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LeoIvanov

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  1. Like
    LeoIvanov reacted to ethanwdp in PZ players might dislike this...   
    What about ladders?
    They'd have durability based on the material and your carpentry skill, and would require constant maintenance if you walk up them with tons of weight 24/7, but would be much more balanced and realistic than a sheet rope.
    Destroying stairs is a completely viable option in real life, it's the sheet ropes and floating fortresses that're the problem.
  2. Like
    LeoIvanov reacted to TheCautiousOne in Louisiana, Ky (Steam Workship V1)   
    Trying to integrate the water in Lafayette... What do you think?
     

     
    TCO
  3. Like
    LeoIvanov reacted to TheCautiousOne in Louisiana, Ky (Steam Workship V1)   
    Mapped a little park place in here.
     

     
    TCO
  4. Like
    LeoIvanov reacted to TheCautiousOne in Louisiana, Ky (Steam Workship V1)   
    A little more of Maurice. Dropped a couple more building in there and tried to integrate it for the most part.
     

     
     
    TCO
  5. Like
    LeoIvanov reacted to Benson in Winter Ideas   
    Hey its Benson,

    wanted to share some ideas about making the winter in PZ more cooler.
     
    Ice:
    - the water in all sinks, toilets should be able to freeze and no more be able to be exploited in this condition
    - the small seas should be able to freeze. no more fishing possible, but you can walk on them
    - the river is always free of ice

    Snow:
    - player should be able to catch huge amounts of snow, and to liquify it (tainted water)
    - you can draw arrows in the snow, for  "orientation" (until it snows again...)
    - maybe visible footsteps/tiretracks?

    Health:
    - player should be able to die from cold
    - cold wind has bitten my flowers
    - catching a cold from cold
  6. Like
    LeoIvanov reacted to Dryke in Share your safehouse!   
    Two ways I used the crates:
     
    As Walls - I build a normal wall, and then a stack of 3 crates in front of it.  A zombie trying to travel through a tile first has to break all three crates and then the wall to get through.  Think of it as a 4x wall but only taking up one tile.  If I could double side the stack with walls I would - (wall)(3crates)(wall) - but it will normally only let you build a wall on one side of the stack.  I choose to build the wall on the inside of the stack so that the zombies hit the crates first.
     
    As a crate pattern - zombies LIKE to beat on destructible items.  A destructible item is anything a player builds as well as the 'native' doors and windows.  A horde of zombies approaching my defenses will break up as it tries to pass through the crate pattern and 99.9% of the time they will stop to beat on those crates instead of making it to the wall.  This gives me time to kill them before they hit the actual wall.  It's also useful if I am being chased; I run through the pattern and lose all the zombies chasing me.  I've found that it's best if the lines of crates are offset as you approach in the direction of the wall; sometimes the zombies will travel freely if they can move in a straight line without bumping into a crate, but if they are offset so that the zombie has to path around them, they almost always stop at the crate to attack it.
  7. Like
    LeoIvanov reacted to ditoseadio in The translation bug thread   
    Lots of stuff that cannot be translated...  (UPDATED)
     
      
     
      
     
     
      
     
      
     
      
     
    and obviously...
     

     
    All text regarding radios, tv's...
     
     
     
     
    Please fix this.
     
    DisplayName_Toys-R-Mine_Walkie_Talkie = "",
     
    Please change "-" into "_" because translation is not possible
    It was the same with "anti-depressants".
  8. Like
    LeoIvanov reacted to Dr_Cox1911 in Coxis Reload-Sync   
    Greetings all!
     
    I modded this thing in a couple of minutes and thought it might be useful for other people as well.
    I coded it mainly for my own purpose and want to run this mod once the Workshop works fully.
     
    Coxis Reload-Sync is only working in MP and still has some bugs, use at your own risk!
     
    This mod supports TinyAVC!
     
     
     
    What does Coxis Reload-Sync do?
    Well, the name pretty much sums it up. With this mod you (=Serveradmin) can choose a reloaddifficulty and automatically sync it to your clients. The clients aren´t able to change the setting while the mod is loaded.
     
