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LeoIvanov

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  1. Like
    LeoIvanov reacted to NagashUD in IWBUMS: Build 34.14   
    It's maybe the wrong topic but do you plan to add more fireplace ? or maybe be able to build them (carpentry ) ? could be a great heat source for the cold winter !
  2. Like
    LeoIvanov got a reaction from Johnny Fisher in Metalworking *spoilers*   
    Likely placeholders.
  3. Like
    LeoIvanov reacted to Neutz in Mc'Donalds (Released)   
    ***Unfortunately i lost the original files to this, so unless there is a way to extract them from the mod pack this will have to remain as is***
     
    You can subscribe to it on the workshop here, https://steamcommunity.com/sharedfiles/filedetails/?id=656317317&searchtext=
     
    It works just like a map. Just activate it under mods and choose it as your map in a new game.
     
    It is located just out of westpoint, see the picture at the bottom of this post.
     
    Enjoy
    Neutz
     

     
     
     
     
    It is located here:
     

     
     
     
     
     
     
  4. Like
    LeoIvanov got a reaction from PrincessCandy in Metalworking *spoilers*   
    Some time ago this was exactly the reason indie stone were on the fence about adding a feature like this, when it was quite popularly requested in the suggestions forum..

    In my own opinion - I'm perfectly fine with it, as long as everything necessary for metal working is locked away specifically to the profession, while being able to "discover" bits and pieces from journals around the game world.

    I also had my own thoughts regarding overly complex professions and item creation, while keeping to the realism of the "average joe" argument, and this one.. Partially fits it. 
  5. Like
    LeoIvanov got a reaction from EUDOXIO in Metalworking *spoilers*   
    I guess I'll drop my two cents here regarding this:
     
    First of all: Love the implication that crafting specific stuff, like kitchen knives will require you to have two professionals at different expertises. That will bring balance and stop people from becoming gods on earth from day 2.
     
    Now: My initial idea, to make the survival in the woods AND on the high population servers viable (It is only a matter of time until the towns are fully looted) is to, essentially, be able to craft EVERYTHING you ever could scavenge from the cities, without being forced to scavenge the cities. For example: There is always this hurdle around not being able to find an axe, or saw, or nails, or sledgehammer after looking for one through 2+ towns. Well, now all you need is a high skilled forger, high skilled carpenter and a ton of scavenged materials (For the hell of it, let's say a high skilled foraging guy, to scavenge them from the woods, too.) Now you'll be able to craft your own saw, nails, axe, etc - everything you need, without the need to ever go out into the city (which can be already ransacked) and find it all yourself.

    This would finally make playing on servers with empty towns POSSIBLE, because ransacking towns wouldn't be your only option. Building communities with it's own economies would also make it more viable long-term.. But a lot of this will fall on balance. You'd have to make it so it's impossible, even as a forger taken in as profession, to forge absolutely every item necessary for your long term survival. You'd have to train for quite a bit before you're capable of crafting saws, axes, sledgehammers.. Perhaps long enough for it to be viable at around 3-4 months, given that this is all you are focused on. This means that your party of friends would have to keep bringing items for you to train on, while you start your way by foraging spoons, forks, butter knives and slowly build your XP towards better stuff.
  6. Like
    LeoIvanov got a reaction from OBAYER in Metalworking *spoilers*   
    I guess I'll drop my two cents here regarding this:
     
    First of all: Love the implication that crafting specific stuff, like kitchen knives will require you to have two professionals at different expertises. That will bring balance and stop people from becoming gods on earth from day 2.
     
    Now: My initial idea, to make the survival in the woods AND on the high population servers viable (It is only a matter of time until the towns are fully looted) is to, essentially, be able to craft EVERYTHING you ever could scavenge from the cities, without being forced to scavenge the cities. For example: There is always this hurdle around not being able to find an axe, or saw, or nails, or sledgehammer after looking for one through 2+ towns. Well, now all you need is a high skilled forger, high skilled carpenter and a ton of scavenged materials (For the hell of it, let's say a high skilled foraging guy, to scavenge them from the woods, too.) Now you'll be able to craft your own saw, nails, axe, etc - everything you need, without the need to ever go out into the city (which can be already ransacked) and find it all yourself.

