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LeoIvanov

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  1. Like
    LeoIvanov reacted to fluffe9911 in Ability to find Wall Paper?   
    Since we cant tear down and pick up a wall (at least atm) Why not add the ability to tear down/find wall papers which you can use to put on walls to decorate your house with?
  2. Like
    LeoIvanov reacted to RobertJohnson in RELEASED: Build 33   
    Yeah, I did a total new algo for the rain anyway, with fmod studio, it'll be better in next version
  3. Like
    LeoIvanov reacted to Kirrus in Mash's secret project.   
    Err... afaik, snow on-the-ground is already in the game
  4. Like
    LeoIvanov got a reaction from Body Builder in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    Now The walking dead prison is officially working as a mod, meaning you don't have to replace original files anymore. Big thanks to EasyPickins and Body Builder for their help in making this new version come true.
     
    Main post updated with download link.
     
    Download v.3.3 here (for the lazy ones)
     
    Also updated the readme file with both English and Russian instructions on how to install or find the prison within the archive. Enjoy!
  5. Like
    LeoIvanov reacted to Marya Clare Predko Brown in TileZed Paint.net Palette   
    I was looking at Thuztors Mapping Guide on this forum and noticed in the pdf provided that he included 2 tables for color reference. He mentioned using paint.net and I thought to make things easier I would make a nice color palette that would consist of TileZed appropriate colors.
     

     
    Table in Zip:
     

     
    The zip includes both a palette file and a word document with a table to be used for reference as well as explain what each color is for. You can also check out the mapping guide I linked to above which I strongly suggest as it includes a lot of good tips on how to make a custom map.
     
    To access the palette in Paint.net, open paint.net, than look at color window on the top of the palette there will be two icons the icon on the right is of a folder with a color wheel inside it. If you hover over the icon it will say "manage color palettes." Click on the down arrow beside the color palette manager icon and select the option that opens the palette folder. In the folder, drag and drop the "TileZed.txt" file into it. Close the open folder menu and click the down arrow beside the palette manager again, an option for a "TileZed" palette should available:)
     
    TileZed paint.net palette/Table Guide: color reference.zip
  6. Like
    LeoIvanov reacted to Batsphinx in The new radio Is... (spoiler, read at your own risks)   
    I'm so glad you guys like this btw, despite the speedy-text. I was totally shitting it.
  7. Like
    LeoIvanov reacted to Batsphinx in The new radio Is... (spoiler, read at your own risks)   
    We had a problem in testing when people playing on 60fps would get it running way too quick - I *think* Turbo fixed it but I'll get him to double-check.
    Otherwise yeah we can deffo slow it down. I wonder if maybe a slider in the options would help too - as maybe non-native English speakers would currently need extra time to translate it in their heads.
  8. Like
    LeoIvanov reacted to Ontogenesis in Dealing with depression and moodswings   
    So I realised I never actually wrote something for this - sorry for that, been very busy recently. Short essay incoming.
     
    What ulfstein talks about is very interesting. The biggest predictor of a relapse of depression is in fact the number of times you been depressed before - the more times you have the higher the chance it will happen again. One attempt at explaining this is a concept called 'cognitive reactivity'. Essentially what this means is that you build an association between negative thinking patterns/behaviour and feeling low, such that even transient or mild low mood can activate the same thinking patterns you have when depressed (if you want to read more, google 'Teasdale differential activation hypothesis'). In this way depression comes back much easier. One way we might teach relapse prevention to people is to change your relationship to your thoughts (also called meta-cognition, or your thoughts about your thoughts) and to not accept their meaning straight off the bat or get caught up in them. Cognitive Behavioural Therapy (CBT) does this implicitly by decentring you from your thoughts, but other approaches such as mindfulness does this explicitly. What's interesting is that ulfstein sounds like he is doing a lot of that; not getting fighting or ruminating on his thoughts, or making judgement of what comes into his mind. In this way thoughts pass without getting stuck there. A bad day stays as a bad day without necessarily building the momentum into full blown depression.
     