    How do I (=Serveradmin) choose the difficulty?
    Within the mod folder you find a "reloadsettings.ini" which should be pretty self-explanatory. Here is a quick example:
     
    If I wanted to set the difficulty to medium my "reloadsettings.ini" would look like this:
    [SETTINGS] ;Choose the desired difficulty here: ;1 = Easy ;2 = Medium ;3 = Hard difficulty=2
     
    Sourcecode: Github
    Steam Workshop
  9. Like
    LeoIvanov reacted to Svarog in Force reload difficulty servside.   
    What? This STILL isn't enforced by the server? I'm actually playing with a self inflicted disablity!?
    This isn't really a suggestion as much as it's something that really HAS TO be a server-side thing in MP.
  10. Like
    LeoIvanov reacted to Mike280 in RELEASED: Build 33   
    OMG, loving the new update!  
     
    Started a new game:
    Looked around, all the window curtains were already closed (awesome!).  Picked up a radio ("hmm, never seen one of these before, what's it do?"), turned it on.  *Zombie crashes through window*.  Ran around like crazy trying to find a weapon.  Found a baseball bat (Hooray for sports that I dont play!).  Bashed in the head the zombie.   10/10, would turn on the radio again.
     
    Wandered around a bit and found another house.  Went in, and looked around.  Empty, *phew*, started going through the stuff in the house like Link in a pottery store.  Went to the kitchen for food, ate a dozen donuts in one sitting.  Opened up a drawer, SCORE, the guy that lived here was some kind of electrical engineer or something!  Grabed a backpack and took all the timers, remotes, electrical scrap and sensors.  10/10, would be a kleptomaniac again.
     
    Found another house ("What's this, boarded up? hmmm, oh well, I'll just go in").  I started to unbarricade the front door and at least 20 zombies leap out of the second floor window DIRECTLY ABOVE ME (I didn't have time to count, could have been more or less).  I push away a few as I try to scramble back in terror.  The house was apparently infested with them, and the barricades only seems to corral them in there after they took out whoever was in there.  It took me 20 minutes to thin out their numbers, and it seemed like they would never stop coming out of the house (or dropping down on me from above).   In the end, the house was pretty well stocked with food but the paydirt was the shotgun and 5 boxes of ammo (Poor guy, never got a chance to use it, the zeds got him while he was on the toilet....what a way to go).  15/10, would get ambused by 20 zombies falling on me from above again.
  11. Like
    LeoIvanov reacted to Batsphinx in RELEASED: Build 33   
    And a quick shout out to the AMAZING Moose65 who has PM-ed me countless grammar corrections and dialect tips which have now been fixed in the spreadsheet for an upcoming build
  12. Like
    LeoIvanov reacted to Svarog in do you guys think survival is too hard?   
    Survival is meant to be hard, every time someone survives for too long in survival the devs make it harder.

    By the time PZ is 1.0 when you start survival you'll just spawn dead.
  13. Like
    LeoIvanov reacted to RobertJohnson in RELEASED: Build 33   
    Post on our bug tracker every bug you find guys, it's way more easier for us to.. Track them?
  14. Like
    LeoIvanov reacted to ethanwdp in Real Radios   
    Seems to be possible with Lua modding.
    Event catcher + music playing would only require like one three lines long function, tops.
     
    I could also add custom music input (player can put music into folders and the mod will play them) and lyric support.
     
    Shouldn't require too much work, I'll see what I can do once I finish the Fast Travel mod.
  15. Like
    LeoIvanov reacted to Firechaser in South Muldraugh   
    Welcome to South Muldraugh!
     

     
     
     
    This little Town is located to the south of Muldraugh (obviously  ) direktly on the Route 31. This town is home to a once great Factory and the US Military.
    The map has an urban center which is crawling with Zeds but oviously has a high reward for those who manage to get there and back savely. 
     
