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Dtrahan12

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  1. Like
    Dtrahan12 reacted to Maxwell218 in IWBUMS 41.54 RELEASED   
    2 posts, 2 of them urging to release MP.

    Please stay patient, what you are doing is unnecessary and doesn't achieve anything. 
  2. Like
    Dtrahan12 reacted to Strats in New Metalworking (spoiler) from RJ   
    Hey guys, I was just checking RJ's twitter and noticed he has uploaded a new picture of upcoming metal walls!  Any thoughts on what may come with these new things? Props to RJ!
  3. Like
    Dtrahan12 reacted to lemmy101 in New animation video, HOLY &%!$   
    Mainly Martin <3 however this is one of the only things I can ever comfortably admit working on since it's also required for the NPCs so will gladly take credit for the code implementation of the new anim system. Also Binky is as ever instrumental to anything character model related. Also Mash for her extensive work making the entire world 2x which makes a monumental difference to the resolution of the characters. This video wouldn't be close to as impressive if that wasn't in.
     
    Group effort But it all starts with Martin's anims.
  4. Like
    Dtrahan12 got a reaction from King jjwpenguin in A new weapon suggestion...   
    I'd love to see spears added into the game, maybe when the next weapon overhaul update gets implemented. 
  5. Like
    Dtrahan12 got a reaction from Migoxiss in Tripping (Not that kind)   
  6. Like
    Dtrahan12 reacted to Some Clever Username in How did you find out about PZ?   
    Robbaz The King of Sweden:
  7. Like
    Dtrahan12 reacted to bumblemore in Rot, flies, etc.   
    Pretty simple suggestion, actually. Just noticed that despite all the limping and blue/green skin tones, at this point in time, the undead don't look all that dead.
     
    Just thought I'd point this out, as the original zombie sprites were all decrepit and gross. It'd probably be an idea to do the same to these guys. Also had the idea of a fly sound effect when you're in close proximity to a large number of zombies/corpses. A bit like when you hear the crackling from the fire from up close.
     
    Only since the scariest bit I've always found about zombies is that they're all gross and rotting, which is why the 28 days later style zombie never really freaked me out.
     
    Feedback? I think the flies sound effect is pretty simple/boss to be honest.
     
    -J
  8. Like
    Dtrahan12 reacted to EnigmaGrey in Things in the game that need to be cleaned up.   
    1) Planned but won't happen until there's sprites to represent it properly.
    2) It's about the only effective trap in the game right now.
    3) Winter doesn't actually harm the character right now for this reason. It just slows them down if they're not near a fire or indoors. The temperature formula itself is a bit . . . off.
    4) Yes, it should be option, but sometimes it's the only way to recover from a crash, or prepare yourself for one. Makes it sort of invaluable, even if it is a cheat.
    As to priorities: as always, different people work on different things and may complete their goals faster than others. Thus, a map coming out before a pet peeve is tweaked doesn't indicate anything.
  9. Like
    Dtrahan12 reacted to Talksintext in Health, weather, and renderers   
    I've noticed there are two places where Zomboid could benefit from a little extra love a lot. The first is an intuitively dynamic GUI. What I mean by this is simple: a GUI that gives non-symbolic feedback for the character's state, in a way that also directly impacts gameplay. Anyone who's played DayZ or many other games will understand. In DayZ, lower health creates a blurry screen with low saturation. This is one example, though Zomboid need not copy it exactly.
    What I suggest is the following:
    Low health - progressively blurrier screen with more grain, perhaps with a bleaching effect, perhaps with a slow but increasingly wobbly frame. Player's cone of vision falls.
    High fatigue - blurrier screen, fall in cone of vision distance
    High stress - tunnel vision. Rapid decrease in angle of cone of vision, loss of diameter of hearing radius also. Perhaps a high contrast shader as well.
    Sleepiness - blurry.
    This in addition to more dynamic sound effects will both increase difficulty and immersion.
    Second, the weather. There are no distinct shaders for different weathers, moon phases, or time of the year. This should change. We should have a strong, bright sunny shader, the current one for overcast, a darker one for heavy rain, and more brightness options for night weather, including pitch black for overcast, and brighter ones for full moon.
    Also, I don't know if it's possible, but cloud shadows would be awesome.
  10. Like
    Dtrahan12 got a reaction from VikiDikiRUS in Play My Legacy Save!   
    Русский и английский очень отличаются друг от друга!
  11. Like
    Dtrahan12 reacted to sHinobi in Play My Legacy Save!   
    Боже...Боже как же трудно перевести ваш язык XD
  12. Like
    Dtrahan12 reacted to CylonBookworm in Making guns harder to acquire   
    Kentucky.


