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Magic Mark

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  1. Spiffo
    Magic Mark reacted to Nowthere27 in Hanging Off Windows and Ledges to Prevent Falling   
    Ever accidentally vaulted out a window above the first floor or walked off a roof?
     
    I was thinking to prevent that from happening when a character vaults out a window above the first floor they could hang off of it rather than just go all the way through and let go. Similar principle with walking off a roof, your character could just hang off instead.
     
    What the player could do next is either press any of the directional keys (wasd by default) to pull themselves back up/in or they can hold "E" to follow through with the dangerous jump/fall.
     
    They could also use a drop down menu to either pull themselves back in or drop themselves.
  2. Like
    Magic Mark got a reaction from Sharp-Shark in Gun Ownership in America   
    (Lengthy post, but I feel that this is a somewhat thought-out view on this subject. TL;DR there is more room to play with here than some may think)
     
    The lack of emphasis on gun culture in general in the game is something that has really annoyed me, although I understand why it wouldn't look desirable to make the change.
     
    So many decisions are made around development based on what is realistic for the setting, I just think the extremely large amount of gun ownership especially in Kentucky should be regarded, even if it means just adding shotguns/rifles to home spawn lists and automatic/sport weapons in the future. As for making the game easier... guns are relatively easy to find as-is, all this change would do (apart from more accurately represent gun culture in Kentucky) is make different varieties more available. If you, for example, find a single hunting rifle in a map where respawn isn't on, you already have a hard time finding the gun parts to fix it with, so for loot balance it could work for that too.
     
    As for gun varieties, there definitely needs to be at least some automatic weapons (and a variety of professional/cheap variants/brands/models of currently existing weapon types) for the game to hold credibility on it's 90's Kentucky setting. We already know that there are military establishments that are supposed to be ingame at some point. I understand from a gameplay perspective why you wouldn't want it to become DayZ where several militarized players dominate the server, but from a single-player perspective (and even a multiplayer perspective where the gun spawn rate is admin-controlled) the problems could be circumvented simply by adding the options.
     
    There is a huge opportunity here to capitalize on the setting. Plenty of games are praised for their gunplay, the setting definitely allows for it to work here, too.
     
    When the game does release, and Fort Knox and the military airfield just south of what we have already is added, do you really see late-game multiplayer communities fighting each other with just basic handguns and big-game rifles? In Kentucky, of all places? It would take a lot of material and research on the balance to fully defend that from the critical side of the playerbase.
     
    Considering it is hard enough as-is ingame to hit anything with a pistol and especially rifle with no gun skill (and the rate it takes to learn it), there is more room to play with here than you may think.
     
    In my humble opinion, this should be something the devs test and get feedback on before writing it off completely.
  3. Spiffo
    Magic Mark reacted to nasKo in 41.64 released   
    41.61 will be available on the "legacy41_61" branch for those who need it

    SERVER OPERATORS - It's always advised to back up your user/Zomboid/saves directory just in case. Legacy branch is available in case of emergencies
     
    This is a hotfix to remove an exploit for players to teleport around the map.
     
