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EvaN

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Everything posted by EvaN

  1. Like this idea, also, I've always thought that ripping clothes off a dead zombie and using them as a bandage was quite dangerous and frankly insane Why not spawn them with a contaminated version of regular clothes, that should be completely avoided for pretty much anything, under penalty of contamination ? In addition to OP's suggestion, this would make untouched clothes a valuable, finite ressource (unless Tailoring is added)
  2. Gloves (or why not full body protection, not necessarily a NBC suit, maybe makeshift protection made of sheets/towels) are a good idea, but their availability should be tweaked properly, you don't want to get infected (the deadly kind) because you HAD to move corpses but you couldn't find any gloves
  3. Excellent news EasyPickins ! And kudos to jefferyharrell for the nice suggestion
  4. Some ideas about corpses everywhere around town left to rot in the sun (or in the rain ) Blood sprites Outdoors, pavement (or any other "solid" surface) Should be washed away completely after a few rainy episodes Outdoors/Indoors, vegetation/sand (or any other "porous" surface) Should be absorbed and dissapear completely after a few hours/day, no rain or cleaning required Indoors, any solid surface Fine as it is (Want them gone ? Grab your favorite towel, bleach and get those elbows working) Corpses Decomposition should occur naturally, should be a slow process (4-6 months ? maybe more ?), speed altered by corpse location (indoors => slower) Stench Putrefacting corpses smell bad. Never smelled a dead human body, but still animal corpses smell pretty bad. Strench should start after a few hours/day, and its radius growing around the corpse for a few weeks/months. Multiple corpses (overlapping "stench circles") should add up and make the character more and more nauseous. This would force players to burn/move corpses around their safehouses so they don't get nauseated/sick/sad/anxious/whatever. What do you think ?
  5. Yup. Such talent and dedication. *cheers for Blindcoder*
  6. Yeah, it would be fun, like running speed decreased, tiring faster, getting anxious and sad when not smoking for a while. Given the downsides and cigarettes rarity, it should give around +8 traits points or something
  7. Would be interesting indeed, but as Crazy ManMan said, if you can lose a bad trait through gameplay, you should also gain them if your character's lifestyle leads to it. I always pick the Overweight trait when creating a character representing me, not because of my weight, I'm quite slim, but because I'm a smoker, and the effects of smoking on my running abilities are almost the same
  8. And this is why you guys are amazing. 10/10 would buy again.
  9. EvaN

    Vehicle Wrecks WIP

    Definitely something I'd like to see in the game, while waiting for driveable vehicules. Nice one Wilson !
  10. EvaN

    Ground item scale ?

    Thank you very much !
  11. EvaN

    Ground item scale ?

