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Magic Mark

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  1. 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.
  2. 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.
  3. 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)? 
  4. 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.
  5. 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 ... 
  6. 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
  7. 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.
     
  8. 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.
  9. 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.
  10. 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.
  11. Like
    Magic Mark got a reaction from Sanctus in Tucked in Camo Pants   
    and untucking shirts, while we're at it! 😁
  12. 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 
  13. Like
    Magic Mark reacted to sharkstertheshark 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:
     

  14. 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
     
     

  15. 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! 
  16. 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.
  17. 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.
  18. 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
     
  19. 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
  20. 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?
  21. 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:
     
  22. 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.
  23. Spiffo
    Magic Mark got a reaction from numbersixthecat in IWBUMS 41.36 RELEASED   
    Overall test feedback:
    ~~
    Dirt: Great in appearance, acquisition is not logical.
     
    Currently, dirt piles on way too quickly in passive gameplay. My character's jeans, face and arms got muddied from 20-30 on-off seconds of jogging (not sprinting) up and down my gravel driveway and front yard. Realistically, this should only occur (and at a lesser rate) if the character is sprinting.
     
    When I run in real life, I often run on the grass/dirt as it's easier on the feet. I don't ever worry about kicking up mud and soaking myself unless I'm running through puddles.
     
    Additionally, despite appearing visually over my clothes, the dirt would only be removed after washing "myself". And then I went out, watered my plants and immediately had more dirt on my face than I did before. 
     
    ~~ 
    Bags: Functioning, look great, but one minor issue:
     
    I experimented around with bags. These work great. I think it's awesome that you can take a tumble and drop one. It creates some harrowing moments out in the world where you have to choose whether going back for your stuff is more important than keeping on going.
     
    I admit, when you are carrying two bags and drop both of them at the same time, it does look a little weird that both icons on the ground overlap each other. It's hard to tell whether you dropped one or two bags this way. I don't know if you have 3d ground models on the books for bags (I do love the new models for them) but you may want to consider spreading the dropped bags (in the case of dropping more than one) by a tile.
     
    ~~
    Flashlights: Attach the new smaller one to your belt!
     
    The fix for the new hand flashlight is great. For consistency, you need to be able to attach it to your belt. If you want it to become more integrated into regular gameplay as you claim, this is a needed change.
     
    It is too much excess inventory management otherwise to replace risking running through the dark. It also completes the 'security guard' look some of us have during our patrols.
     
    ~~
    New car damage:
     
    This is great that you are putting in real consequences for having a damaged/no hood, but you need to counterbalance this by giving us a way to repair the front end of our vehicles. We can't always go out and find 100% condition hoods to replace ours with, even if we actively avoid crushing zeke like a black-friday wet dream.
     
    You may also want to consider differentiating the front bumper and hood, as this is pretty necessary as an upgrade to the maintenance system overall. Give players two potential barriers to engine damage that both make sense. Referring to the entire front end (fenders and all) as "hood" was great as a temporary sticker, but you might want to make the distinction. 
     
    Wreckfest, for example, considers bumpers as an element separate to the hood. Players may replace bumpers if they wish, which should integrate nicely with the car armor you showcased a while back in another thursdoid. It's just easier to go that route than having to continually explain that the hood is all-encompassing. It also makes more sense - you hit a zeke, what part takes the brunt first? 
     
    The first step, however, is making the hood repairable. Duct tape, glue, and metal sheets (what is currently the status quo for other parts) are satisfactory. It would be nice if using welding was buffed overall for vehicle repair as it is too resource intensive for obsolete repair benefits. As you recently re-balanced metal walls, this might be on the books as well.
     
    ~~
    Misc.
     
    Build 41 has been out for a while, and the meat cleaver is still a non-reparable item. It should be repaired in the same way any kitchen knife or machete can already be repaired.
     
    Other than that, great work! It's very close to polished now, and I'm looking forward to what you do next!
     
     
     
  24. Like
    Magic Mark got a reaction from Optimism in IWBUMS 41.36 RELEASED   
    Overall test feedback:
    ~~
    Dirt: Great in appearance, acquisition is not logical.
     
    Currently, dirt piles on way too quickly in passive gameplay. My character's jeans, face and arms got muddied from 20-30 on-off seconds of jogging (not sprinting) up and down my gravel driveway and front yard. Realistically, this should only occur (and at a lesser rate) if the character is sprinting.
     
    When I run in real life, I often run on the grass/dirt as it's easier on the feet. I don't ever worry about kicking up mud and soaking myself unless I'm running through puddles.
     
    Additionally, despite appearing visually over my clothes, the dirt would only be removed after washing "myself". And then I went out, watered my plants and immediately had more dirt on my face than I did before. 
     
    ~~ 
    Bags: Functioning, look great, but one minor issue:
     
    I experimented around with bags. These work great. I think it's awesome that you can take a tumble and drop one. It creates some harrowing moments out in the world where you have to choose whether going back for your stuff is more important than keeping on going.
     
    I admit, when you are carrying two bags and drop both of them at the same time, it does look a little weird that both icons on the ground overlap each other. It's hard to tell whether you dropped one or two bags this way. I don't know if you have 3d ground models on the books for bags (I do love the new models for them) but you may want to consider spreading the dropped bags (in the case of dropping more than one) by a tile.
     
