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LeoIvanov

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Everything posted by LeoIvanov

  1. The Walking Dead prison, version 3.0 has been released! A few screenshots : Changelog : - Completely reworked the guard towers. Now they are enterable and spawn quite a bit of interesting loot! - Zombies in survival now spawn within the walls in very high density! Going in the prison unarmed is heavily not adviced. - Added third floor to the staff building on the right. You can access the stairs that lead there from the second floor where the staff hangs out. - Added infirmary + med storage where a crap loads of meds are located on the third floor. Just like with the gun storage, you'll have to find a sledgehammer to get there, but the reward is more than worth your time. - Replaced all the current "transparent" bar doors to something that can properly be opened and closed. - 2nd and 3rd floor walls in the staff section now look cleaner. - Wider prison entrance, had to fit the guard tower in there. - Windows on second and third floors. Hordes of zombies now tend to break out of them and fill out the front yard. Have a great time with it! Special thanks for Josko, EreWeGo and Gammlernoob for their extensive help with testing this map out for me. <3 I'd also like to specially mention ManBearPig and syfy for making videos and streams of my map, helping me out a ton in finding a lot of common bugs with old versions and throwing ideas for newer builds. Download link (v3.0)
  2. It seems like the "zones" that are needed for players to forage/trap properly also has the same problem as zombie spawn map, since it seems like I'm trying to overlap the already existing cell that already have the zones mapped out. Can you take a look if there's a way to properly overlap/change existing zones in world-ed? I'd love it if that thing was looked at as well
  3. If your change was rolled out in the public build (I'm using a public 30.16 version to test my prison on vanilla map), I'll give it a try this evening and tell if any of the zombies spawn where I made them.
  4. My world origin is set to 25/25 when I export the lots from world-ed, after that I just find the correct .lotpack/.lotheader files with the fixed coordinates in the folder that I've exported them in.
  5. Not as much as "alter" as add a new zombie spawn area within the already existing map of muldraugh.
  6. Basically, I've been stuck trying to figure out a few problems that slow down the development of my update for my TWD prison map, and those are the following : - When I draw the zones and insert them properly into objects.lua file, they just seem to overlap the standard muldraugh's zones and refuse to let me forage/trap on them properly. I've thought of manually getting rid of all the zones in a single cell, but I never could find the option to "input zones" from objects.lua file. Is there any way to do it, or do I have to manually look for the cell's coordinates and remove the zones from file itself? Because that'd be a pain in the ass - Zombie spawn map. When I save the cell in world-ed to then integrate it into the PZ's map, I use the edited zombie spawn map image that I've changed in photoshop and I just can't seem to make zombies spawn where they should be. It's all within the muldraugh's existing zoning already, and I can't shake off the feeling that something deliberately blocks me from having a proper way to spawn zombies, but I could never figure out what it is. If anyone could help me out with this problem, it'd be greatly appreciated
  7. Not to play an advocate here, but I think he just separated the "Salt water" and "Dirty Water" mods and made them separate, so you can only install the "Dirty" one in the main game, but keep the "salt" water for maps that actually have them, like, for example, New Denver.
  8. I didn't suggest to completely scrap the current looting scheme, just the placement of loot in the shops/malls. Imagine yourself thinking this : "God damn it, this store has EVERYTHING, except X.". The thing which is great about this system, is if stuff starts spawning this way, then people will be less suspectible to "hoarding" the stuff all to themselves. Do you really want to completely empty that single shelf with 35 bottles of orange soda and fully run out of space for other things, or take about 10 and get back for the rest later?
  9. A small suggestion time, again. We've all seen in real life that stores/shops and especially malls don't cram every kind of item in the same shelf. We can witness a full row of canned food, then a full row of chips, soda, drinks, etc. What I'm suggesting is to implement a similar system to the one used in real life and have each container inside a store contain a single type of item but in higher amounts. Imagine it like this : There are shelves that stretch to the north. Like here, for example : http://pzmap.crash-override.net/#0.6649850301642751,0.16939888258864147,590.6682291542426 Current system will spawn various types of food in each container, varying from chips, to soda bottles and ending up with pies and canned food. With the new system in place it'll work like this : 1 shelf contains 17 chips, second shelf contains 15 bottles of orange soda and 10 soda cans, third shelf contains 24 TV dinners and fourth has 15 canned food. ___________________________________ As a second suggestion, what can work out is adding a "store X item in a box" for food items. It will work similarly to how seeds and ammo works right now. If you have X amount of certain item, you can "store it in a box". It will then be named "Box of X", which you THEN can find in storage rooms of said shops along with a few of them unpacked. As an example - you find 12 bottles of soda that weight 0.2 each in your last loot run to the shop. 0.2 x 10 + 0.2 x 2 = 2.4. Overall weight is 2.4. You right click on them and choose "put in a box", which stores them in a single "Box of orange soda" item that weights 1.5, giving you an additional room to fill your backpack with the remaining 2 bottles. Overall weight now is 1.9, which is more compact than carrying them all spread out.