    I would like to change how big/small an item look when dropped on the floor, but I can't find which file I have to modify ? Also Google didn't help (but maybe I did it wrong). Is it a value inside a code line or should I rescale said item's icon ? Help please ?
  12. Hum, never happened to me. Did you take the "Hypochondriac" trait ? Did you let an injury go infected ? Maybe a mod is causing that ?
  13. I like the new exertion system better. In the previous version, you could get exerted after a SINGLE axe swing (fully charged swing and no "athletic" trait), which made zombie-killing harder. Now you can kill a few,and when you get tired, just rest (right-clicking a chair/sofa) or sleep, and you're good to go again. However, this is not quite realistic. If we are to compare with real-life, I am a physical worker and also a smoker. I can't run for more than 5 minutes without being out of breath, but I can still work (hard) 8 hours a day. Short-term endurance does not equal long-term endurance. I can think of 2 ways to implement such a system for PZ : 1 - You lose energy with each tiring action, and each tiring action slightly lowers your max energy for the day : You could swing your axe a few times, get tired, catch your breath and start again, only each time you'll tire a bit faster (until you rest or sleep) 2 - Two different "bars" for short-term and long-term tiredness. Short-term one would deplete fast, long-term one would deplete slow. Anyway, the current exhaustion system feels fine as it is now. Regarding negative emotions : I don't have problems with those, maybe you're doing something wrong ? Unhappiness comes from being bored, and as of now it only affects how long it takes to move stuff between inventories (maybe it does something else, but I didn't notice). Can be removed with a single pill of anti-depressant (it takes a few hours to work its magic), or eating yummy meals. Bored comes from being indoors and doing nothing "interesting" (aka. not smashing zeds skulls) for too long. No effect except starting the "Sad" emotion. Removed by reading books/magazines/newspapers, eating yummy meals or staying outdoors. Protip : When you have to read a skillbook, read it outside. Unless it's raining, of course. Anxious/Nauseous : Do not pick "Hypochondriac" trait, do not eat rotten food, do not drink bleach, do not stand outside in the rain. If you have this moodle without having done any of the previous... untreated (infected) wound ? God forbid... Zombie infection ?
  14. Also about the options menu : Difficulty may reset after changing mods or restarting the game, but a game (or save file should I say) that was started with Hardcore difficulty will remain Hardcore even if you load it with another difficulty, which is nice (same goes for games started with another diffculty setting).
  15. *Taps blindcoder on the back* There there, it'll be allright
  16. I remember reading from here and there that Hardcore Reload was "broken and unplayable". I've been playing with that difficulty since ever, and there are a few abnormalities that should be reported. Those are however far from game breaking. PISTOL Reload behaves like it should : 1 - Loot a pistol 2 - Eject the magazine (by Reloading the pistol) 3 - Reload the magazine (by Right-Clicking the magazine) 4 - Insert magazine (by Reloading the pistol) 5 - Cock the pistol (Spacebar) 6 - Ready to fire Cons and problems: - UI does not tell if a pistol has a magazine inside it or not (have to reload it and see if you end up with one more or one less magazine) - UI does not tell if a magazine has rounds inside it or not (have to try to reload it, if you can't : it's full) - UI does not tell if a pistol has a round chambered (have to fire it : if it goes BANG, it did, if it goes *click*, it didn't) - Magazines weight a tad too much (1.0 when no more than 0.5 should do it. I modified the game files and use 0.3 which feels fine) - Magazines icon still buggy (works properly when fresh out of the pistol, bugs out when loading a save) - Cocking the pistol when a round is already chambered actually wastes that round, when it should eject a round on the floor that you could pick up and reuse - You can never find magazines on their own (always inside a pistol), and finding bullets 10 by 10 seems a bit harsh. I modded it so they drop by stacks of 20 (and boxes at 60 instead of 30), which feels just fine. - 9mm rounds weights a tad too much (0.1 when 0.01 feels fine) Pros and tips: Just like real life, you can actually load 16 rounds in your pistol : 15 in the magazine, 1 in the chamber - Load full magazine (15 rounds) inside the pistol - Cock it (1 round in the chamber, 14 left in the magazine) - Eject magazine and add one more bullet - Insert magazine back into the pistol SHOTGUN Works fine, sound files bugged : 1 - Loot a shotgun 2 - Insert cartridges inside shotgun (6 of them) 3 - Pump Shotgun (Spacebar) 4 - Fire 5 - Pump again (Spacebar) 6 - Fire again Cons and problems: - When reloading the shotgun, after the last cartridge is inserted, you can hear a pumping noise, while in fact the shotgun is NOT cocked : you still have to pump it manually (spacebar) - When firing the shotgun, you can hear a pumping noise after the detonation, while in fact the shotgun is NOT cocked : you still have to pump it manually (spacebar) - Same as pistol : Pumping the shotgun when a cartridge is already chambered actually wastes it, while it should eject it on the ground for pick up and reuse. - At Reloading Skill lv.0, pumping the shotgun takes unrealistically too long, even more so when panicked - UI does not tell how many cartridges are inside the shotgun, and if it is cocked or not Pros and tips: - Just like the pistol, you can have 7 cartridges inside the shotgun (6 in the "magazine" plus one chambered) - Finding cartridges by stacks of 12 (and boxes of 24) feels fine as it is. -Cartridges weight (0.1) feels fine VARMINT AND HUNTING RIFLES Haven't found any in my current save, but if I remember correctly, the sounds are a bit bugged too (rearming sound after reloading or firing when in fact you still have to cock it manually, and you can also have +1 round inside them (magazine capacity +1 chambered) MAIN MENU DIFFICULTY OPTION Doesn't save the chosen difficulty. A bit annoying but avoidable once you know it (difficulty option seems to reset after relaunching the game or changing mods). CONCLUSION Despite those little bugs, I always go for Hardcore Reloading because it feels so much more immersive. I would gladly have fixed all those by myself, but sadly my programming capabilies are weak. Apart from tweaking magazines/ammo weights and which quantity they be found and put in a box, I can't solve the other problems by myself. What about you ?
  17. So yeah, this happened. Caught a nasty cold and I now have a gazilion zombies following me around, sneezing/coughing every 5 seconds makes it quite impossible to lose them (even if I run and lose a few, others are attracted by the noise). I guess my best bet would be to rush inside a house, search the bathroom ultra-quickly hoping to find a tissue... but tissues doesn't last forever. At some point I started being dehydrated, and managed to storm a house and drink quickly before being caught, but there is no escape possible as long as I'm sick... So, will it heal on its own after some time or am I doomed ?
  18. Thanks for the answer blindcoder ! Decided to start anew with this mod... haven't had the luxury to try it out yet, caught a cold and now a gigantic horde is following my every sneeze Oh, I didn't even know the mod worked like that. My bad.
  19. I'm considering starting a new game just for this mod, but i've looted a lot of houses already and may not find "fresh" bleach quick enough to survive this mod. Also, a few questions : If I have a bottle of dirty water in my main inventory, will my character automatically drink from it (like it already does with unmodded water bottles) ? Is it safe to water crops with dirty water ? (I assume it is, but it can't hurt to ask) Will the soup/stew cooked from dirty water be safe to drink ? (It was kind of boiled so... must be safe to drink, right ?) Talking about boiling, adding the ability to boil water to make it clean would be nice, like, in a Pot of (Dirty) Water or any other metal recipient, and ultimately making clean water an infinite ressource again (at the cost of fuel)... Just a suggestion I'm throwing there
  20. I prefer slow zombies too, but ingame they are nothing more than an inconvenience. Want to loot that zombie-filled house ? Just lure them out, kite-circle them picking off one at a time. No matter how many, it just takes longer the more there are. It just feels wrong. There are other games out there that opted for the "omniscient" zombie, that will always find you no matter where you hide ("7 days to die" comes to mind), and it just feels wrong too. Revamping exhaustion might be a good way to make players think twice before engaging huge hordes of zombies... Or maybe zombie resistance ? Something like zombies having huge health pool, but vulnerable when downed, thus making it harder to finish them off the ground when there are other zombies around advancing towards you. Not talking about a special "execute move" here, just plain old "hit them on the ground" animation currently in use. Would make horde-farming dangerous, while small groups (1 to 3-4) would still be manageable.