    Points of interest are:
     
    Big Factory to the South  Farmhouse direkt by the creek Military Base to the East Serveraly isolated locations for you to set up base And of course a once busy city center Since there ist no map overlay yet you will have to find the POI yourself 
     
     
    Credit goes to:
     
    This map project uses some buildings from the Forum so I have got to give credit to the amazing people who upload their buildings.
     
    Jela331 for the amazing buildings from Rebuild Sieben for the cool Military style buildings Veged - Arma 2 Firestation cmseter BeastlyBean I may have forgotten someone   
    A couple of buildings are my own. I will upload them to buildings section for everyone to get their hands on. 
     
     
    Download Link:
     
    https://www.dropbox.com/s/60ect56clze21to/South%20Muldraugh.rar?dl=0
     
    I will also be uploading to the workshop. But I find the forum should be a always have a link as well. 
     
    Installation:
     
    Place "South Mauldraugh" Folder inside C:\Users\"Enter Username Here"\Zomboid\mods\ and enable in game!
     
    (Easier to just download over Steam)
     
    I will also be uploading to the workshop. But I find the forum should be a always have a link as well. 
     
    Disclaimer:
     
    If you are interesed in playing this map give it a download and give me some feedback. Its still a working project so there might be a few bugs here and there  . Post bugs here or on the workshop,
  16. Like
    LeoIvanov reacted to Batsphinx in RELEASED: Build 33   
    It's almost like the TV isn't telling the truth!
  17. Like
    LeoIvanov reacted to Jela331 in RELEASED: Build 33   
    Great. Now my map isn't anything special.
  18. Like
    LeoIvanov reacted to Kirrus in The Silver Lining of NPC Delays Etc   
    To be clear, EngimaGrey is Head of Project Zomboid's Support team because he knows the game inside out, far better than most. He's also a full moderator of the forums, and so may speak with either/both hats on.
     
    I personally wrote the warning about disagreements and attacking. The moderators are watching this thread very closely. Please remember to be lovely to others, even when you don't agree with something they've done.
  19. Like
    LeoIvanov reacted to Rathlord in The Silver Lining of NPC Delays Etc   
    Tulpa. As mentioned before, we don't ban people for criticizing the game. You can see plenty of examples (have a gander at this thread: https://steamcommunity.com/app/108600/discussions/0/520518053449950851/ ) of people criticizing the game- harshly, even- but we don't ban or even threaten to ban them for that.
     
    Nor was Enigma threatening you in any way.
     
    I, on the other hand, am threatening to ban you (just so we're clear). If you continue throwing personal attacks at people and posting vitriol about the devs and the community, you will be removed from our community. I have no problem with you criticizing the game or even the staff. But you can do that without name calling, harassment, and straight up lies. This isn't you being oppressed or cyber-bullied. This is me telling you that if you don't obey the rules of the forum, you will be banned as per the rules of the forum.
     
    And, just to clear things up for you, banning people who are assholes from our community isn't cyberbullying. It's banning assholes from our community. https://xkcd.com/1357/
     
    People here are willing to have a conversation about the points you're making, if you can keep your scathingly hateful attitude in check. I'd be more than willing to address your points about single player vs. multiplayer and the others. If you'd like to have that conversation, feel free to come back and make another post with all of the hate removed. If all you're here for is to attack TIS or try to throw things in our faces, enjoy your last post. If you reply with another tirade of anger, you're going to be gone.
  20. Like
    LeoIvanov reacted to EnigmaGrey in The Silver Lining of NPC Delays Etc   
    Anything that is added to single player is added to multipalyer; there's no neat division between server and client in PZ; it was programmed as a single player game and still operates as one.
     
    The same modder whom wrote the erosion mod, yet you disparage for his work on television/radio, whom now is a developer on Project Zomboid, after proving himself?
    Just as RobertJohnson was hired for his farming work. They've both proven themselves to be capable of creating complex systems, with harsh restrictions on available information at the time.
     
    A better way to put it might be "I feel like more gaming companies should hire talented and dedicated modders for developer roles, more often."
     