  10. The next update (31) is supposedly going to work just on delivering that - an experience where killing another player will only grant you an easier access to the loot. It will be a tradeoff with a chance of failure - trade "2-5" pistol/shotgun ammo for a bag of very, very random items, including the "no items" at all, with a chance that you might get killed in a process and lose all your valuable goods and skill points. Beside that, it will be much harder for you to level up any other skills like fishing, farming, building.. That means you won't be able to survive long-term without either co-operating with people that know how this stuff works, or constantly hunting and killing actual players on sight with a hope that they'll drop huge amounts of food. A great marksman with good shooting skills is going to be very valuable in any group that has made a great established safehouse with good defenses, because he will be the one who will fight off relentless and huge zombie hordes as well as hostile players. tl;dr - "killing other people" really won't be the "easiest playstyle" with next update, hopefully.
  11. Anyone else had this issue? The issue is with updated locations on the world map. Those "shadows" are actually places where the buildings on the "older version" were, indicating that the location of an updated version of the map changed prison's location a little to the upper-left. You'll have to start a new game for this issue to disappear, unfortunately.
  12. Since nobody seem to report much trouble with the performance within the v2.1, I think It's good enough to release it publicly. Download link (v2.1) - Floors are now properly transparent, they are not ovens anymore. Should massively reduce the lag spike when accessing the prison area on vanilla map. - Added rails nearby all the staircases to avoid accidental falling and breaking legs. - Added light switches almost near all the doorways to avoid people stumbling helplessly in the dark during the night. (Won't help when electricity goes out though, you're on your own from there) - Minor fixes that I deem unworthy/embarrassing of mentioning in the fix list.
  13. I won't write too much in here as I figure the more text people have to read through, the less it gets noticed by others. Basically, let all the containers have "special" slots among the normal weight capacity that give a huge weight reduction bonus for items that were specifically designed to be held in there. For example - school backpacks give their usual 50-60 weight reduction when carrying normal items. With the addition of my suggestion, bags will get an extra "Special" few slots. It will look like this : School backpack : Weight capacity - 15, weight reduction - 60, special slots - 5, special weight reduction - 90%. What this means is you are able to fill your school backpack for 15 slots, like you were able to. But it also gives you an additional 5 slots with extra weight reduction if you place an item that the backpack was originally designed for. That means every book, every pen, every notebook and anything else that people carry with themselves to school will get extra weight reduction compared to all other backpacks. That means stuff like hiking bags will get special slots for various clothing and hiking equipment, and containers like med kits will get special slots for medical items. Edit : To further make my point, I'll post a few more bags with examples of "special" items. These are : Garbage bags - empty bottles, broken weapons, spoiled food. Plastic bags - food items, full bottles, empty bottles. Tote bags - food items, full bottles, various clothing and decoration. Small hiking bags - various clothing. Normal hiking bags - various clothing and tools. Big hiking bags - various clothing, tools and long melee weapons. Gun racks - pistols and ammo boxes. Key chains - various trinkets and rings.
  14. Did you replace the files from "Last Stand" folder into their corresponding folders of challenge1/challenge2 ?
  15. tl;dr : Even if it's kickstarter succeeds, I have high doubts that the game will come out as enjoyable as they're portraying. 1) The plank is set too high for a developer studio of this size and this budget plan, 2) The game will monopolize the fresh market for this genre, lacking a competition that would push them towards making the product enjoyable. I always believed that the idea of roleplaying MMO in a huge city with people going around everywhere is an interesting one and I've spent a lot of time in the past playing on the roleplaying servers of various online games (SA:MP, Arma 2, etc). They just seemed to carry out the idea of those servers into 1 standalone game, considering the market for those genres are still very new and I would not recall any actual game in existence that already does this. And just like any product that "opens" up the market, I wouldn't trust these folks too much as all of their "ambiguity" will go down the drain once they realize that they can make their game however they want and people will still buy it because there are just no other games who does it better, or like this at all. Similarly (unfortunately) with DayZ Standalone - the idea of an MMO with survival game mechanics where people stand against each other in apocalyptic scenario was very new back in the day and done by very little amount of people (Minecraft is the only one I can come up with, but that one was hugely based on other things and that single aspect wasn't the main selling point anyway). DayZ came up on the market first, blowing up the sales rates for Bohemia's old game by ridicoulus amounts, which mainly helped them further develop Arma III. But what state is DayZ Standalone in right now? As much as I adore Dean Hall and his ideas, DayZ wasn't fun for me at all, and I still can hardly find it fun. Maybe it's just me, guy who barely has friends to play games with, finds it boring, but so far DayZ has been one of the worst purchases out of every other steam game I've bought so far. There are many other DayZ clones that I admit I enjoyed way more than DayZ, which proves my point about asking people not to trust this game too much. Edit: Another thing I'd like to mention that is purely my own, personal opinion about this : Identity most likely won't come out in good of a state as many would hope it would, but if the game is marketed well enough and actually becomes popular, it will set a foundation for more games like these to come out in the future. So if you like the idea of there being many more games that are solely based on roleplay of each citizen's lifestyle in an open, current-world scenario, you can back up this project on your own risk. By backing this project you're indirectly funding the birth of a market for this new type of genre.