    Every experience of depression is unique. As a psychologist I believe there is never not a reason to be depressed. The basics questions I ask and formulate is: why them and why now? I tend to lean towards different ways of understanding it depending on the person and what they bring. For example, someone older with recurrent depression over many years I might want to explore their life story/explanations/theories and see how they view themselves, and perhaps lean towards a narrative therapy approach with mindfulness based relapse prevention. This is because it is less likely that there is life event that has triggered their depression, as explained above, and so examining someone's current life in detail for a clue to the 'trigger' of depression might be less fruitful. Likewise, they might have a clear stressor in their life causing it, such problems at work. Again though, this might be complicated because they might have inadvertently caused it. Best example of that is that someone who tells me they have been bullied in the last 6 jobs they have... the probability they are running into bullies so consistently is very low, so it is more likely they have problematic interactional patterns.
     
    Though I digress. Every person's depression is unique - in terms of the causes, experiences (e.g. symptoms) and meaning. One person's depression means they are a failure, or worthless, or unloveable, or that they are not good enough and so on. However, there is much variation in the 'depth' you need to help yourself. The basic way you can understand depression is what is called a maintenance cycle in CBT. This looks at the things that maintain a depressive state in the current moment and tackles these first. One analogy for this is that if you see a man hanging off a cliff, you help him up first before asking how he got there. This can include rumination (the constantly going over of memories or problems with no end - it's like the mind is trying to problem solve but there are no solutions), which is both unhelpful (as it achieves absolutely nothing, not to be mistaken with actual problem solving) and has a strong negative impact on mood. It might include activity levels - i.e. how much you are 'doing' during the day and impact on mood. Depression leads to inactivity, and inactivity leads to more depression (the so called negative spiral). In addition, some activities might make you feel worse (most common: watching TV, because it feels pointless and people usually ruminate during), and some might be missing (most common: socialising, because they say they won't enjoy it anyway). What you decide to do moment-to-moment affects how you feel, and turning this into micro choices can be a very powerful tool. Avoidance (including emotional, situational, and cognitive) is the big thing in both depression and anxiety - often it causes more problems due to the lack of facing other ones. Sitting down and planning problem solving is useful here. Another CBT approach would be start to analyse your thoughts and behaviours and understand their impact on you. You might then do some basic thought challenging to better react and handle situations, this involves examining the truthfulness of both the contents of your thoughts and the conclusions from them. Drugs and alcohol almost always have a negative impact, especially as they act as emotional avoidance, as well as disrupting sleep and causing hangovers. I might also look at some other factors such as sleep (where sleep hygiene would be useful) and diet (not eating and eating the wrong things will make you feel worse).
     
    After this you might want to examine further in your history to see where these negative beliefs about yourself, others and the world. I say afterwards because this can resemble rumination ('why me?') if done poorly, which is why therapy can be helpful. Sometimes they can be linked to childhood, such as parental expectations (e.g. getting depressed having a set back at work - when you had it taught to you that you were only worthwhile if you were succeeding). You might then want to think about seeing if you want to believe something different in your life.
     
    Sometimes depression goes away by itself (called spontaneous remission), other times you can tackle the cause yourself either by removing the problem or using self-help, another option is therapy. The type of therapy will vary depending on the formulation of your depression, though the big recommended first line of treatment is CBT (protocol driven CBT is often offered first... though I am not a particular fan of this). The list is endless, but might include mindfulness based therapies (I'd argue are better for relapse prevention), dynamic interpersonal therapy (if you think interpersonal patterns are a key part and are prepared to explore this), cognitive analytical therapy (another good interpersonal one - especially for the times when interact in a way which doesn't feel like yourself or is how you were once treated), acceptance and commitment therapy (probably better when you also experience significant anxiety as well), behavioural activation (now a part of CBT but also an approach in of itself, recommended for severe depression), psychodynamic psychotherapy (long term therapy, better for long term problems or if goal directed therapy is too intense) etc.
     
    Generally for anything, you need to notice and understand before knowing what to change (i.e. formulate). Doing this will help you pick the most effective thing, as what works for others may not work for you because it might not be related to the depression you get. It's like saying you want to get fit and then get bombed with advice; the best thing is someone to make a bespoke program with you depending on your strengths, weaknesses, current knowledge and experience. You might even have a very particular idea of what 'fit' means compared to others. Your goals for change will be your own. 
     