    Previous Build 41.63 changelist
     
    Mods
    Hopefully fixed issue with servers not updating mods correctly. Now a server update should update any mods that have changed since last time.
    NEW
    Added some lore cars, spawning mainly in their corresponding places (+ distrib), e.g. Knox Distillery, Transit, Mass GenFac, Lectro Max variations for the Franklin Valuline. Added some specific character lore clothing outfits Added onItemFall event, passes: item. triggered when you lose an equipped item when tripping/falling. Added a bunch of movable sprite props. Gnomes can now find new homes. The first time the in-game map is displayed in a game, the view is centered and zoomed in on the players location. Decreased numbers of army zeds in LV.
    MP
    Send SendPlayerProfile packet before exit to main menu on exception while in in-game state SendPlayerProfile and LoadlayerProfile are high priority ordered packets Fix possible issue with buffers if IOException occurs while sending SendPlayerProfile packet Graceful fitness finish on remote client Pass packet type argument to client packet processing methods Don't display Public=false or hosted servers in the public server browser. Optimized rendering the public server browser. Optimized sorting the list of public servers, which happens after all servers have been queried. Fixed looping sounds in multiplayer after disassembling furniture. Fix for Public=true servers hosted through the ingame option with lots of mods showing up in the server browser. Fixed the Deaf trait causing looping audio in multiplayer. Added a check to prevent a possible crash on the server when exiting. Fixed remote player updates over long distances. Added debug log for VOIP data received from large distances. Added max/min VOIP range to MP population debug window. Fixed PlayerBumpPlayer=false causing no bumps happening with zombies either
      FORAGING
    Removed toggling off search mode when fast forwarding Fixed markers remaining on screen when discarding items Reduced XP gains for foraging, tweaked global XP modifier and diminishing returns for high level foraging Added slight diminishing XP returns for foraging Added isoMarker/worldMarker management to SearchManager Added check for all markers in SearchManager when toggling search mode Added additional clean up step for markers on death Added garbage bags/plastic bags to trash loots Added more items to the trash and junk loots tables Added search window tooltip to show categories available in current zone Adjusted loot categories to have more variety per each zone type Added debug info to search window tooltip Added isItemOverrideSize to force use of itemSizeModifier only for vision radius Override item size for some junk/trash categories to flatten out the vision range of these items Added forageSystem.globalXPModifier property Added setting the isNoticed flag on items forced near the player Added extra cool down period for rerolling noticed items Removed item requirement for finding worms while foraging Fixed icons spawning on fully blocked squares Added darkness effect reduction for a few traits/professions Increased maximum possible vision radius to accommodate highly specialised characters Removed bonus vision for light sources used during the day outside Added vision penalty for cloudy days when character is outside Reduced sneak vision bonus slightly Added a short delay before sneak and aiming bonuses apply Updated foraging guide info text Reduced the exhaustion/panic darkness effect on search mode overlay Added increased spotting radius for food when the player is hungry Added translation for no zone type Changed priority of modifiers in vision radius checks Improved and refactored marker management Improved and refactored integrityCheck function Removed some duplicate and unused item definitions Added zoneData icon count debug info to investigate area window checkIcons and createIconsForWorldItems performance tweaked for dense zones  
    DEBUG
    Add debug log for VOIP data received from big distance Add max/min VOIP range to MP population debug window  
    FIXES
    Fixed endless fitness action when character struggles PlayerBumpPlayer=false server option no longer removes bumping into zombies. Fixed a typo preventing the RotateObject sound from playing. Fixed voiceVolumePlayerse= typo writing options.ini. Fixed the Eat submenus showing +0 for 1/2 and 1/4 hunger amounts. Fixed the player getting stuck in the exercise animation when the High Exertion moodle is visible. Fixed the "Vehicle Engine" volume option not affecting vehicle-engine volume. Added null checks around IsoStove.emitter. Fixed rain-collecting items not collecting rain in multiplayer. Fixed missing movie-rental shelves. Added translations for Large Rental Shelves and Small Rental Shelves (moveables). Fixed some curved-road zones.
     
  4. Pie
    Magic Mark reacted to Kirrus in IWBUMS: The I Will BackUp My Save branch.   
    Congratulations Indie Stone forum member. You have been promoted to official tester of Project Zomboid. 
     
    As such, you will now have access, if you should so desire, to much more frequent, but likely or potentially much more broken versions of the game, if indeed this is of interest to you.
     
    So say hello to the 'iwillbackupmysave' branch of PZ. This will be updated with builds as soon as we feel we can safely make them public, to aid us in finding remaining issues before it is rolled out to eveyone.
     
    Anyone who wants to share details on how to get on this branch, please respect our wishes and forward people to this post and insist it is read in full before any downloading commences.
     
    Before participating, please read the following bullet-points and scream I AGREE at the top of your voice at the screen:
     
    I accept by playing the game on this branch, at some point I am almost certainly going to hit crippling bugs, and potentially lose progress or worlds. I will therefore back up any saves I deem important (located in C:/Users/<Username>/Zomboid on windows systems, HD:/Users/<Username>/Zomboid on Mac, and /home/<Username>/Zomboid/ on linux. I will not get angry or complain of any bugs, or balance, or changes, or remark that 'this build is more buggy than the last one!' or similar - That is the entire reason it's on this branch. If I have problems with the final build as released to the main branch, then of course a bad review is perfectly valid if the game has not lived up to my expectations. However, I accept that negative reviews with justification based on the stability, or otherwise non-final status of IWBUMS builds will be justifiably flagged. If I encounter problems, I will either wait until the final build, or discuss my thoughts and concerns civilly on the forums so the final build has the opportunity to address my concerns. I will title my streams and/or videos accordingly, stating that the shown build is a work in progress and part of the IWBUMS beta branch. I know what the console log is, and on the event of a crash I know to post the text therein on this forum, and not just say 'it crashed!' Right. We good?
     