    ~~
    Flashlights: Attach the new smaller one to your belt!
     
    The fix for the new hand flashlight is great. For consistency, you need to be able to attach it to your belt. If you want it to become more integrated into regular gameplay as you claim, this is a needed change.
     
    It is too much excess inventory management otherwise to replace risking running through the dark. It also completes the 'security guard' look some of us have during our patrols.
     
    ~~
    New car damage:
     
    This is great that you are putting in real consequences for having a damaged/no hood, but you need to counterbalance this by giving us a way to repair the front end of our vehicles. We can't always go out and find 100% condition hoods to replace ours with, even if we actively avoid crushing zeke like a black-friday wet dream.
     
    You may also want to consider differentiating the front bumper and hood, as this is pretty necessary as an upgrade to the maintenance system overall. Give players two potential barriers to engine damage that both make sense. Referring to the entire front end (fenders and all) as "hood" was great as a temporary sticker, but you might want to make the distinction. 
     
    Wreckfest, for example, considers bumpers as an element separate to the hood. Players may replace bumpers if they wish, which should integrate nicely with the car armor you showcased a while back in another thursdoid. It's just easier to go that route than having to continually explain that the hood is all-encompassing. It also makes more sense - you hit a zeke, what part takes the brunt first? 
     
    The first step, however, is making the hood repairable. Duct tape, glue, and metal sheets (what is currently the status quo for other parts) are satisfactory. It would be nice if using welding was buffed overall for vehicle repair as it is too resource intensive for obsolete repair benefits. As you recently re-balanced metal walls, this might be on the books as well.
     
    ~~
    Misc.
     
    Build 41 has been out for a while, and the meat cleaver is still a non-reparable item. It should be repaired in the same way any kitchen knife or machete can already be repaired.
     
    Other than that, great work! It's very close to polished now, and I'm looking forward to what you do next!
     
     
     
  25. Like
    Magic Mark got a reaction from axeladalidez78 in IWBUMS 41.36 RELEASED   
    Overall test feedback:
    ~~
    Dirt: Great in appearance, acquisition is not logical.
     
    Currently, dirt piles on way too quickly in passive gameplay. My character's jeans, face and arms got muddied from 20-30 on-off seconds of jogging (not sprinting) up and down my gravel driveway and front yard. Realistically, this should only occur (and at a lesser rate) if the character is sprinting.
     
    When I run in real life, I often run on the grass/dirt as it's easier on the feet. I don't ever worry about kicking up mud and soaking myself unless I'm running through puddles.
     
    Additionally, despite appearing visually over my clothes, the dirt would only be removed after washing "myself". And then I went out, watered my plants and immediately had more dirt on my face than I did before. 
     
    ~~ 
    Bags: Functioning, look great, but one minor issue:
     
    I experimented around with bags. These work great. I think it's awesome that you can take a tumble and drop one. It creates some harrowing moments out in the world where you have to choose whether going back for your stuff is more important than keeping on going.
     
    I admit, when you are carrying two bags and drop both of them at the same time, it does look a little weird that both icons on the ground overlap each other. It's hard to tell whether you dropped one or two bags this way. I don't know if you have 3d ground models on the books for bags (I do love the new models for them) but you may want to consider spreading the dropped bags (in the case of dropping more than one) by a tile.
     
    ~~
    Flashlights: Attach the new smaller one to your belt!
     
    The fix for the new hand flashlight is great. For consistency, you need to be able to attach it to your belt. If you want it to become more integrated into regular gameplay as you claim, this is a needed change.
     
    It is too much excess inventory management otherwise to replace risking running through the dark. It also completes the 'security guard' look some of us have during our patrols.
     
    ~~
    New car damage:
     
    This is great that you are putting in real consequences for having a damaged/no hood, but you need to counterbalance this by giving us a way to repair the front end of our vehicles. We can't always go out and find 100% condition hoods to replace ours with, even if we actively avoid crushing zeke like a black-friday wet dream.
     
    You may also want to consider differentiating the front bumper and hood, as this is pretty necessary as an upgrade to the maintenance system overall. Give players two potential barriers to engine damage that both make sense. Referring to the entire front end (fenders and all) as "hood" was great as a temporary sticker, but you might want to make the distinction. 
     
    Wreckfest, for example, considers bumpers as an element separate to the hood. Players may replace bumpers if they wish, which should integrate nicely with the car armor you showcased a while back in another thursdoid. It's just easier to go that route than having to continually explain that the hood is all-encompassing. It also makes more sense - you hit a zeke, what part takes the brunt first? 
     
    The first step, however, is making the hood repairable. Duct tape, glue, and metal sheets (what is currently the status quo for other parts) are satisfactory. It would be nice if using welding was buffed overall for vehicle repair as it is too resource intensive for obsolete repair benefits. As you recently re-balanced metal walls, this might be on the books as well.
     
    ~~
    Misc.
     
    Build 41 has been out for a while, and the meat cleaver is still a non-reparable item. It should be repaired in the same way any kitchen knife or machete can already be repaired.
     
    Other than that, great work! It's very close to polished now, and I'm looking forward to what you do next!
     
     
     
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