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LeoIvanov

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  1. Like
    LeoIvanov got a reaction from Aiteron in Endgame activity   
    The ultimate problem with the end game is the fact that people get to it.
     
    No matter how much activities you add in the long run, sooner or later you'll get bored of them and will want more. 
  2. Like
    LeoIvanov got a reaction from pixelzul in Building brick walls   
    Yes, ladies and gentlemen - that brick wall everyone has seen in games but never thought of suggesting for building. Let's not waste too much text space - straight to the deal!
     
    WARNING : All of the calculations (like amount of bricks needed for wall construction, or item weight) can be tweaked, I'm only suggesting the working system for it.
     
    - Build brick constructions - Brick fence, brick wall, brick tables - something zombies wouldn't be able to break at all, unlike with wooden constructions.
     
    - New items : Bricks, construction trowel, Bag of bricks, bucket of concrete liquid.
     
    - Bricks - Can be found on construction sites and unfinished building sites. Can be used as a blunt weapon, takes some space in the inventory (let's say 1 brick = 0.5 weight) and can be combined into "Bag of Bricks" when you have over 50 of them. (Just like it works with nails, bullets, etc)
     
    - Brick Wall - to build 1 tile of brick wall you'll need about 250 bricks,bucket of concrete liquid, and construction tool like a trowel (forgot it's name even in Russian).
     
    - Concrete Liquid - Pour bag of concrete into the water barrel and mix it up with a sturdy stick/spade to get a barrel with concrete liquid. You can't drink water from there anymore, but you can get about 5-10 buckets of concrete out of it for wall construction (needs buckets, of course).
     
    - Brick fence - Works like any other fence, as zombies don't attack fence but just hop them - if in the future those will get attacked instead of hopped, it will be the sturdiest and strongest structure that can hold zeddos off your garden. Uses the same tools to create brick wall, with the exception of 100 bricks.
     
    - Bag of bricks - Uses up 18 inventory slots. Only "Strong" characters that are well fed can carry it with no speed reduction, and carry nothing else on them. Can right click on it and do "Open Bag of bricks", which will give you 50 bricks, which, if unpacked, take 25 inventory slots (0.5 x 50). You should be able to "drop" all the bricks near the place you want to build the wall at, so 250 bricks for 1 wall doesn't encumber you, just like it (supposed to anyway) works in the vanilla game with planks of wood.
     
    - Brick window frame - Uses about 200 bricks.
     
    - Brick door frame - Uses about 150 bricks.
     
    - Brick stairs (?) - Something that's impossible to destroy with sledgehammer, unless you have a "Strong" trait. Not neccessary.
     
    - Plaster Brick constructions and/or paint them - Just to make your safehouse more colourful. You can plaster them from inside (south;southeast), and straight out paint them from outside, to give you a "home-ey" look, if you build a brick house.
     
    Tiles for brick walls already exist : http://pzmap.crash-override.net/#0.4955166983877897,0.2029607208871566,315.3623188405797 , I guess creating new ones won't be a big of a deal. 
     
    Tell me what do you guys think!
  3. Like
    LeoIvanov reacted to Woldren in Hashima island by Woldren   
    Hi guys! This is my new map: Hashima Island. https://steamcommunity.com/sharedfiles/filedetails/?id=1600890711
     
    This map is located in Japan. The Island is also called Battleship Island. You can find more infos here: https://en.wikipedia.org/wiki/Hashima_Island
     
    And you can take a look on the map here:
    https://www.google.it/maps/place/Hashima/@32.6277314,129.7360418,568m/data=!3m1!1e3!4m5!3m4!1s0x3515469d4b782379:0xa8d331536ecbeea4!8m2!3d32.6278328!4d129.7385884

     

     

     

  4. Like
    LeoIvanov got a reaction from Kuren in RELEASED: IWBUMS Build 39.67.3   
    I'd have to re-iterate on something I've said in another post about a week or two ago, because I can't stop feeling bad about it.

    My problem with the game running "much worse than in pre-vehicles builds" seemed to be on my end, with the similar occurence being in other games which I tracked down to something being at odds with my audio drivers or the way audio plays. Regardless, only a full wipe + reinstall worked to fix the problem and I finally managed to play the game again, and this time without issues.
     