    Right click Project Zomboid in your Steam library and select "Properties". Navigate to the Steam Beta tab and select the "iwillbackupmysave" beta branch from the dropdown.

    No password is required.

    GIF Instruction for Steam:

    For Build 41, it does not matter if you subscribe to the "build41" beta or "iwillbackupmysave". The two are identical.

    GIF Instructions for GOG Galaxy:


    The Linux users of GOG will be able to access beta branches through the offline installers in the Downloads section for PZ in your library.

     
     
    The IWBUMS branch allows us to have much wider and faster feedback on general updates, while allowing us to concentrate on wider more in-depth, focused and crucially less time-pressured/demanding testing with the testing team. Hurrah!
          Extra reading
    Still here? Awesome! So, if you run into a bug, the best thing to do is to either report it on our bug forum. If you've a spare 10 minutes, give this a read. It explains how to report problems in a way that can let us help you easily. (Seriously, please read it. Please. Pretty please. With Pink sugar icing on top.)
     
    If you can, always post your console.txt file. On Windows, you can find this in C:\Users\Username\Zomboid (Where Username is your windows username). On Mac and Linux it'll be in your /home/username/Zomboid/ folder.
  5. Like
    Magic Mark reacted to Fuzzy Wolfy in Zombies are not dangerous enough. They need to stop you from WASD deny them there attacks. It's silly.   
    I will say, this is looking at a very narrow bit of experience and not taking into account other things that'd go into it. Consider for a moment that, yes, while you can keep ahead of the Zeds, they'll most likely not give up the chase on you and losing them can become pretty challenging, especially if you're not able to fight them off (Exerted, exhausted, etc). On top of that, I noticed you aren't playing with Sprinters or Fast Shamblers which, understandably, changes the dynamic pretty heavily since they can very easily catch up to you.
     
    That isn't to say your criticism isn't valid, but I've often run into similar, if not identical, situations where my character gets caught with their pants down, either being exhausted or wounded, and has to basically power-walk for their life with a horde breathing down their neck. Trust me, when you've got a lot to lose and no easy way to recover from a situation like that, you'll feel pretty scared.
     
    I can't imagine what it'll feel like once grabbing is reimplemented, let alone once passing out from exhaustion becomes a thing.
  6. Like
    Magic Mark reacted to Pandorea in Building Degradation   
    But buildings do deteriorate and plants do start to grow everywhere. Furniture doesn't fall down or move by itself - true - but why should it (there are no other survivors in vanilla sp right now)? 
  7. Like
    Magic Mark reacted to Fuzzy Wolfy in Building Degradation   
    I do think, like @Pandoreasaid, this is an issue with SP over MP. As far as my own personal experience goes, when playing in a multiplayer server for a good enough amount of time, you'll run into exactly what you suggested with furniture becoming displaced, items being misplaced or dropped haphazardly, and things just outright being stolen or destroyed overnight.
     
    That's not something I think can organically be replicated in SP, though I do think the idea of interior textures degrading over time if neglected, or other decals like stains and garbage piles worsening / multiplying overtime would be a good and impactful addition to the game.
  8. Like
    Magic Mark reacted to O Orelhão Sol in Zombies are not dangerous enough. They need to stop you from WASD deny them there attacks. It's silly.   
    Could you do what you did in the video, but with your foot cut by a lodged glass, or relatively tired with a sedentary character? in a save that looks incredibly promising?
    For me, what makes the game scary are those moments, not zombies that are naturally slower than a human being who is well rested, fed and healthy.
     
    Why don't you try playing in sandbox mode, with the zombies that are runners? I am very afraid of them ... 
  9. Like
    Magic Mark got a reaction from pixelzul in Horde climbing a wall   
    Even if this could happen, it is an outright no for me. Not that I use sky bases, but this is very unrealistic and best reserved for World War Z where it belongs. Harsh, maybe so, but zombies here have been pretty grounded* so far - this is just too much for me.
     
    *ba dum tss
  10. Like
    Magic Mark reacted to Eddy63 in More situations for first aid skill   
    At the moment there is not much use for the first aid skill. Investing into that skill as a main char is rather a waste of trait points since most of us try to avoid getting injured by zombies anyways, and you either get lucky  scratched or lacerated and survive or you get bitten Z- infected ... and simply die anyways so first aid becomes pointless then.

    And this is where I would like to see more situations were you can get "domestic injuries" that don't seal a death sentence like a zombie bite. I know you can get cut damage from broken glass and even running through bushes can give you scratches, but I would love to see (and that may be optional in the sandbox settings) every day household injuries due to low experience in any field.