    It's realistic, man. I mean, hell, at a Walmart west of Nashville down here in Tennessee, not only did we sell a crapload of shotguns and hunting rifles, but we even had an M4A3 (essentially. civilian version of military rifle.) semi-automatic, collapsible stock, ACOG or similar sight, with a 30 round magazine. For $900.

    A guy I knew up by Ft. Campbell had a closet full of firearms. Galils, G3s, M4/M16, M14, the frakking WORKS. Plus tens of thousands of rounds of ammo.
     
    Most of my neighbors have some sort of firearm. every few weeks you can hear some rifle fire, etc.
     
    Police departments are frakking loaded with military gear, and cops would be among the first infected along with other first responders.

    This is America, tovarisch! The land of opportunity! The land of brass and gunpowder! The land of suppressive fire, the "mad minute", stubborn southerners, damn yankees, evil half-canadians, pigs with wings, and women that shoot pool balls out of places I shall not name! You can buy a gun on every street corner and then turn it in at a police department's amnesty program for a $200 voucher to someplace you'll never visit!

    The blood of America is infused with gunpowder and whiskey, even more-so in Kentucky. Get used to it.

     
  13. Like
    Dtrahan12 got a reaction from Jatta Pake in Play My Legacy Save!   
    Damn, this is a great idea.. I'll play it after Chthonic dies!
  14. Like
    Dtrahan12 reacted to EnigmaGrey in School Sucks!-do you agree?   
    Don't agree. If anything, i wish I took it more seriously when I was younger.

    If you had asked me this, oh, 13-14 years ago, back when I was just starting high school, I probably would have agreed.

    And really, if you don't have the high school background, guess what: that free will at university/college vanishes, stuffing you into basic courses and dead-ending you from more interesting programs.
  15. Like
    Dtrahan12 reacted to Kajin in School Sucks!-do you agree?   
    Hated school up until college. Then I actually started liking it.
  16. Like
    Dtrahan12 reacted to Gustav in Rain cleaning Blood   
    I think it would make sense if Rain cleaned Blood that was outside when it fell. It would finally make a way to clean Zombie Blood too.
  17. Like
    Dtrahan12 reacted to EnigmaGrey in Neo Scavenger Officially Released Today   
    Great hex-based RPG. One of the few that got me back into playing games again. Give it a shot (yes, it has a demo).
  18. Like
    Dtrahan12 got a reaction from KarenB88 in A Pain in the Pack   
    Even adding the ability to wrap up in a sheet of some sort would be pretty cool. 
  19. Like
    Dtrahan12 reacted to CzarUltra in A Pain in the Pack   
    For sure; it makes sense and you could probably even use duct tape or needle and thread to repair a broken pack. 
     
    I also am for Jackets and new clothing for a variety of reasons.
  20. Like
    Dtrahan12 reacted to EnigmaGrey in Airships   
    Well, once you leave the atmosphere, you'll need all the oxygen you can get.
  21. Like
    Dtrahan12 reacted to RobertJohnson in RELEASED: Build 30.12   
    If you experience weird bugs, please first reinstall the game properly, Steam seems to mess with the files because we do a lot of updates these days, thanks
     
    [NEW STUFF]
    New sandbox stuff !You can now save/load sandbox presets and share them ! Files will be saved in C:/Users/YOU/Zomboid/Sandbox Presets New sandbox options : Starting Erosion, Characters stats decrease (hunger, thirst and fatigue), Locked houses/Alarms rarity, XP Multiplier and more ! Little screenshot to show you
    Spoiler