    This would finally make playing on servers with empty towns POSSIBLE, because ransacking towns wouldn't be your only option. Building communities with it's own economies would also make it more viable long-term.. But a lot of this will fall on balance. You'd have to make it so it's impossible, even as a forger taken in as profession, to forge absolutely every item necessary for your long term survival. You'd have to train for quite a bit before you're capable of crafting saws, axes, sledgehammers.. Perhaps long enough for it to be viable at around 3-4 months, given that this is all you are focused on. This means that your party of friends would have to keep bringing items for you to train on, while you start your way by foraging spoons, forks, butter knives and slowly build your XP towards better stuff.
  7. Like
    LeoIvanov reacted to RobertJohnson in Metalworking *spoilers*   
    And the average joe is quite gone as we have specific profession now, such as the electrician or engineer capable of doing bombs and explosives
     
    It's not any character who'll be able to forge, you'll need to have the trait or profession, and if not, find a mighty books about blacksmith and hope it's the one that teach you what you need (there's several new recipes, you could have a book on how to forge metal knives but not how to build a stone furnace to melt metal!)
     
    Metal walls are planned yeah, like the one you see in Alexendira in TWD (in less tall version :D), fences too, metal gates are a good ideas along with the others things you suggested
     
    If you think about other suggestion go for it, I'll try to read this thread as soon as I can to gather some cool ideas
     
    Reinforce doors/windows is already possible with those metal barricade I tweeted, tho metal sheet to barricade require lot of blacksmith skills! Beginner items are more screws, nails, paperclip, spoon, fork, etc...
    High-end blacksmith could forge bullets tho... (but be carefull to gather this quite rare gunpowder!).
     
    Oh also, putting petrol in the metal drums looks like a really good idea! Gonna do that tomorrow
    Metal drum are here to act as a rain collector barrel (but a big one) and you can also do charcoal in them (with logs, it require lot of time/ressources tho), because the stone furnace need to be run on coal and not logs (to provides more heat)
  8. Like
    LeoIvanov got a reaction from Kuren in Metalworking *spoilers*   
    Some time ago this was exactly the reason indie stone were on the fence about adding a feature like this, when it was quite popularly requested in the suggestions forum..

    In my own opinion - I'm perfectly fine with it, as long as everything necessary for metal working is locked away specifically to the profession, while being able to "discover" bits and pieces from journals around the game world.

    I also had my own thoughts regarding overly complex professions and item creation, while keeping to the realism of the "average joe" argument, and this one.. Partially fits it. 
  9. Like
    LeoIvanov got a reaction from Jason132 in Metalworking *spoilers*   
    Some time ago this was exactly the reason indie stone were on the fence about adding a feature like this, when it was quite popularly requested in the suggestions forum..

    In my own opinion - I'm perfectly fine with it, as long as everything necessary for metal working is locked away specifically to the profession, while being able to "discover" bits and pieces from journals around the game world.

    I also had my own thoughts regarding overly complex professions and item creation, while keeping to the realism of the "average joe" argument, and this one.. Partially fits it. 
  10. Like
    LeoIvanov got a reaction from Necromatic_Corgi in Metalworking *spoilers*   
    Likely placeholders.
  11. Like
    LeoIvanov reacted to lemmy101 in Re-Animator Mondoid discussion thread   
    Here's a really crap phone cam video of the new animation system running in Six Months Later, with ALL 100% 3D zombies and players, on an old laptop, a 1.8Ghz Duo with an Intel HD graphic card (unnumbered) that has zero shader support (aka can't even run 3D models at all in build 33/34). The reason I had to take a cam is because i doubt it could handle me recording footage on it the laptop's so doddery. Don't complain about the framing, it took me about an hour to find a spot where it worked in the light and I could balance my phone upright.
     
    There are also a few bugs introduced by the software skin system so ignore any glitches you see.
     
     
  12. Like
    LeoIvanov reacted to lemmy101 in Re-Animator Mondoid discussion thread   
     
    well the gameplay mechanics are linked to the new anims so it won't be possible to completely play as you do now, the combat system will be built heavily around linked animations, and those animations driving the angle and movement of characters etc. It's not something that can be switched off. It'll just be a case of picking the most appropriate preexisting 2D sprite for them, which in some cases may not 100% match what's going on. We'd just not have the texture space to cover the new anims in 2D sprites. People would need like 20gig graphics card memory.
     