    -You are bad at cooking? How about you cut your finger when cutting vegetables or a dead animal, or you burn your finger when cooking / touching a hot pot.
    -If you are bad a carpentry, there could be a chance that you hit your own hand/finger with a hammer when building something. 
    -Get a splinter under your skin (use tweezers) from sawing logs.
    -bad at tailoring? prick your finger on the needle
    ... and so on.

    It could also be countered/mitigated by wearing protective gloves/clothing.

    The chances for such injuries should be fairly low, like 0.1 - 5% based on your respective skill, or completely optional.
    Situations like these would make the first aid skill a lot more needed overall while adding to the immersion, without an immediate life or death situation from a zombie injury.
     
  11. Like
    Magic Mark got a reaction from trombonaught in Canned Tuna should not require can opener   
    The art ingame does depict a pull-tab, which I have seen a few cans of IRL for tuna.
  12. Like
    Magic Mark got a reaction from Tails in Canned Tuna should not require can opener   
    The art ingame does depict a pull-tab, which I have seen a few cans of IRL for tuna.
  13. Like
    Magic Mark got a reaction from Faalagorn in Canned Tuna should not require can opener   
    The art ingame does depict a pull-tab, which I have seen a few cans of IRL for tuna.
  14. Like
    Magic Mark got a reaction from Sanctus in Tucked in Camo Pants   
    and untucking shirts, while we're at it! 😁
  15. Like
    Magic Mark reacted to xclickitx in Throw pillows getting lost when moving sofa.   
    The new aesthetic touches are great. Like the pictures on the fridge, and throw pillows. When you move the object and place it down however, the new touches 'fall off'. 
     
    Just wanted to put it out there in case that was unintentional. 
     
    Thank you, 
     
    ~ click it 
  16. Like
    Magic Mark reacted to cool daddy shark in Tucked in Camo Pants   
    We are getting a ton of choices in terms of aesthetics (e.g. makeup, jewelry, changing hair color, etc) but if I am to suggest something:
     

  17. Like
    Magic Mark reacted to turkler in IWBUMS 41.39 RELEASED   
    I'd say there is, since
     
    one, it looks bad
     
    and, more importantly, two, c4's hood doesn't open like the car in OP's picture
     
     

  18. Like
    Magic Mark reacted to Zed_Slava in IWBUMS 41.39 RELEASED   
    No, no, no problems, everything works correctly.  Animation, sound, everything works fine.  I was just surprised when I saw this.  It was unusual. My post is not about an error, but about the fact that I noticed this detail! 
  19. Like
    Magic Mark reacted to nasKo in This is what the average 41.38 experience is like   
    To address this, somehow other streamers and content creators are able to voice suggestions, displeasure, and frustration without the attitude. You very well know you come off like an asshole a lot of times, but somehow seem to pride yourself with this trait that's not endearing at all and it's the lack of any basic empathy that makes you frustrating to deal with. We get along somehow, but that doesn't mean you're a shining example of feedback providers. 
    In the pre-iwbums group I don't have the patience to sift through Youtube-level comments. I don't want to have to go through your spite only for that golden little nugget of feedback, because that's not being helpful and I cannot be expected to constantly ignore it, no matter how often you say it's not personal. Bickering about someone's creative work and then demanding they don't take it personal is not how it works.
     
    I understand you love the game and all but you can't tell me you're oblivious to how frustrating you can be or how frustrating it can be to read spite when someone tries to provide feedback on something and doesn't realize the spite is not only unnecessary but also counter-productive to the common goal.
     
    Calling a pre-iwbums channel slavery when you're literally not expected to do anything except not being an asshole is also rich. 
     
    Lets take people like PBL or Drunk who are the starkest contrasts to you I can think of. They're somehow a pleasure to talk to when they're providing feedback and even when they're frustrated about something they have a way of not being assholes about it.
    I don't know how they do it. I don't know how they are able to converse with us about issues without being stubborn to think it absolutely cannot be something on their end. How they are able to have civil discourse while still being helpful beats me. Perplexing, how they're able to pitch in on where they think the game needs to go without attitude or quips on how we've let someone add something trivial after being glued to the same monotonous thing for three weeks as a way to distract themselves. It's also a mystery how they don't take personal offense when we're trying to explain things to them or how they found a way not to act like queens when we're wrong about something or have simply misunderstood what they meant from their report. Someone should get to the bottom of this.
  20. Like
    Magic Mark reacted to EnigmaGrey in This is what the average 41.38 experience is like   
    The problem is, outside of snippets of clear issues, you’re not helping; you’re actively frustrating it by reporting a problem then demanding we do the impossible, without any way to diagnose an issue that is apparently limited to a silent group of twitch streamers.
     