    Yet that's not what happened with Project Zomboid. You discredit TurboToTone's, Mash's, Romain's, and several other developer's own work expanding and integrating the erosion mod by being so flippant.
     
    Should it not? Why should its appearance or core systems drastically change from whatever indefinite period you deem worthy of measuring time?
    The core of the game is already here, baring some tweaking, balancing, and expansion of content (if we ignore the two remaining features on the developer's checklist: cars and NPCs).
    Expecting dramatic upheaval at this point is your own personal folly.
     
    I doubt you bought the game expecting it to be a different game later on.
     
    I'd recommend investigating other indie projects funded in a similar manner. You'll find they're rarely fast, and are often multi-year projects (sometimes even multidecade).
    Multiplayer has been planned from the beginning, and was only added after it was found to be a much simpler act than earlier thought in the project. So much so that, if you know about programming, you'd probably be unhappy to learn that PZ's multiplayer focus is really just bolting a simple server to a single player game, baring some enhancements for management of that server.
    If there was a focus on MP, I doubt there'd be updates at all, similar to the final year(s) of MineCraft's attempts to re-integrate Survival with their client/server paradigm.
    Instead, TIS has gone out of their way to hire a separate company (General Arcade) to add Steam integration of both MP and Workshop, as well as to make the multiplayer process simpler.
    An absence of visible progress on your most-desired features does not mean something else is in "focus."
     
    You might even say zombies aren't the true threat in a zombie apocalypse; that they're effectively a personified natural disaster. It's an old trope, present even Romero's eerier work.
    Feel free to disable NPCs in sandbox if they may bother you so much, or make zombies redundant.
     
    If you really do feel that the direction of the game is going to an area that you do not like; that the developers have mistreated you by choosing to avoid confrontation in certain areas, please, feel free to "quit." These things happen, we understand. It's not you, it's us. Life is fluid and development projects themselves are living things.
    If you actively be "unlovely" on the forum (e.g. openly attack, lie, and be rude or abusive in your criticism, you may be banned. You'll find our policies much more lenient than most, yet I suspect you may fear you've been a bit too, uh, short in some places and are trying to stave off possible punitive action.
    Might want to reflect on your post, if that's the case.
     
    Buying a game doesn't warrant people making demands, trying to impose their own timelines, and being outright aggressive, abusive, and rude towards the content creators, either. This is our community, and we want it to be exactly that: a collective of people sharng a common interest in experiecing the development of a game, not a stage for people to yell at one another or hurl insults.
     
    Criticism and complaints are fine, but at this point I have a hard time believing anyone whom has been part of toxic forums and groups wants TIS to become one itself. There is a line.
    We all get it: You bought a game, your assumptions proved faulty, either aren't or don't feel fully informed, you're upset, and you want it now. Great, everyone does -- including the people who's livelihood and future depend on delivering a good game, despite your anger, frustration, doubts, and feeling of disconnect.
     
    If that means some of us choose to opt out of situations that depress, frusturate, or distract us in order to reach that same goal, then, well, that's just the way it is. No amount of condensation or appeals to "man up" will change that.
  21. Like
    LeoIvanov reacted to Reef_Vex in The Silver Lining of NPC Delays Etc   
    I Just Got The Game Last Week And By Far My Favorite Game On Steam 
     
    Hang In There
    Take Your Time
    Keep Making The Game Great 
    Stay Awesome
     
     
     
     

  22. Like
    LeoIvanov got a reaction from Joshnpk in The new Zombie System lacks dynamic.   
    To be perfectly fair, in Ecky's earlier videos he had done a great deal of effort to move a huge number of zombies away from his base by firing a shotgun repeatedly and moving away to the south-east towards the middle of the city, hence why there's a huge gap between the nearly empty surrounding area of the base, and actual city (where he lured all the zombies away into)..
     
