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ToastedFishSandwich

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Everything posted by ToastedFishSandwich

  1. Hi all. I know this probably quite a simple problem and I have tried to find a solution on https://projectzomboid.com/modding/ but haven't had any luck just yet. Quite a while ago I could do it like this: z = getVirtualZombieManager():createRealZombieNow(X, Y, Z); But sometime in the past few years that stopped working. What's the new method (and what's the best way to find out for myself in the future)? Edit: Okay I may have found it already myself (I could have found it sooner if Google hadn't decided to hide the majority of my search results on the topic for some reason). Testing now. For anybody trying to solve the same problem in future new code is z = createZombie(dupeX, dupeY, dupeZ, nil, 0, IsoDirections.E);
  2. Sorry for the delay. My "soon" is about as reliable as TIS's lmao. The new version is done for singleplayer. Next I'll try to get it working with multiplayer and after that I'll try to put various options into the sandbox menu rather than different downloads.
  3. Be warned that it may not be working well at this time, it hasn't been updated for two or three years. A new version will be arriving soon.
  4. No problem, I still think it's a cool idea. The only reason I stopped updating it was because I took a bit of a break from the game but it's been updated quite a bit since so I think I'm going to be getting back into it. Anything in particular you'd like to see in the mod?
  5. Hi there, I hope you've got everything working now. I never started on multiplayer support for the mod but your post has reminded me about it and I think I might have another crack at it in a few weeks with multiplayer support, more options and better functionality (quite often with this version you'll see the zombies popping in, for example).
  6. I don't think it would be much fun to play on the same world for over a year in real time only to suddenly drop dead due to factors outside of your control. It wouldn't feel much different from there being a random chance for your character to die every in-game hour.
  7. This is one of my biggest problems with guns right now. There definitely needs to be more feedback to the player and client-side bullet trails would be a great way to do it.
  8. Backpacks are in the works and should arrive in a future update. Holstered guns and weapons will probably come eventually.
  9. Just a little checkbox to fade out the icon on the side of the inventory and prevent that container from being auto-selected would be enough.
  10. I really think that the circle or a cone of fire would be really helpful in improving the feel of the guns. They're fairly usable at the moment if you understand the systems at play but I don't really think you should have to. It should still be based around your character's skill but there should at least be some kind of indication of the margin for error. At the moment it's not even clear if the gun is firing and missing or just bugged since nothing visible seems to come out of the end (as far as I've seen anyway). Having the bullets visible (regardless of realism) and even something as simple as a little percent chance to hit next to the mouse would do wonders for the feel of guns for new players.
  11. Personally I'd love a nice shiny new lighting system. A while ago I saw a really cool mock-up somebody did of dynamic lighting with shadows and all that nice stuff and I thought it was awesome. It also showed that such a thing could be done without messing too much with the style of the game. Edit: I found it! Obviously I can't comment on the feasibility of actually adding this but who knows what the future holds?
  12. That's just a couple of people. Don't worry too much about it. I know it must be hard to see past the few negative people but there's so much positivity surrounding the game too. The vast majority love it, it's only a few who can't deal with waiting (or just want to provoke a reaction) who complain like that.
  13. I think it's something they added fairly recently with the electronics system (or maybe it's not been added yet and I saw it on a Mondoid).
  14. Can't you already learn new recipes from magazines and the like?
  15. What would you suggest changing about them? One thing which I've thought of reading this post is that zombies could grasp at the rope, possibly pulling it down, so that the player won't rely on it as the sole route into their house. I'm not sure if this would work all that well though.
  16. Yeah, I thought this was a feature already but thinking about it I've never noticed any of the effects. Maybe I'm thinking of rain (they're supposed to freak out in the rain too)?
  17. I thought you could save character builds in Build 31 (the most recent one)?
  18. They should definitely burn for a couple of hours because they're zombies, not living humans. I've haven't actually used fire for several real-life months though so I don't know how long it takes to kill them now. Last time I used fire it wasn't actually too bad.
  19. I think it's supposed to be set in the past before smartphones and computers were as widespread as they are at the moment. There should probably be a few around the place though.
  20. I'd like a (visible) cone personally but a reticle would be fine too. I think that it definitely needs to be easier to work out where one is aiming. This could be done with a reticle or cone but perhaps bullets could also just be a little more visible. It might not be entirely realistic but if you could see a bright bullet moving through the world it would make it much easier to aim. At the moment the shotgun feels as though I'm firing some kind of sound cannon rather than a firearm.
  21. Personally I think that this sounds too complicated. I think that it'd be better to have just two values: how nutritious it is and how filling it is. Junk-food would be be filling and provide happiness but would not be very nutritious whereas fresh foods would be both filling and nutritious but decay much faster. This would provide enough depth to encourage variety but not so much as to make something as simple as eating too confusing and micromanage-y.
  22. A nice fellow on the Project Zomboid subreddit suggested this and I haven't seen it around here or on the common suggestions thread. The idea is pretty much summed up in the title but searching through the remnants of one's massacres is extremely annoying and time consuming since it's difficult to tell which corpses have been searched and where each one is located (both in the world and on the inventory UI). I know for a fact that I've spent a lot of time going over the same corpses, even when there're only four or five together, just to make sure that I haven't missed an axe or some other valuable item. The suggestion is simply to collapse all of the corpses around the player (maybe a 3x3 square like the area around which carpentry materials can be located) into a single container. This would allow the player to search through the piles more quickly and ensure they're locating all of the loot. It need only take effect when four or more corpses are in the player's immediate vicinity. If this sounds too overpowered then perhaps there could be a context action along the lines of 'Search Corpses' which takes a little bit of game time.
  23. It used to be like this but it was deemed too confusing. Unless you got a headshot you'd never kill the zombie since you have to destroy the brain.
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