    Like I said before, if you have any specific you wanted to ask I am happy to attempt to answer, thought I cannot guarantee I know. I hope something in the above wall of text is helpful.
  9. Like
    LeoIvanov got a reaction from CaptKaspar in About Zombie Respawning   
    If there was no "respawning", players would be able to fully clear out entire neighborhoods and never be bothered by hordes again. Then they will reach the inevitable "I've played this build for so long, I've seen everything." state. Then they will get their shotguns and, because they're bored, they will start doing raids into the town, and if the game's lucky, some crawler will eventually get the player by their ankle during their mindless, over-confident zombie slaughter. Then people will complaint that the game is too easy and that the only way they "die" in it is by pure boredom.
     
    Am I the only one having a weird sense of deja-vu right now?
  10. Like
    LeoIvanov got a reaction from Kajin in About Zombie Respawning   
    If there was no "respawning", players would be able to fully clear out entire neighborhoods and never be bothered by hordes again. Then they will reach the inevitable "I've played this build for so long, I've seen everything." state. Then they will get their shotguns and, because they're bored, they will start doing raids into the town, and if the game's lucky, some crawler will eventually get the player by their ankle during their mindless, over-confident zombie slaughter. Then people will complaint that the game is too easy and that the only way they "die" in it is by pure boredom.
     
    Am I the only one having a weird sense of deja-vu right now?
  11. Like
    LeoIvanov reacted to nasKo in Mash's secret project.   
    It's so interesting to see speculations unfold
  12. Like
    LeoIvanov got a reaction from squishward_tennisballs in Mash's secret project.   
    It might just be dragons, but what do I know.
  13. Like
    LeoIvanov got a reaction from Blasted_Taco in About Zombie Respawning   
    If there was no "respawning", players would be able to fully clear out entire neighborhoods and never be bothered by hordes again. Then they will reach the inevitable "I've played this build for so long, I've seen everything." state. Then they will get their shotguns and, because they're bored, they will start doing raids into the town, and if the game's lucky, some crawler will eventually get the player by their ankle during their mindless, over-confident zombie slaughter. Then people will complaint that the game is too easy and that the only way they "die" in it is by pure boredom.
     
    Am I the only one having a weird sense of deja-vu right now?
  14. Like
    LeoIvanov reacted to lemmy101 in RELEASED: Build 33   
    I don't really see why that sandbox option is there to be honest.
  15. Like
    LeoIvanov got a reaction from Geras in About Zombie Respawning   
    If there was no "respawning", players would be able to fully clear out entire neighborhoods and never be bothered by hordes again. Then they will reach the inevitable "I've played this build for so long, I've seen everything." state. Then they will get their shotguns and, because they're bored, they will start doing raids into the town, and if the game's lucky, some crawler will eventually get the player by their ankle during their mindless, over-confident zombie slaughter. Then people will complaint that the game is too easy and that the only way they "die" in it is by pure boredom.
     
    Am I the only one having a weird sense of deja-vu right now?
  16. Like
    LeoIvanov reacted to MashPotato in Mash's secret project.   
    I'm communicating the secret through this mysterious dance:
     
                     
  17. Like
    LeoIvanov got a reaction from Josko in Mash's secret project.   
    It might just be dragons, but what do I know.
  18. Like
    LeoIvanov got a reaction from ethanwdp in Mash's secret project.   
    It might just be dragons, but what do I know.
  19. Like
    LeoIvanov got a reaction from mads232 in Mash's secret project.   
    It might just be dragons, but what do I know.
  20. Like
    LeoIvanov reacted to EnigmaGrey in RELEASED: Build 33   
    Zombies just want to hear your heart beat.
  21. Like
    LeoIvanov reacted to lemmy101 in RELEASED: Build 33   
    "Something is  surely up with zed behaviour."
     
    This will be written on our tombstones and has been said about 10000 times over the length of PZ dev about about 100 builds, how the previous build was fine but the current one 'sends zombies to the player'. Despite the dev team and moderators repeatedly saying NO code exists to do this, has every existed like this, will ever exist like this, and it is completely counter to the point of the game, and whatever happened will have had an explanation routed in the game mechanics. Most likely a sound.
     