    The game actually feels faster now with vehicles than it felt before, with it still only occasionally dipping when zoomed out at max and running about in busy areas, but with a much smoother performance overall. Again, I haven't done proper test (as it was just me fiddling about with getting the game to work at all) so I can't say the thorough percentage of how much better it ran. It ran so smooth, in fact, that I didn't lazy out from downloading a few mods from workshop (onto an iwbums build!) and playing around for about 3 or 4 hours.
  5. Like
    LeoIvanov got a reaction from DramaSetter in Exercising   
    I can already see a birth of two new traits with these:
    Couch potato - refuses to exercise when bored.
    Gym nut - gets a happiness boost instead of boredom during exercising. 
  6. Like
    LeoIvanov reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    Follow up:
     
    IMPORTANT- There are issues that I will only specify in text below this notation since they are easily findable if you where to search for this issue in-game. Since I can't upload more than 4MB of pictures.
     
    -No lightswitch/lights at the Riverside Spiffos kitchen.
    -Entrance doors at the Charms R Us icecream shop are placed wrong.

    I made a whole bunch of marking in the gated community area in Riverside, it's really broken. Also sorry about the many pictures, I've had to make 3 comments now. But that's all I got. Thanks for your time. I hope the devs notice the errors.
     
     
     
     
     
     
     
     
     
  7. Like
    LeoIvanov reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    Follow up:
     
    IMPORTANT- There are issues that I will only specify in text below this notation since they are easily findable if you where to search for this issue in-game. Since I can't upload more than 4MB of pictures.
     
    -No lightswitch/lights at the Riverside Spiffos kitchen.
    -Entrance doors at the Charms R Us icecream shop are placed wrong.
     
     
     
     
     
     
     
     
     
    I still have more...... sorry again.
     
  8. Like
    LeoIvanov reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    I will work on giving the map design errors right now, hoping I finish today.
     
    EDIT:Ok, phew! Holy mother of error finding and editing work. It took me 6 hours (including editing) to find all errors in suburban area Riverside. (since there isn't really any errors outside of the Riverside suburbs) I literally looked into every. single. detail. on each building and looked mostly for the wrong placement of light switches/unnecesary extra lightswitches and/or symmetrical-ity of the fences in certain areas since those were the main issues. I had already mentioned before that I would do this, but I just haven't had the time until today.
     
    Even though I did find game breaking  map design errors like missing walls, visibility glitches, doors placed wrong, and no light switches in areas around homes AT ALL. (Mostly in the Riverside gated community homes) It's the first time I ever do something as big as this in terms of helping the devs out, and finding errors for Riverside was excrutiating to me. 
     
    I probably won't do something like this again but I'll see depending on how the community and devs respond to this error report. I took my time to help, and I hope it was worth it. Even though I know most of this is minor but I still think it needs some attention.
     
     Thank you for your time, below I've included all errors I found marked in the PZ Map by me and pictures I took in-game of the issues. I might have to comment more times in order to place extra pictures. (sorry about that)
     
    Sorry for the spam in advance. Blame the 4MB limit on uploading pics
     
    IMPORTANT- There are issues that I will only specify in text below this notation since they are easily findable if you where to search for this issue in-game. Since I can't upload more than 4MB of pictures.
     
    -No lightswitch/lights at the Riverside Spiffos kitchen.
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
  9. Like
    LeoIvanov got a reaction from trombonaught in RELEASED: IWBUMS Build 39.67.3   
    I'd have to re-iterate on something I've said in another post about a week or two ago, because I can't stop feeling bad about it.

    My problem with the game running "much worse than in pre-vehicles builds" seemed to be on my end, with the similar occurence being in other games which I tracked down to something being at odds with my audio drivers or the way audio plays. Regardless, only a full wipe + reinstall worked to fix the problem and I finally managed to play the game again, and this time without issues.
     
    The game actually feels faster now with vehicles than it felt before, with it still only occasionally dipping when zoomed out at max and running about in busy areas, but with a much smoother performance overall. Again, I haven't done proper test (as it was just me fiddling about with getting the game to work at all) so I can't say the thorough percentage of how much better it ran. It ran so smooth, in fact, that I didn't lazy out from downloading a few mods from workshop (onto an iwbums build!) and playing around for about 3 or 4 hours.
  10. Like
    LeoIvanov got a reaction from Jason132 in RELEASED: IWBUMS Build 39.67.3   
    I'd have to re-iterate on something I've said in another post about a week or two ago, because I can't stop feeling bad about it.