    As I say, we'll do our utmost to make it as awesome as possible without the anims, but the whole reason the anims are going in is to improve the game, particularly the combat which has always been lacking, and not having the anims is by definition missing out on those improvements and the primary reason we went to 3D models in the first place,
     
    The ultimate irony being, of course, we went through this 'I prefered the old pixel style' when we went from the sprites to the 2d renders of 3D models, and then the same thing again when we went from 2d renders of 3D models to the 3D models. And now again with the 3D models to the new 3D anim system. Whatever we're switching from is the 'classic zomboid style' people are worried about losing, then the next time it gets improved the former usurper becomes the new 'classic zomboid style' people are worried about losing.
     
    My guess is in six months after release everyone will stop looking with nostalgia glasses and use the new anims if their PC can deal with it.
  13. Like
    LeoIvanov reacted to lemmy101 in Re-Animator Mondoid discussion thread   
     
    Well considering the animation system being required for the NPCs the prime reason for a lack of recent progress on the NPCs, that the animation system was started about 2 years after NPCs were, and the animation system needing to be in before NPCs can be released, this pretty much means 100% that it's impossible that animation system can take as long as NPCs ;P
  14. Like
    LeoIvanov reacted to lemmy101 in Re-Animator Mondoid discussion thread   
    Yup
  15. Like
    LeoIvanov reacted to Lumbo in Mash's secret project.   
    I just wandered around a bit in single player and have to say:
    I looooooooooooove your work Mash!!! Can't wait for the public release when all multiplayer servers get this graphical overhaul.

    This level of detail adds so much immersion and the new zoom level provides a much more cinematic experience.
    My mind is kind of blown with the new dimension of possibilities this offers. As much as i hated pixelhunt in the good old adventure games, I'd love it in this game... I'm approaching 1000 hours of playtime on multiplayer servers and one thing that always bugged me was the advantage of players with a higher resolution in competitive situations. Lower resolution doesn't allow for zooming out that much so you can't see as far. But holy smokes, with this level of detail you could really FIND things when you zoom in and look close enough and so really have an advantage when you play zoomed in.
     
    Anyway, I'm looking forward to returning home to my comfortable hideout in the forest by the lake, my fishing rod over my shoulder and a bunch of mushrooms in my pockets, far away from all the grim fandango's in the city xD
  16. Like
    LeoIvanov reacted to Jab in Blender 3D Scripts   
    Experimenting with advanced rigging techniques today.
     
    Also thinking about not exporting bones that are not set to deform the mesh. Good way to control efficient bone exports.
     
    Pic:

  17. Like
    LeoIvanov reacted to Faalagorn in Secret Mission Screenshot Challenge!   
    I wasn't sure if I'm going to take part or not, but in the end I moved some things in my settlement around to make a comparison screen - which wasn't that hard actually, as there are currently two 34 branches - 34.10 from the nutritiontest and 34.11 from IWBUMS, so the saves are interchangeable .
     
    Generally wanted to capture some of the recently added features along with the old ones, so we have a visible log wall (I'm a crap carpenter), beginning farming (I'm a crap farmer), along with radios, moved furniture and moved corpse (which also symbolizes the fact that the blood is wipeable in Build 34!). I wanted to drop my duffle bag too, but ultimately forgot about it :/. Unfortunately, radio couldn't *bzzt* as the text in 34.10 is off the place .
     
    While we're at it, I made a nice little comparison using one of the free tools to do so, so you can compare them nicely - just press F11 if you are on 1920x1080 resolution, or zoom out if you are on lower (or zoom in on higher, if you don't mind pixelose :P).
     
    Since 34.11 adds a whole new zoom level (I actually haven't realized that it goes that in the most recent build, that's because it's still looking great :P), I made two comparison - one with the furthest zoom possible in pre 34.11 and then the max zoom in 34.11 compared to cropped (and even more pixelish!). The 34.10 image is also stretched by your browser by width and height parameters, so if it's wrong, try looking from a different one (I used Google Chrome)
     
    https://dl.dropboxusercontent.com/u/8242751/za.html
    https://dl.dropboxusercontent.com/u/8242751/zb.html
     
    However (that was also a reason why I was puzzled to take place or not), In a rare case I would be eligible for one, I don't really need the Witcher 3 GOG key . While I like Witcher and eventually want to get it anyway, I want to get it on Steam which will give me my GOG key ultimately anyway - and I'll grab it at the time it'll be heavily discounted anyway ;). I also have to beat Witcher 1 and 2 first! I could have course get the key and sell it or give it to someone else (or trade for another Project Zomboid copy for my fiancee to play together :P), but that would feel wrong, and unethical, beside I'd want someone else to have it!
     
