilitate the interaction between lovely strangers. Private servers also require a lot of player management, ie vetting good and bad players.
     
    Consortium Server Idea
     
    What if a consortium of server admins could collectively vet players so lovely strangers could play together? Here is how it could work:
     
    Players could apply for a certificate at a third party created, operated, and managed consortium of private servers. Once approved, the player would receive an electronic certificate that would automatically grant access to all private servers who opted in to be part of that particular consortium. When a bad apple appears, any of the server admins could revoke that player's certificate from the consortium. Thus the bad apple would be prevented from hoping over to another server within the consortium after getting banned at one of the other servers.
     
    The only thing TIS may need to add to PZ is some function for a certificate checker in multiplayer log in (or maybe not?). Beyond that, it's up to the players to operate. You could have multiple consortiums. The consortiums would define their own rules and operating procedures. And private servers could belong to multiple consortiums, accepting certificates from several different ones.
     
    Philosophy: Underpinning this idea is the assumption that the majority of server admins don't want cheaters and griefers ruining the game for everyone else. Additionally, server admins want to spend more time playing the game and less time chasing down douche bags.  Alternatively, most players will want to play on a well administered server free of cheaters and griefers. A sort of natural selection then takes place as good consortiums grow and bad consortiums wither.
     
    This structure also streamlines server admin efforts. Currently, Server A Admin uncovers a bad apple and bans an individual. Server B Admin has to repeat all of the same steps to ban the same individual on his server. This duplication of efforts can be eliminated.
     
    Everyone Wins: TIS focuses on the game while remaining walled off from all player management headaches. TIS only provides a mechanism for checking "certificates" by player run servers. Nothing more.
     
    Enterprising consortium start ups would compete for popularity and page views. Consortiums would police themselves, as they would have a collective interest in only including other good servers. One bad server could ruin the reputation for the entire consortium.
     
    As the landscape of consortiums matures, the consortiums could collectively propose improvements to TIS for the certificate checking system. Maybe some sort of encryption needs to be added.
     
    Yes, it would be messy at first. And yes, douche bags would invariably find ways to exploit consortiums. But I think this would go a long way in reducing the Wild West environment for server admins. It also provides a middle option between a full public or full private server.
     
    Thoughts?
  23. Like
    Jatta Pake got a reaction from blindcoder in Tiny Automated Version Checker (tiny_avc) 0.8.5   
    More brilliance! I love the community here. Count me (and my meager mods) in!
  24. Like
    Jatta Pake got a reaction from Zorak in Massive List of Clothing Suggestions   
    I like these ideas. My personal preference for some of these:
    1. Condition - New, Worn, Tattered
    2. Protective Bonus - Water, Sun, Cold, Blunt, Blade, Bullet (any single item gets a buff in one of the above, bite = blade, scratch = blunt for zombies)
    3. Limitation - Slow, Loud, Reduce Vision, Reduce Sight, Cold, Hot, Heavy, Clumsy, Smelly
  25. Like
    Jatta Pake reacted to uberevan in Massive List of Clothing Suggestions   
    This is a long one, you have been warned.
     
    I know this topic has been broached in several ways, so I would like to have a conglomeration of all the different suggestions as well as my own.  It's also important to note that including ALL of these could overcomplicate the game, so it may be wise to select only a few.
     
    The clothing system's depth currently goes to basic temperature.  There are a lot of options that could add lots of immersion to PZ which include:
    -Clothing Condition
    -Wind Chill
    -Sun Protection
    -Protective Value
    -Finding Various Types on Zombies
    -Pockets
    -Wet/Dry Condition
     
    Clothing Condition:
    This has been tossed around several times.  When clothes are used for a long time, they are worn down and get holes in them, or tear.  This can provide a usage for the sewing needle and spool of thread.  It should work similarly to weapon repair, except under a different trait.  When your clothing is damaged, you can repair it a certain amount, but each time you can repair it less.  Depending on how worn/damaged the clothing is (IE if it has too many holes), it will not provide as good of heat retention, though it won't change much, unless all of your clothes are in bad shape.  Certain types of clothes might not repair as well either, for example Cotton vs. Kevlar, though some may lose durability slower, like Velvet vs. Canvas.
     
