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LeoIvanov

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Everything posted by LeoIvanov

  1. More ways to get killed, you say? I say, let it happen!
  2. Do you think that perhaps an item that has fourth-fifth the size of the crowbar has more polygons than the crowbar itself? I'm talking about a 4x scope, which is most likely going to be the size of 3-5 pixels on closest zoom level. Overall, amazing work, I love what you're doing with it so far
  3. What, you mean to say that it wasn't like this before?
  4. Weird. Although I should have noted that my experience with the map editor was only limited around creating buildings for single, pre-existing game squares either on vanilla Zomboid map or single blocks made by "mapzoid" program. (Search around on this forum for it).
  5. Russian language updated for build 31.5, IWBUMS Direct Link Link to the topic
  6. Updated the translation for v31.5, IWBUMS. https://www.dropbox.com/s/1pa72tcmqjs6pff/RU%2009.03.15.rar?dl=0
  7. I've been wanting to see Crowbar sprite implemented into the game properly for ages I think both already exist within the game sprites. Both Nailed BB and Nailed Plank
  8. That should make it easier to keep your files updated. Is this debug gonna roll with next update, or is it already hotfixed into current patch?
  9. Thanks a lot for these new translations! :3 "Axe" and "Blunt" in "Major Skills" could use translation. Newly added traits and their descriptions : "Former Scout", "Iron Gut", "Asthmatic", "Hemophobic", "Weak Stomach". "Woodwork" in "IG_UI" (I think?) "XP" and "XP boost" in in-game's skill panel (I think it's within a tooltip) Item type "Key" in player's inventory "%1's key ring" for foreign variations of "Playername 's key ring" item.
  10. I think there's a reason why IndieStone are making their Muldraugh map with original offset of 25;25, instead of 0;0. I've read somewhere that if they "start mapping into the "negative" zone, things start getting really bad". I think, on paper, it's possible to create earth-sized map in Project Zomboid. Imagine that the Earth is a square. The veeeeeeery bottom-left of the square is "0;0", and it continues stretching up and left until it reaches the other side of the square. If you reach the very bottom-right of the square (Let's say the map is 1,000,000 x 1,000,000 blocks, You start off in 0;0 and move right until the very end of the square. You make your way to 0;1,000,000 (from bottom left to bottom right)) the coordinates "sew" themselves together, and after going 1 more block right, you "teleport" back in 0;0, where you effectively just "circle" the entire map without ever going to squares like -3;-14. In this same example, if you start off in 0;0 and go "left", you just get teleported to 0;1,000,000, which is on the other side of the map. If you go "down", you get teleported to coordinates of 1,000,000;0. But it's just on paper and with the size of the map as it currently stands, I don't think even 1TB of hard drive space will be enough for the map of such size.
  11. Both of the issues seem to be fixed from version 31+ and onward. All hail glorious EasyPickins. <3
  12. Oh yeah, I've had a fix for it in mind but it must've slipped under the rug Will hotfix it in a moment. Edit : Hotfix done (Didn't change file name, as it's literally a second's deal. Link should be the same, but I'll post it here just in case) https://www.dropbox.com/s/nvv4jn4yw9b0ovr/Prisonv3.1.rar?dl=0
  13. This update came out spontaneously, out of nowhere. I didn't think I'd get my hands on fixing the problems in my map this quick, but here we go. Updated the prison to v3.1 (compatible with IWBUMS 31.3) Changes : - Added NEW Zones and Zombie Spawn map. - Zones and Zombie spawn map are now working properly. If you didn't find zombies inside the prison enough, now they spawn in packs outside and within the prison's perimeter. - (Not confirmed) Zombies should be respawning properly if you leave the prison non-visited for too long. - The map square has been slightly re-worked, now instead of "abruptly cut road" there should be an actual road leading towards the prison gates. - Replaced remaining of the "transparent doors" with the working ones. Hopefully it's the last of them that you'll run into. - Replaced the containers on the third floor with the ones that spawn the correct loot. (No more journals, magazines and nails inside of the medical storage.) - Halted the development of the "Last Stand" version of the map due to the introduction of the "Challenges" mode, fully focusing on it's integration into vanilla map instead. Download link v3.1 (IWBUMS 31.3+, Vanilla map only) Starting the new game is strongly adviced for new zones and zombie spawn/respawn to work properly. Special thanks to ManBearPig, EasyPickins and syfy for helping me further the development of this map.
