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LeoIvanov

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  1. 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

     

     

     

  2. 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.
  3. 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. 
  4. 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.
     
     
     
     
     
     
     
     
     
  5. 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.
     
  6. 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.
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
  7. 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.
  8. 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.
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. Like
    LeoIvanov got a reaction from Crowborn in Colour Me, Stupid!   
    A young wizard got caught in the rain while travelling across the river on his trusty, old boat. He uses MAGIC to protect himself from it. It's super effective!
  25. Like
    LeoIvanov reacted to turbotutone in ItemZed (updated 1.1b)   
    ItemZed
    Scripts & Distribution editor.
     
     
     
    Welcome to ItemZed!
    ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found and looted on the map. Additionally, it loads texturepacks containing icons so you can change how things appear in-game.
    On top of the manual editing of data, there are options for the batch refactoring of large numbers of items and in-game objects.
    We have also added lua integration that allows the entire data set to be programmatically modified, and output to any sort of format – meaning that changes and new items can quickly and easily become part of user mods, and a part of the main game. They can also be used to created handy tables in html and wiki format.
     
    Videos
    Video I
    Video II
     
    Downloads
    Most recent version:
    ItemZed 1.3 (FULL) | ItemZed 1.3 (UPDATE)
     
    Old versions:
    ItemZed 1.2 (FULL) | ItemZed 1.2 (UPDATE)
    ItemZed Version 1.1b download.
    (if you have 1.0 installed, put this one in a seperate directory, dont update the 1.0 version)
    ItemZed Version 1.0 download.
     
    Changelog
     
    ItemZed instructions
     
     
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