  21. Loving this mod so far, last version works well with build 29. My only gripe with it was that I kept finding too much of those (about 6-8 per house on average), so I altered the loot chances in spraypaint/media/lua/server/Items/spraypaint_suburbsdistribution.lua, all from 1/2 to 0.01 and only findable in crates, metal shelves and garagestorage, now I find one every 3-4 houses, which feels just fine. The script : -- WHITEtable.insert(SuburbsDistributions["all"]["crate"].items, "spraypaint.SpraycanWhite");table.insert(SuburbsDistributions["all"]["crate"].items, 0.01);table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "spraypaint.SpraycanWhite");table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0.01);table.insert(SuburbsDistributions["garagestorage"]["all"].items, "spraypaint.SpraycanWhite");table.insert(SuburbsDistributions["garagestorage"]["all"].items, 0.01);--REDtable.insert(SuburbsDistributions["all"]["crate"].items, "spraypaint.SpraycanRed");table.insert(SuburbsDistributions["all"]["crate"].items, 0.01);table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "spraypaint.SpraycanRed");table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0.01);table.insert(SuburbsDistributions["garagestorage"]["all"].items, "spraypaint.SpraycanRed");table.insert(SuburbsDistributions["garagestorage"]["all"].items, 0.01);--BLUEtable.insert(SuburbsDistributions["all"]["crate"].items, "spraypaint.SpraycanBlue");table.insert(SuburbsDistributions["all"]["crate"].items, 0.01);table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "spraypaint.SpraycanBlue");table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0.01);table.insert(SuburbsDistributions["garagestorage"]["all"].items, "spraypaint.SpraycanBlue");table.insert(SuburbsDistributions["garagestorage"]["all"].items, 0.01);--GREENtable.insert(SuburbsDistributions["all"]["crate"].items, "spraypaint.SpraycanGreen");table.insert(SuburbsDistributions["all"]["crate"].items, 0.01);table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "spraypaint.SpraycanGreen");table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0.01);table.insert(SuburbsDistributions["garagestorage"]["all"].items, "spraypaint.SpraycanGreen");table.insert(SuburbsDistributions["garagestorage"]["all"].items, 0.01);--ORANGEtable.insert(SuburbsDistributions["all"]["crate"].items, "spraypaint.SpraycanOrange");table.insert(SuburbsDistributions["all"]["crate"].items, 0.01);table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "spraypaint.SpraycanOrange");table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0.01);table.insert(SuburbsDistributions["garagestorage"]["all"].items, "spraypaint.SpraycanOrange");table.insert(SuburbsDistributions["garagestorage"]["all"].items, 0.01);--YELLOWtable.insert(SuburbsDistributions["all"]["crate"].items, "spraypaint.SpraycanYellow");table.insert(SuburbsDistributions["all"]["crate"].items, 0.01);table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "spraypaint.SpraycanYellow");table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0.01);table.insert(SuburbsDistributions["garagestorage"]["all"].items, "spraypaint.SpraycanYellow");table.insert(SuburbsDistributions["garagestorage"]["all"].items, 0.01);--VIOLETtable.insert(SuburbsDistributions["all"]["crate"].items, "spraypaint.SpraycanViolet");table.insert(SuburbsDistributions["all"]["crate"].items, 0.01);table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "spraypaint.SpraycanViolet");table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0.01);table.insert(SuburbsDistributions["garagestorage"]["all"].items, "spraypaint.SpraycanViolet");table.insert(SuburbsDistributions["garagestorage"]["all"].items, 0.01);--CYANtable.insert(SuburbsDistributions["all"]["crate"].items, "spraypaint.SpraycanCyan");table.insert(SuburbsDistributions["all"]["crate"].items, 0.01);table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "spraypaint.SpraycanCyan");table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0.01);table.insert(SuburbsDistributions["garagestorage"]["all"].items, "spraypaint.SpraycanCyan");table.insert(SuburbsDistributions["garagestorage"]["all"].items, 0.01);--BLACKtable.insert(SuburbsDistributions["all"]["crate"].items, "spraypaint.SpraycanBlack");table.insert(SuburbsDistributions["all"]["crate"].items, 0.01);table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "spraypaint.SpraycanBlack");table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 0.01);table.insert(SuburbsDistributions["garagestorage"]["all"].items, "spraypaint.SpraycanBlack");table.insert(SuburbsDistributions["garagestorage"]["all"].items, 0.01);
  22. Agreed. In the current build, proper zombies are only dangerous when badly outnumbered and cornered, which pretty much never happens if you are just a bit careful. i don't know how to make proper zombies more of a threat, but your suggestion would be a good start. In the meantime, for increased challenge, I play with Sprinters. As much as I do not like sprinting zombies, it indeed makes them dangerous : Unseen zombie jumping on you ? Almost garanteed scratch/bite. 1v1 ? Easy, just try not to f*ck up your timing. 1v2 ? Hard but manageable. Low chances to walk out untouched. 1v3+ ? Run like a motherlover (if you can... losing them can be quite tricky).
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