    Either way, I'm attaching the screens below anyway
     


  18. Like
    LeoIvanov reacted to Blasted_Taco in Secret Mission Screenshot Challenge!   
    Spot the differences.
     
     
    And spot the guy who wanted to rave too.
     
    I need more ideas.
  19. Like
    LeoIvanov reacted to Jab in Blender 3D Scripts   
    Thanks to Wolfeclaw, I now have a reference model that is entirely custom to reference when working on exporting custom models for Project Zomboid.
     
    I'm working on a rig that mimicks the name formatting of the Bipedal rig used for Bob and Kate.
     
    Pic:

  20. Like
    LeoIvanov reacted to Batsphinx in IWBUMS: Build 34.12   
    I need to get comparison shots of old and new for Mondoid, but I have a stinking cold and am mostly lying in bed feeling sorry for myself.
     
    I thought I'd open it up to the forum, with the chance of winning a spare key for The Witcher 3 that I have handy for the best old vs new comparison shot that I use at the very top of the Mondoid?
     
    Sound like fun? We'd need something like this... but less amateur / obviously done by me who is rubbish.
     
    EDIT: Official thread here: 
     


  21. Like
    LeoIvanov reacted to Svarog in Secret Mission Screenshot Challenge!   
    Project Zomboid 0.1.5d

    Project Zomboid - Build 33

    Project Zomboid - Build 34 - Mash's Secret Project
  22. Like
    LeoIvanov reacted to Blasted_Taco in Bring back penis ham!   
    I cant belive that it took me like 2 minutes of starting at the ham so it could become the penis ham.
    Seriously who was the guy who looks at 3 slices of hams and goes: "Yup, that's totally a dick"
     
    Wish i could imagine like that
  23. Like
    LeoIvanov reacted to lemmy101 in Replace A* with a simpler and more zombie-like algorithm   
    I get your frustration, but we've had this discussion with people numerous (read a ton of) times and it never occurs to anyone why we chose a complicated pathfinding algorithm for brainless zombies in the first place when a more realistic zombie behaviour would take about 1/10th the time to code. (note this is a custom engine - we had to MAKE A* pathfinding support from scratch in the engine)
    Quite simply we've tried non A*  and more naturally TWD looking 'walk straight at things', we've tried lowing the range zombies are capable of pathfinding and all manner of other things,  and guess what:  We'd be currently sitting at 30% on the Steam Store Page and called that awful broken easy game with broken zombies that never ever chase you.
    Thus, again, the Zombie AI pathfinding is the way it is after 4-5 years of development because every other way its ever been tried has resulted in a completely broken game with no threat. It turns out that if you portray zombies completely 100% without any pathfinding skills they are not plausible enemies. Zombies thumping on doors is a quintisential zombie / zomboid thing, but how does a zombie zero in on a door over a wall in the first place if they don't pathfind through that door? There must be some residual concept of a door or they would just walk toward the wall and start thumping that. A wall with a shut door along it would be more or less completely zombie proof as the chance of a zombie walking to the door without stimuli would be practically zero.
    Thus we allowed the residual obstacle avoidance instincts in the brain still to function in our canon. 
    I'm sure we'll experiment in future at ways of improving this and you're welcome to try yourself in a mod but the truth is even if we lower the pathfinding range a tad, or in cases where the pathfinding bugs out, it stops a zombie from pathfinding from outside a building through a door, through the interior and up a flight of stairs, which is the only possible way being seen through a window upstairs could ever result in those zombies being a threat, it can result in complete zombie inability to get to the player in situations you'd expect TWD/Romero zombies to pile through a door en mass. 
     
    The player would be 100% safe upstairs in every building in the game, even with 50 zombies right outside. Even moreso, its probably just being inside a building would be enough to render you completely safe.
    This stacked up against the issues you've posted is no contest at all. Gameplay > Realism unless Gameplay = Realsm.
  24. Like
    LeoIvanov reacted to Jela331 in Bring back penis ham!   
    Penis ham was a majestic item brought to the world of Project Zomboid. I was deeply shocked when I saw the latest blog update saying that they overhauled it. That's why I made this petition and I'd appreciate your support. Let's bring back penis ham!

    https://www.change.org/p/the-indie-stone-keep-the-penis-ham
  25. Like
    LeoIvanov reacted to Keepbro in New Forums Layout   
    Where the hell is Clyde?
     
    Don't make me write another poem!
     
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