    I see your point though - I would really love an expanded, dynamic system that would turn zombie distribution into uniform after a few months into apocalypse and "create" random groups of 100+ zombies that actively roam around the area non-stop. 
  23. Like
    LeoIvanov got a reaction from Johnny Fisher in Diseases, sicknesses.   
    So, this topic has inspired me about some game idea that might radically change the game difficulty for people who are craving for more challenge, as well as finally giving some incentive for people to pick doctors. 
     
    So, the idea is to add all sorts of sicknesses that all have different symptoms. Some sicknesses will make you anxious, depressed, some will make you cough and sneeze and lose health randomly without any visible wounds on your body, some will make you feel weak, some will just hurt you and, if left untreated, will start killing you off.
     
    The health panel, in this suggestion, gets a new column for every "Sickness" that your character gets. Depending on how severe it is, it gets it's own color. (Ideally, the "Sickness" tab will be green when your character feels alright)
     
    Doctors and people who have leveled up their doctor skill will be able to distinguish the types of sicknesses (and even the correct items to treat them!). Inexperienced people will just get an "unknown sickness" and will have to either look for a doctor, or try and fight it on their own to continue going.
     
    The list of sicknesses may range from Common, Safe, uncommon, to unsafe, hazardous and lethal. Each range may have up to 4-5 sicknesses with different symptoms, including the ability to make other people sick by being near them, or spreading it through various other ways like eating the same food (Remember the times when you make something and share it with your friends in Zomboid?)
     
    You could catch sickness from variety of different factors, including but not limited to: Being out in the rain, walking around in a room full of blood, failing to clean and/or burn zombies, drinking contaminated water, eating raw food, eating sick animals (birds/rabbits/fish).
     
    Traits like Prone to Illness and Outdoorsman determine the severity of possible sicknesses you may catch, as well as their variety. Doctors are capable of determining the sickness and possible ways of treating it (The bigger the level, the more "easier" solutions, like herbalist stuff), Hikers and Foragers will be able to find the medical plants to treat these.
     
    I believe that introducing this to the game will add a new potential way to kill your character that everyone will have to be afraid of. No longer will you be able to live safely behind huge walls on the corner of the map, fishing from the same pond and sleeping in a room full of corpses. You'll have to stay careful about your surroundings and actively make sure that you don't catch a nasty virus that will end your life. Suddenly, trips to the town and into pharmacies become useful. Easier gamemodes and sandbox can include or fully remove the range of these sicknesses (meaning characters never get lethal sicknesses, or never get that particular annoying one), in case people find them way too hard.
     
    Then, the modders could gather together and come up with their own sicknesses. Expand it, make it beyond realistic. (Looking at you, Hydrocraft <3)
     
    I wish I was good at photoshop and image editing to draw something good for a GUI presentation... Hopefully I explained it well enough for people to understand my thoughts.
  24. Like
    LeoIvanov got a reaction from The Good Noob in Diseases, sicknesses.   
    So, this topic has inspired me about some game idea that might radically change the game difficulty for people who are craving for more challenge, as well as finally giving some incentive for people to pick doctors. 
     
    So, the idea is to add all sorts of sicknesses that all have different symptoms. Some sicknesses will make you anxious, depressed, some will make you cough and sneeze and lose health randomly without any visible wounds on your body, some will make you feel weak, some will just hurt you and, if left untreated, will start killing you off.
     
    The health panel, in this suggestion, gets a new column for every "Sickness" that your character gets. Depending on how severe it is, it gets it's own color. (Ideally, the "Sickness" tab will be green when your character feels alright)
     
    Doctors and people who have leveled up their doctor skill will be able to distinguish the types of sicknesses (and even the correct items to treat them!). Inexperienced people will just get an "unknown sickness" and will have to either look for a doctor, or try and fight it on their own to continue going.
     
    The list of sicknesses may range from Common, Safe, uncommon, to unsafe, hazardous and lethal. Each range may have up to 4-5 sicknesses with different symptoms, including the ability to make other people sick by being near them, or spreading it through various other ways like eating the same food (Remember the times when you make something and share it with your friends in Zomboid?)
     