  14. If you double click the 0;0 cell, it should open it in a new tab with all of the vegetation and such displayed properly, from there you are also capable of adding your new .lot buildings.
  15. I know that I'm probably better off posting this in suggestions, but it's regarding a very recent addition that I think should be looked into straight away before it leaves the IWBUMS Regarding the floor cleaning - I think using "bleach" is a nice "Addition", but overall I think you should be able to do it with water. I mean, out of all, it's the most logical thing a player would attempt to do Water container (Any, really - a full bottle of water can clean full 1 tile, etc) + towel/rag/cloth/sheet should do the job properly, like "Right Click > Clean floor with > Bleach/Water".
  16. If you manage to make it square/grid based (Think - Neo Scavenger) and translate the "weight" into how much grids/squares a single item takes, I'm totally sold <3
  17. Russian translation is ready for build 31, IWBUMS. http://theindiestone.com/forums/index.php/topic/1401-russian-translation/
  18. Update to build 31. https://www.dropbox.com/s/xgpnenutdvkbpxa/RU%2002.03.15.rar?dl=0
  19. Oh yes, I can see now. I did not replace this door with the correct one it seems. I'll get on fixing it in a while, thanks for pointing it out :3
  20. I watched it yesterday... I did not do as well as him. First area I opened, I became zombie fodder. One thing I have noticed, some doors that are horizontal (namely the cell doors), do not need to be opened. You and zombies can walk through them, and that is how I died. Are you sure you're playing with the correct version? Because I think I've already replaced all the horizontal, bugged cell doors with something that can't be walked through. Can you show me on the blindcoder's map where exactly those doors are? It'd be very helpful http://pzmap.crash-override.net/?desc=TWDPrisonv3L0
  21. ManBearPig has posted a great and lengthy video of him going around the prison in survival mode of 30.15
  22. Going to go a bit off topic here. I liked a certain thing over in your suggestion, which doesn't directly relate to the topic in question, but is an interesting thing to talk about nonetheless : The fact that players are getting used to a certain lifestyle and have to adapt to a new one when the game forces them. I think this should apply to almost every behavior that IndieStone may find it's players using very often. For example - Right now it's easy for construction workers to get to the "end game" by leveling up and building rain barrels. If we don't factor in the idea that they're adding tainted water from rain barrels, I'd say "seasoned" survival is kind of overlooked in it's current state. And I don't mean that winter isn't crippling the player's playstyle, it's already working as intended, but the time it takes for winter to arrive in vanilla survival game is already enough to make players get bored of their impenetrable safehouses and endless supplies of water/food. It would be perfect if the start date switched a few months forward and started you off much closer to winter than originally. So the timeline goes a little as follows : -Start of the game. Player struggles to find the starting supplies and stay alive. -Mid game. Player either finds all or majority of tools he needs to build himself an impenetrable safehouse. -Water/Electricity shutoff. Player is in the middle of making his safehouse self-sustainable and sturdy enough to withstand zombies. -All the neccessary tools are found and skill is leveled far enough up to be able to build rain water collectors and a decent farm. Usually, by this point, players stop leaving their safehouses and spend more time tending to their gardens and collecting water into the bottles. That's where the game begins getting dull, however.. -With the simple change of the start time, the "boring" part is cut off with harsh winter, refusing to let your crops give you a stable income of food. You are forced to go through your already made preserves or go out and loot more. Winter becomes the second "electricity/water shutoff" event that forces players to adapt to the new gamestyle. I'm sorry for going a bit bonkers on your suggestion, but sometimes I just can't make my brain stop..
  23. I have never actually checked, I was busy with testing other sides of the prison and only checked whether the water worked properly as a "barrier" or not. You are welcome to try it out and tell me if it works!
  24. Not really, I've placed it there during the internal testing when I tried to make the zones work (If you load the prison without the modded objects.lua, you can Forage inside the prison), but they just don't seem to work as I want them to. It's in the files because I forgot getting rid of it, I think EasyPickins promised to look into the issue in future builds, but for now you might be better off without it
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