    My problem with the game running "much worse than in pre-vehicles builds" seemed to be on my end, with the similar occurence being in other games which I tracked down to something being at odds with my audio drivers or the way audio plays. Regardless, only a full wipe + reinstall worked to fix the problem and I finally managed to play the game again, and this time without issues.
     
    The game actually feels faster now with vehicles than it felt before, with it still only occasionally dipping when zoomed out at max and running about in busy areas, but with a much smoother performance overall. Again, I haven't done proper test (as it was just me fiddling about with getting the game to work at all) so I can't say the thorough percentage of how much better it ran. It ran so smooth, in fact, that I didn't lazy out from downloading a few mods from workshop (onto an iwbums build!) and playing around for about 3 or 4 hours.
  11. Like
    LeoIvanov got a reaction from Geras in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  12. pillow
    LeoIvanov got a reaction from Zomboid in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  13. Like
    LeoIvanov got a reaction from Kuren in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  14. Like
    LeoIvanov got a reaction from Jason132 in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  15. Like
    LeoIvanov got a reaction from DramaSetter in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  16. Like
    LeoIvanov got a reaction from Zorak in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  17. Like
    LeoIvanov got a reaction from DedpaUrvor in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  18. Like
    LeoIvanov got a reaction from Nebula in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  19. Like
    LeoIvanov got a reaction from halkaze in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  20. Like
    LeoIvanov got a reaction from Skooma Skeeve in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  21. Like
    LeoIvanov got a reaction from Leoquent in RELEASED: IWBUMS Build 39.67.3   
    Don't know if this has been mentioned before, but it would be nice to have some way of pushing the cars (by taking the car off the handbrake and physically pushing it I suppose?)

    There was a moment where I've finally found a working car during my playthrough, spending whole night creeping through the abandoned house to find the keys and gas for it, only to realize that I can't refill it because it has spawned right next to the wall, and there is no physical way of getting around to refill it.

    I also think it would be interesting if leaving the car with disabled handbrake could lead to some interesting scenarios where it steers off from it's parked spot and crashes somewhere you wouldn't want it to. But that's something to think about later. Pushing is primarily what I wouldn't mind seeing implemented
  22. Like
    LeoIvanov got a reaction from Keshash in RELEASED: Vehicle Test 41   
    Ah, that's interesting! I was never aware that the "game slowing down" was a bug. I gotten so used to it that playing the game without it feels scary. I'll explain.
     
    Playing the newer vehicle build has had my game freeze to 0 frames (Stuttering) for a chunk of time, after which my character would end up in a different part of the map (that is, if I held down run button/etc). Because of this I imagine I would haveten find myself running head first into a horde during stuttering, and having to maneuver my way out of being grabbed after stuttering is gone.

    Worse for vehicles, I might miss a turn and crash into a tree while the stuttering wouldn't even let me react to it. 

    With the "slowdown" bug, I could at least feel safe that the FPS lag won't cause my character's death. Now I am not so certain.
  23. Like
    LeoIvanov reacted to lemmy101 in RELEASED: Vehicle Test 41   
    Leo its had frame compensation in the game for years. You still miss the frames you always do and time has always skipped ahead during pauses only difference is there isn't a bug causing the game to slow down after the lost frames.
  24. Like
    LeoIvanov got a reaction from DicheBach in How to use the modloader   
    Wouldn't it be more user friendly if in "require" field it displays the "name=" of the mod , instead of "id="? It'd still look for "id=" in the general game folder, but it'll do that off-screen, so it doesn't scare away those who aren't really into mods yet.
     
    That would look atleast a bit more customer-friendly, instead of modder-friendly. The game is, after all, made for customers
     
    UNLESS it already works like that And I'm just a noobinator that needs some sleep and coffee.
  25. Like
    LeoIvanov got a reaction from srandiny in You know you play too much Project Zomboid When...   
    You know you play too much Zomboid when you literally stand 2 and a half hours near the oven, watching your food cook, just in case it decides to start burning.
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