    You could catch sickness from variety of different factors, including but not limited to: Being out in the rain, walking around in a room full of blood, failing to clean and/or burn zombies, drinking contaminated water, eating raw food, eating sick animals (birds/rabbits/fish).
     
    Traits like Prone to Illness and Outdoorsman determine the severity of possible sicknesses you may catch, as well as their variety. Doctors are capable of determining the sickness and possible ways of treating it (The bigger the level, the more "easier" solutions, like herbalist stuff), Hikers and Foragers will be able to find the medical plants to treat these.
     
    I believe that introducing this to the game will add a new potential way to kill your character that everyone will have to be afraid of. No longer will you be able to live safely behind huge walls on the corner of the map, fishing from the same pond and sleeping in a room full of corpses. You'll have to stay careful about your surroundings and actively make sure that you don't catch a nasty virus that will end your life. Suddenly, trips to the town and into pharmacies become useful. Easier gamemodes and sandbox can include or fully remove the range of these sicknesses (meaning characters never get lethal sicknesses, or never get that particular annoying one), in case people find them way too hard.
     
    Then, the modders could gather together and come up with their own sicknesses. Expand it, make it beyond realistic. (Looking at you, Hydrocraft <3)
     
    I wish I was good at photoshop and image editing to draw something good for a GUI presentation... Hopefully I explained it well enough for people to understand my thoughts.
  25. Like
    LeoIvanov got a reaction from OprahWinfrey in Diseases, sicknesses.   
    So, this topic has inspired me about some game idea that might radically change the game difficulty for people who are craving for more challenge, as well as finally giving some incentive for people to pick doctors. 
     
    So, the idea is to add all sorts of sicknesses that all have different symptoms. Some sicknesses will make you anxious, depressed, some will make you cough and sneeze and lose health randomly without any visible wounds on your body, some will make you feel weak, some will just hurt you and, if left untreated, will start killing you off.
     
    The health panel, in this suggestion, gets a new column for every "Sickness" that your character gets. Depending on how severe it is, it gets it's own color. (Ideally, the "Sickness" tab will be green when your character feels alright)
     
    Doctors and people who have leveled up their doctor skill will be able to distinguish the types of sicknesses (and even the correct items to treat them!). Inexperienced people will just get an "unknown sickness" and will have to either look for a doctor, or try and fight it on their own to continue going.
     
    The list of sicknesses may range from Common, Safe, uncommon, to unsafe, hazardous and lethal. Each range may have up to 4-5 sicknesses with different symptoms, including the ability to make other people sick by being near them, or spreading it through various other ways like eating the same food (Remember the times when you make something and share it with your friends in Zomboid?)
     
    You could catch sickness from variety of different factors, including but not limited to: Being out in the rain, walking around in a room full of blood, failing to clean and/or burn zombies, drinking contaminated water, eating raw food, eating sick animals (birds/rabbits/fish).
     
    Traits like Prone to Illness and Outdoorsman determine the severity of possible sicknesses you may catch, as well as their variety. Doctors are capable of determining the sickness and possible ways of treating it (The bigger the level, the more "easier" solutions, like herbalist stuff), Hikers and Foragers will be able to find the medical plants to treat these.
     
    I believe that introducing this to the game will add a new potential way to kill your character that everyone will have to be afraid of. No longer will you be able to live safely behind huge walls on the corner of the map, fishing from the same pond and sleeping in a room full of corpses. You'll have to stay careful about your surroundings and actively make sure that you don't catch a nasty virus that will end your life. Suddenly, trips to the town and into pharmacies become useful. Easier gamemodes and sandbox can include or fully remove the range of these sicknesses (meaning characters never get lethal sicknesses, or never get that particular annoying one), in case people find them way too hard.
     
    Then, the modders could gather together and come up with their own sicknesses. Expand it, make it beyond realistic. (Looking at you, Hydrocraft <3)
     
    I wish I was good at photoshop and image editing to draw something good for a GUI presentation... Hopefully I explained it well enough for people to understand my thoughts.
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