    The big return of the COOP ! Still need to do some things for the joypad but you can now play again in COOP ! (understand 2 or more players on a same splitted screen) EasyPickins rules! <3   The Erosion mod is integrated in the vanilla game with several new things!
    TurboTuTone's awesome Erosion mod is now part of the game. Erosion introduces seasonal changes to the look of the world, as well as increasing the growth of vegetation over the environment as time passes.
    Stuff you can expect to see includes:11 types of tree. Each tree comes in 4 different sizes. Some trees lose their leaves in the fall. 11 types of bush. 17 types of plant. Some plants have flowers that bloom depending on the season. Wall vines creep up some outside walls, sometimes growing over windows. Wall cracks appear on some outside walls. Cracks in street pavement slowly appear. Some cracks will have grass growing out of them. Snow covers the world on below-freezing rain days. Snow slowly melts away on days when the temperature is above zero. It's Kentucky though, so only expect about 12 days of snowfall per year. All the new objects will appear over the first 100 days, although some may continue to develop after 100 days. There is a sandbox setting that allows you to choose the initial amount of growth (from Never to 100). Each world has its own erosion configuration file that can be edited to change the rate of growth (more or less than 100 days) as well as other variables. Added a "only server that match your version are shown" text on public server list. New cyrillic fonts. Reduced heal time a lot. Added a debug file for translation, add a -debugtranslation options to have it (http://theindiestone...files/?p=147525) New farming tile by Mash. Added remove grass/bushes. Tweaked brightness and colours to make it a bit more realistic. Fixed flickering shadows bug. Changed endurance system, it now take longer to get exhausted, but take longer to recover from it. Added auto zoom on joypad. Zombies now clump together into groups more. You can now add/remove curtains on self made windows frame [Farming] Increased time needed for a plant to grow [Farming] Decreased water/health point loss for plants Potatoes will now last longer but give a bit less hunger reduction. Added a "Beginner" mode (it take the sandbox presets "Beginner") Added canned food: add vegetables (5) inside an empty jar + water + vinegar + sugar + Jar Lid (lost when reopened), cook it and you'll have a 2-3 months food preservation, Jar Lids will prob be needed in a future update, you can jar those vegetables for now:Tomatoes Bell peppers Red radishes Leeks Eggplants Potatoes Carrots Added a "OnCooked" on the items script to call a lua function when.. Well, the item is cooked Added logs stacks recipe: 2 logs and 2 ropes to make a logs stack that weight 1/3 less (also with 3 and 4 logs/ropes) Scavenging for food during winter will be impossible, or really hard in cold months Plants now loose health during cold temperature The new health system!
    Spoiler Note: when I say treat wound infection it does not mean treat zombie infection.
     
    1. A new health panel
    The health panel has changed so that it now displays every new wound on your body.
    You can also right click on it to reveal a menu that will let you treat your injuries.
    Wounds fade in and out depending on their level, and someone with a high medical skill will spot ailments a lot faster than someone with no grounding in doctorhood.
     
    2. New wound varieties
    A variety of new wounds and injuries are being added to the game.
    Several of them will impact on gameplay: a heavy wound on a hand will mean you won't be able to use it, for example, while injuries to the legs and feet will force slow movement. Likewise a busted arm will make your melee attacks and weapon aiming less effective.
     
    Remember: Blood is your life fuel! Your first reaction to any injury will be to stop the bleeding at any cost, and only then then to find somewhere safe to treat your wounds.
    Wound infection Cause: This will happen randomly, although it will be less likely with clean bandages. Leaving open wounds won't be clever.
    Symptoms: Pain, and a quicker degradation of health.
    Treatment : Alcohol, and disinfectant/alcohol wipes. You can disinfect a bandage or cotton balls to prevent wound infection. You'll quickly discover that proper disinfectant works better than whiskey...
    Deep wounds How: Many and various ways of injury, from smashing windows with bare arms to axe strikes, to zombie attacks etc...
    Symptoms: Heavy blood loss. Lots of pain.
    Treatment: This will have to be stitched - either with twine and needle, or a looted suture needle which will cause less pain.
    Fractures How: This will be the result of taking a running jump from the second floor, but will be more severe if you're carrying a heavy load. The impact of a blunt weapon could also cause breakages.  
    Symptoms: Pain, and lots of it. Leg injuries will slow you down, while arm injuries will hamper combat.
    Treatment: You can create a splint with a ripped sheet and a straight wooden items like branches and sticks.
    Burns How: FIRE!
    Symptoms: Huge amounts of pain, and severe health loss.
    Treatment: Burns must be treated with a clean bandage, then bandaged again - and regularly kept clean. The recovery time is lengthy.
    Lodged bullet How: Get shot!
    Symptoms: Major blood loss, major pain and severe health loss.
    Treatment : Bullet must be removed with a suture needle holder or tweezers, disinfected, stitched and bandaged.
    Lodged glass shards How: Break a window without using a weapon or tools, or climbing through a broken window
    Symptoms: Severe pain, and a wound that cannot be instantly bandaged.
    Treatment: Tweezers must be used to remove the shards. If you choose to bandage a wound that still has glass in it then it will cause extra pain.
    Scratches How: You already know how to get scratched, right?
    Symptoms: Some blood loss and pain
    Treatment: Well, bandages obv.
    Bites How: ...
    Symptoms: *evil laugh*
    Treatement: *loud evil laugh*
     