    Wind Chill:
    Simply put, wind could not only blow your scent to other zombies, but also be lethal depending on the time of year.  Several people have frozen to death in 50-60 degree weather because the wind chill was so cold.  Blocking out wind with certain jackets can be one of the most vital things to winter survival you can even be concerned with.  So, some clothes like a sweater may provide good heat retention under calm conditions, wind can pull away heat if there is no way to block it out.  So, some jackets should provide better wind chill protection as an additional stat to temperature.  If certain parts of your body are not properly protected it could lead to frostbite.
    Sun Protection:
    Another hazard from the environment, sunlight's UV rays can be harmful if exposed too long.  While it may be more of a concern in summer, it's still a year round danger.  This shouldn't be much of problem unless you are outside for more than 4 hours a day with skin directly exposed to the sun.  The danger levels will rise on warm days, and the sweat on your skin can also make it worse.  Covering patches of skin will help keep this danger at bay.
     
    Protective Factor:
    Before any of you say "OMG SWORDS AND CHAINMAIL YUSS/NO BLACKSMITHING YOU SUCK THAT'S DUMB" I would like to put all that aside.  I am discussing only modern wear like leather jackets or riot gear.  
    Every bit of clothing helps protect you at least a little bit from both zombie and human, but the more you wear the hotter you would be.  This adds to the risk of wearing protective clothes when you are in a dire situation.  Basically, every bit of clothing would have a defense factor where it decreases the chance that a zombie's attack would penetrate skin, or how fatal a human assault could be.  A few suggestions:
    Winter Jacket: Thick, but not very strong, very weak protective factor.
    Leather Jacket: Pretty hot, somewhat strong, moderate protective factor
    Kevlar Jacket:  Thick, hot, very tough, good protective factor and chance to stop bullets
    Sparring Pads/Sports Pads (Legs): Good defense, but does not cover entire body part.  Leg piece of full set.
    The list could keep going but you get the idea.
     
    Types Found on Zombies:
    It makes sense that not every zombie would have the same kind of clothes.  We already have different loot types depending on where they are found, so this could be added on.  While most zombies would have basic civilian wear like cotton/nylon shirts, jeans, shorts, etc. some could have leather jackets, and depending on the time you start the game in, seasonal clothing like winter jackets.  Police zombies could be wearing a uniform, or very rarely Kevlar padding.  Fireman zombies could be wearing a fireproof coat, or some zombies could be wearing raincoats.  Varying the types of clothes/professions will add immersion to the game.
     
    Pockets:
    Pretty self-explanatory, some clothes have pockets you can store items in.  When NPCs are added this may even allow you to hide items like guns or knives.  Everyone starts out with a basic inventory which I'm assuming to be your pockets.  But, clothes like trench coats will obviously have more room in the pockets, so some clothes may give a higher bonus amount to your main inventory.  If you are wearing clothes like a trench coat or jeans, you could conceivably strap items to yourself and hide them.
     
    Damp/Dry Condition:
    The player already has a damp/dry condition so why not their clothes?  There could be a clothesline used to dry your clothes, or you could place them near a fire.  Wearing wet clothes while it's cold would make you far colder, and could also cause bad moods, while being in fresh, warm, dry clothing could improve your mood.  Some clothes could deflect/absorb more rain than other kinds of clothes.  Fur clothing would probably catch more rain, while a rain coat would keep you somewhat dry.  Rainboots as  well.  However, if you have time to stand still and wring your clothes out, they could go from soaked to damp, which would be better than nothing.  If you're being chased you might just have to drip everywhere.  This could also collect water.  Wear clothes or leave them in the rain, then wring them out into a bucket or pot.
     
    Wow, that took forever to write.  Thanks for reading this long comment, and please tell me what you think of some of the suggestions.  Adding too many of these could make the game too complex, but a few could add immersion and improve the experience.
     
    -Uberevan
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