  16. Does the game stutter anymore when first accessing the Prison cell now?
  17. Holy shit! A true bug that would've taken me eternities to even attempt to find. I am now very afraid to even think what other bugs might still be there due to the barbaric ways that I've used to make the "empty floor" for the second floors... Thanks a lot for the find, you are an awesome guy <3 Will get to fixing it right away. Oh god I feel so embarrassed right now. The coders and mappers around this community must have broken their faces from all these facepalms. EDIT: Made the fixes related to missing floors being cupboards and placed the rails by most, if not all, the stairs to avoid broken legs. Also added a lot of new light switches in the hallways to stop people from playing late night tags as has been suggested earlier. No infirmary/medical place this time as I plan on adding it during the new re-design when I work on v3.0, but hopefully now the map has less stutter when accessing the cell where the prison spawns. If you guys can give it a go before I officially release it, I'd greatly appreciate it Test Download link to v2.1 https://www.dropbox.com/s/a9u3bnojlv3eb1j/Prisonv2.1.rar?dl=0 - Floors are now properly transparent, they are not ovens anymore. Should massively reduce the lag spike when accessing the prison area on vanilla map now. - Added rails nearby all the staircases to avoid accidental falling and breaking legs. - Added light switches almost near all the doorways to avoid people stumbling helplessly in the dark during the night. (Won't help when electricity goes out though, you're on your own from there) - Minor fixes that I deem unworthy/embarrassing of mentioning in the fix list.
  18. Happy new year everyone As a first suggestion in 2015 I would like to mention how hard it is currently to determine whether some of the moodles on our characters go up or down. For example - it takes a while for your character to start warming up when sitting by a lit campfire, and the only time you'll notice a change is when you deliberately look at moodle screen and wait for it to change into "less bad". What I propose is to add a little "arrow" indicator like in infamous "Sims" game that everyone compares it to nowadays, or in NEO Scavenger. So, whenever your character's moodle is IMPROVING or DECREASING , you'll always be able to see how certain actions affect you. E.G : Your character sits near the fire, his moodle at the start is "Very Cold". You sit there for a while and eventually a little green arrow pointing up shows nearby. When you hover over the moodle it shows *Moodle name*, *Moodle Description* and at the very bottom : "Improving" written in green text. Visual representation The quicker your certain moodle improves/decreases, the more arrows you get. If you get a slight decrease, you only get to see "1 decrease arrow". If you get a moderate decrease, you get "2 decrease arrows".
  19. I feel like Brooks' survival guide should be more looked upon to for inspiration for gameplay, even more than it already has been I'll spoiler the next part because that's just a huge wall of text that went out of hand because of my yet another brainstorm. TL;DR - get inspired by Max Brooks' survival guide more please.
  20. Added the link to the prison's .tbx file so anyone can go ahead and make their own corrections, if I ever abandon it/my laptop decides to go nuts on me. Permission picture also added to the main post
  21. Hunting in packs, capable of screwing up your loot run or attract a lot of unnecessary attention to your homebase, be alternative source of food, stealing your animals that you've placed traps for, hunting you down in "forest" areas, or being friendly at first but turning insane the moment they see the food due to the lack of proper food for long period of time. (*winkwink*)
  22. Russian translation updated for 30.10 http://theindiestone.com/forums/index.php/topic/1401-russian-translation/
  23. Update to v30.10 https://www.dropbox.com/s/f60t3u4g2gfxxu1/RU%2017.12.14.rar?dl=0
  24. Russian translation updated for 30.9 http://theindiestone.com/forums/index.php/topic/1401-russian-translation/
  25. Update for 30.9, by Adapt. https://www.dropbox.com/s/231ihxua5bi57l4/RU%2011.12.14.rar?dl=0
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