    3. New medical-related items
    Many and varied new items added, from tweezers to cotton balls. Alcohol and disinfectant can be used on bandages and ripped sheets in most the prevention and treatment of wound infection.  First Aid kits will be lootable, and will contain items and implements to help you survive. Tweezers and suture needle holders can be used to remove glass shards, antibiotics will be available for you to take to treat infection etc. The use of proper medical equipment is strongly advised, but home-made alternatives are available. Using suture needles and holders when putting in a splint, for example, will be far less painful. When you find medical supplies, take them and prepare for any and all eventualities.  Painkillers - a work in progress, but these will clearly be required! 4. A new First Aid skill
     
    Governing all of the above, is a new skill that will help you a lot during your rollercoaster journey towards death. Improving this skill will let you treat wounds faster, make better bandages, understand more ailments and spot infections on your health panel and much more besides. To level up in First Aid you'll just have to treat yourself and those around you, but advances will only come when wounds are healed - not through the initial treatment.
     
    5. Medical Multiplayer Functionality
     
    As is the way of the world, a good doctor is vital to any survivor group. All treatments can be performed on another character in multiplayer - just click on your wounded chum and select 'Medical Check' from the menu. Stand still for a while, wait until the patient's health panel pops up and then play doctor. Whether or not an experienced doctor tells the injured party exactly what's wrong with them, though, is pretty much down to you. Playing Doctors and Nurses has never been quite this intense and depressing, ever before...
     


     
    [bUGS FIX]Can't add infinite item in an evolved recipe anymore Can't add cooked food to a trap anymore Fixed player getting cooking XP when another player cooks food. (Issue #001005) Fixed player corpse not being created in singleplayer. Fixed bug which caused black screen after death. Fixed still gaining some blunt xp while bare handed Fixed "put into 2/4 bowl" for soup/stew not returning the cooking pot Fixed the "Soap" item (it was a Rubber Duck.. Hence why you found so much Rubber ducky ) Fixed allowing a broken sledgehammer to be used to destroy stuff. Fixed a bug when barricading something with a stone hammer. Fixed fertilize and shovel farming actions not stopping when player walks/runs. Don't add ping time to GameTime.geTimeOfDay() in GameServer.syncClock(). Fixed Core.bLastStand not getting set to false after backing out of a Last Stand game. Fixed sandbox options resizing. (Issue #001067) Fixed 3D corpse texture background not being cleared due to stencil test. (Issue #001016) Fixed mod clothing item icons not loading. Fixed farming problems (translations issues) (Issue #001053) Fixed barricade issues. (Issue #001030) Give the bowl back when you put a cake batter in a baking pan Fixed some farming bugs. Fixed some loot distributions (like books in the fridge in the motel) Full bug list fixed so far via our Bug Tracker
  22. Like
    Dtrahan12 reacted to Kajin in RELEASED: Build 30.12   
    A bite can and should be 100 percent fatal regardless of amputation or not. But I'm not against amputation for other reasons, like catastrophic knee injuries or infected wounds brought on by lack of treatment and unsanitary living conditions.
  23. Like
    Dtrahan12 reacted to deprav in RELEASED: Build 30.12   
    The medical overhaul is one of the thing I've been waiting for the most ! This is going to be brilliant ^^

    A little thought about wound infection :

    Irl, cleaning a wound - ANY wound - BEFORE it gets infected is one of the first reflex someone with a minimum of medical background will do. There should be a higher probability of wound infection if you didn't get it cleaned asap.
    If it comes to wound infection, you sure needs to keep disinfecting it, but what you really want is find antibiotics before your wound infection becomes a blood infection and kills you.
  24. Like
    Dtrahan12 reacted to RobertJohnson in Operation Fix Late Game By Killing You Before You Get There   
    We do not intend to make the game "unbeatable", it's just that we added many way to survive (fishing, trapping, more building, foraging..) making the game easy to survive, we want to bring back the good ol' zombie apocalypse, where every step count, every mistake could be the last, where sleeping without curtains and light on mean inevitable death.
     