    Come build 34 it'll be someone else's turn to say how build 34 broke build 33's perfect zombies, just as build 33 has broken build 32's and build 32's broke build 31's.
     
    It's really really hard to know how else to phrase this.
  22. Like
    LeoIvanov reacted to Kirrus in RELEASED: Build 33   
    *hugs lemmy, gives him anti-zombie spray* .. I miss playing board games with you guys
  23. Like
    LeoIvanov reacted to RobertJohnson in RELEASED: Build 33   
    33.7 is out!
     
    Fixed mushroom/berries can't be add in the recipes via right click No-sound fix. Share OpenGL shader objects instead of creating one per model. Reuse WorldSoundEmitters and IsoWorld's SoundEmitters. Fixed random-building code sometimes putting bodies outside rooms. Fixed exception right-clicking on a burning campfire. Ambient bird sounds start near dawn and end near dusk. Fixed recipes that produce multiple food items not calculating hunger reduction correctly. Fixed amount of rotten food added to a recipe at cooking levels 8 and 10. Fixed hunger being reduced to zero after eating any amount of food reduced hunger below 20% Fixed greyscale w/ alpha PNGs not loading. Fixed inventory window minimum width being too wide on dual-screen displays. Fixed passive skills displaying "level up" buttons. Fade out main-menu music when starting a game. Updated Linux FMOD binaries. Updated FMOD version. Sound tweaks. Added PZServerSettings .class files, removed exe again. Fixed zombies spawning in random barricaded bathrooms Re-added mastered musics Fixed pain + drunkenness not getting reset to zero for god-mode admins. Fixed zombie creation in random safehouse when spawning is disabled. Fixed water tiles making water-drip sound. Fixed harmless Steam-related errors after soft-reset completes. Fixed fridge sound when power goes on or off. Fixed server crash when tv/radios destroyed by fire. Fixed helicopter started day 1 Fixed burglar alarm Fixed randomized building sometimes throwing alarm
  24. Like
    LeoIvanov got a reaction from TheCautiousOne in Louisiana, Ky (Steam Workship V1)   
    "World origin" is how far away from 0;0 (coordinates) your map is. For example, if you put your world origin as 25;25, then your top-left most cell will be 25;25, and the cell to the right of it will be 26;25, then 27;25, while the cell to the bottom of "world origin" will be 25;26, etc.

    If you want to integrate the map into the actual Muldraugh map, you will want to put the available "Muldraugh" map (provided with map tools) and make it's world origin a 25,25. The coordinates that you end up with are actual in-game coordinates. Then you just look at where on that map you want to place yours. Find the area most suitable for your "top-left most" cell, and make a world origin exactly the same name as that one.
     
    Alternatively (I think it's a lot easier), you can go to http://pzmap.crash-override.net/ , click on "Map Coordinates" (bottom left) and just check which cell you want your top-left cell to start from, and input that cell as world origin.
     
    For example: If you want your town's top left most cell to start in this area, input 35,37 as your world origin.
  25. Like
    LeoIvanov got a reaction from Atoxwarrior in Louisiana, Ky (Steam Workship V1)   
    "World origin" is how far away from 0;0 (coordinates) your map is. For example, if you put your world origin as 25;25, then your top-left most cell will be 25;25, and the cell to the right of it will be 26;25, then 27;25, while the cell to the bottom of "world origin" will be 25;26, etc.

    If you want to integrate the map into the actual Muldraugh map, you will want to put the available "Muldraugh" map (provided with map tools) and make it's world origin a 25,25. The coordinates that you end up with are actual in-game coordinates. Then you just look at where on that map you want to place yours. Find the area most suitable for your "top-left most" cell, and make a world origin exactly the same name as that one.
     
    Alternatively (I think it's a lot easier), you can go to http://pzmap.crash-override.net/ , click on "Map Coordinates" (bottom left) and just check which cell you want your top-left cell to start from, and input that cell as world origin.
     
    For example: If you want your town's top left most cell to start in this area, input 35,37 as your world origin.
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