    Those twitch users will instead have to find their own voice rather than rely on yours. They need someone that doesn’t pout and stew over being told they may have made a mistake or repeatedly tell others to “do your job! I’m a twitch streamer!” when meant with confusion and/or requests for more info.
     
    That thinking you’re a slave because you’re asked for details in a volunteer test group (a test group that’d be seen as a reward and a privilege by anyone else)  — details that would waste less of our time (yours and mine) than this entitled bickering — is ridiculous. That need to be appreciated in all things and to be in control on a project that isn’t yours is the source of your bitterness.
  21. Like
    Magic Mark reacted to nasKo in IWBUMS 41.39 RELEASED   
    NEW
     
    translationProblems.txt lists missing ItemName_xxx instead of the old DisplayName_xxx. Removed the true|false debug console spam. Added buttons to access the Attachment Editor, Chunk Debugger, and Vehicle Editor to the debug menu. Added DebugType.Mod for controlling the display of mod-related debug messages to the console. Updated latest Community Translations  
     
    FIXES
     
    Used Docker to create libjassimp64.so and libLighting64.so with a version of GCC that will not cause issues with some Linux setups Fixed the vehicle editor not selecting the correct vehicle in the scripts combobox. Fixed the tutorial breaking at the zoom in/out stage when not using double-sized textures. Fixed rendering error when the Bucket Hat is on the ground. Fixed a vehicle shader not compiling on some systems. Fixed GameTime.getMinutesStamp() having a resolution of 2 minutes instead of 1. Fixed weapon models not being updated after removing weapon parts (scopes, etc) when the weapon is attached to the player. Fixed the HuntingRifle (MSR788 Rifle) scope not being displayed. Fixed not detecting when multiple active mods use the same tile definition file numbers. These file numbers are specified by "tiledef=" in mod.info files. Fixed being able to pick up a propane barbeque without removing the propane tank. Fixed the animation editor not setting the Reverse checkbox when selecting animations. Fixed the animation for removing a magazine from a firearm. Fixed lua error when fishing and the last lure breaks. Fixed incorrect instruction in tutorial re: tall fence Fixed (hopefully) the last of the 'red dot on tiles' issues
     
  22. Like
    Magic Mark reacted to VunderFiz in Build 41 MSR 700/788 rifles need a few changes.   
    ok so. both the MSR rifles are basically never used by anybody... why?
    well they both have a 3 round external magazine (which isn't practical or make any sense) and are very loud firearms, by the time you have fully loaded or put a new mag in hordes of infected will be on you, and with only 3 shots available you might as well just kill yourself.
     
    the MSR rifles should be changed in the way their magazines work.
    (personal preference) make them like what the firearms they are based off of (Winchester hunting rifles) and make them have internal magazines (meaning no magazine to pull out) and have the .308 MSR rifle (i forget if it's the 788 or the 700) have 5 rounds while the .223 version has 10 (.223 is smaller than .308)
    (what would be easier to do and would be personally ok with) have it so that the .308 magazines have 5 rounds and the .223 magazines have 10... honestly that change is probably the easiest thing ever and could be done in a matter of a minute
     
    and yeah you could use the RifleClipFix mod or some of the others BUT that becomes in issue when mods that change the entire items.txt file because that breaks every mod that uses/modifies a bit of the items.txt file will become NULL and not work until the mod that DOES change the entire file gets removed
  23. Like
    Magic Mark reacted to EnigmaGrey in This game is a copy of CDDA, Might as well steal some shit from it.   
    Ah, yes. The "It's just a joke, bro" defence. So nuanced and wise.  You tell so many funny jokes that end in your ban, friend. Maybe it's time to learn some new material?
  24. Like
    Magic Mark reacted to Neanderthal in This game is a copy of CDDA, Might as well steal some shit from it.   
    From Lemmy on Reddit:
     
  25. Like
    Magic Mark got a reaction from trombonaught in IWBUMS 41.35 RELEASED   
    Now that having a broken/no hood does damage to the engine, is there any chance that we can properly repair hoods? It would be a good idea to add in this missing content now that there are proper consequences for neglecting it.
     
    Also, the engine damage/condition could really use a once-over, as it hasn't really made much logical sense since the get-go. 
     
    I'm excited to try this update, will be back with proper feedback for new features and bug reports.
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