    It'll still be ok to survive, you'll just have to be very carefull, the thing right now, with an axe you can survive for month, because you don't really fear a 300+ zombies horde roaming, everyone now do quickly some carpentry and then build rain barrel + farming, and well, you're set, the games can become boring for lot of people because of that.
     
    And I personally love rogue like game where every step count, where it's difficult, but you have a learning curve, take Dark Souls, they do it perfectly, the game is hard, but you learn from your playthrough, each time you learn new reflex to have, etc.
    Well, same here, you'll have to learn quick to barricade your stuff, to check if no zombies are around your safehouse when going to sleep, etc..
     
    And remember we'll also have the begginer mode (which prob be easier than the current survival)
     
    For the ETA, as always, NO ETA !
    But it won't be right now, we're polishing build 29, we progressing on build 30, then I think after build 30 we'll start this, tbh, I can't wait to bring back "the horde"
  25. Like
    Dtrahan12 reacted to ReverendNow in Operation Fix Late Game By Killing You Before You Get There   
    Just jumped back into the game after playing around with the earliest builds a few years ago.  Very glad to see development is still proceeding on this awesome game!
     
    A few thoughts on the late game:
     
    I feel like the decision of rural vs urban living should be a bit more of a "pick-your-poison" choice than it is at present.  The tedium of supply runs aside, the large farm outside of town is a just total slam dunk for maximizing your survival odds right now.  Once you've cleared the farm and its environs of zombies, you might be safer at night on at the farm than in Camden, New Jersey.
     
    Let me be clear–it's not that you want to defeat the completely rational, common sense deduction that the player would probably be safer *most of the time* on a farm outside of town during the zombie apocalypse.  Or that remote houses might have their own water supplies, etc.  However, there should be mechanics in place to keep tension alive.  Here are a few thoughts:
     
    - Remote farms, cabins, etc. would logically have lower horde population density in the area, fair enough–however, it also stands to reason that every so often, a gigantic horde from the city would roam through farm country.  Moreover, with little to draw its attention elsewhere, that horde might just decide to stick around for a while.  You better hope you've fattened your larder... and you better really hope the horde doesn't pass through right when you're coming back from a supply run, effectively barricading you out of your own home.  To really enhance the paranoia, perhaps supply runs to town could *increase* the risk of a horde passing through...
     
    - Surely you can't be the only one who had the brilliant idea of heading to that "big farm just outside of town," right?  Occasional survivors knocking at your door for sanctuary would be natural, but the least of your worries.  What happens when you wake up to find 3 survivors harvesting your crops?  Worse still, what happens when you get a knock at your door from five well armed survivors who threaten to *burn your place down* unless you bribe them with supplies–or perhaps even clear out and turn over the key to your safe house?
     
    - As others have mentioned, hostile wildlife should be an occasional issue in rural areas.  Packs of feral dogs, mountain lions and bears are obvious possibilities.  This could be a great mechanic to jack up tension, because predatory animals, if less far numerous than zombies, should also be far more dangerous.   You can't outrun them or sneak up on them easily, and they can follow scents, suggesting that they would have superior path-finding abilities.  Meleeing a bear, it should go without saying, is also going to leave you a bloody wreck if you survive at all.  This suggests that guns would become far more important in rural areas–but of course ammo is limited and tends to be found in those remote, zombie infested urban areas, necessitating risky supply runs.  What's more, constantly shooting guns would logically have a way of attracting those zombies you moved out of town precisely to to avoid...
     
    Broadly, the strategy here is to force the player to trade the visceral fear that comes from ever-present, but more predictable, threat of the undead hordes in urban areas for a creeping sense of paranoia that comes from unpredictable threats of more varied nature in rural areas.
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