Jump to content

ToastedFishSandwich

Member
  • Posts

    333
  • Joined

  • Last visited

Reputation Activity

  1. Like
    ToastedFishSandwich got a reaction from SeasonedPotato in How to Spawn a Zombie   
    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. Like
    ToastedFishSandwich got a reaction from trombonaught in Latest Mondoid on "tripping"   
    I used to hate the idea of tripping but as time's gone on I've started to see how it could benefits the game.
     
    Firstly: if it's avoidable (i.e. it's not the random falling over that many people have suggested in the past), then I don't really have a problem with it because looking where one is going and managing one's panic should both be an important element of the game. If panic will causes problems then maybe people will start to care about it.
     
    Secondly: it sounds as though it'll be a minor setback rather than a fall-on-your-arse-and-slowly-get-back-up type thing. The post talks about how survivors will be "scrambling along the floor trying to get back to their feet". To me this implies that survivors will stumble, possibly slow down a bit but keep moving fairly fast whilst trying to get back up at the same time. The zombies in this game don't even move very fast so if you get caught, even with stumbling, it's hardly the game's fault.
     
    Finally: it would add to the whole living through a zombie film feel that it sounds as though NPCs will add. If you were running away from a horde (because you decided to make zombies into sprinters for some reason) and one of your mates stumbled and eaten that'd be cool because that's exactly the type of thing that happens to stir up drama in zombie films.
  3. Like
    ToastedFishSandwich reacted to hunger john in RELEASED: IWBUMS Build 38.15   
    To add onto this, there should be rolling blackouts in the days before it happens so you can prepare for it accordingly.
  4. Like
    ToastedFishSandwich reacted to Batsphinx in RELEASED: IWBUMS Build 38.15   
    This is a feature, not a bug. It's in case you need to bury a Human Centipede.
  5. Like
    ToastedFishSandwich reacted to Svarog in RELEASED: IWBUMS Build 38.15   
    It's hilarious that it's possible to just die by standing next to some corpses for 2 in-game hours.

    Also, while I like the feature itself, I think the bloody clothes thing should have came in along with blood texture overlays for characters, the utter lack of any visuals in the area just make it feel completely "meh".

    Love the new sandbox options BTW.
  6. Like
    ToastedFishSandwich got a reaction from trombonaught in Zombie Duplication Mod   
    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.
  7. Like
    ToastedFishSandwich got a reaction from trombonaught in Zombie Duplication Mod   
    I'll try to make a new version just for you then. It shouldn't be too hard.
     
    It was surprisingly hard. I'll keep at it though.
  8. Like
    ToastedFishSandwich reacted to EnigmaGrey in RELEASED: Build 37.14   
    Have you not seen just how janky the sledgehammer animation is? Why fix that system when it's being replaced?
     
    That also hasn't been there for five years. The sledgehammer didn't even have an actual sprite back when the game was released. Even then, few other items have unique sprites, why should the crowbar?
  9. Like
    ToastedFishSandwich got a reaction from Necromatic_Corgi in Dying of old age   
    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.
  10. Like
    ToastedFishSandwich reacted to Zorak in Challenge on demand   
    Panic already work like that.
     
    Ofc I don't want gear sets and bonuses its way too RPG but in real life items have different qualities. If you take few knifes or axes some are heavier some are sharper it's nothin special. But trust me, players like to collect items and they will hunt for those "perfect ones".
     
    For other collectables I remember that Will wanted to put some random journals to the game. You will find them at different places and they add some flavor to the world.
  11. Like
    ToastedFishSandwich reacted to nasKo in A few features of NPC (hope I'm not too late)   
    Please tone down these kinds of posts. Heavily. 
  12. Like
    ToastedFishSandwich reacted to TheThirdHungarian in Vapor Trail Bullets?   
    I was thinking about how its difficult to adjust your aim when shooting because there is no tracer. I was thinking maybe a way around it would be a "the last of us" type vapor trail. What do you guys think?
  13. Like
    ToastedFishSandwich reacted to Demonic_Kat in Wall cracking/erosion happens too quickly, need a way to repair cracks.   
    No one would be able to experience these erosion changes if they were set to realistic time frames.
     
    To play one year you would have to survive 7.6 days of continuous game play on 30 min days. If you played 2 hours a day it would take 3 months to complete that. So a few years would literally be an entire year of playing the same map.
     
    I do have to disagree with the plant growth though. I have a neighbor who hasn't mowed in a couple of months and their house is completely overrun with vegetation. It is actually quite hard to see their house from the front now.
     
    I would like to see a way to fix the cracks though as well.
  14. Like
    ToastedFishSandwich got a reaction from Kuren in Pre-Apocalypse   
    Because it would be a lot of work, and players could just horde massive amounts of supplies with no zombies to stop them. It would also require a lot of changes to be made to the NPC's AI.
  15. Like
    ToastedFishSandwich reacted to $SCREAMER$ in My Understanding of NPC development (2011-2016)   
    Its official, Chris is a gangster.

  16. Like
    ToastedFishSandwich reacted to lemmy101 in My Understanding of NPC development (2011-2016)   
    Read between the lines of last week's mondoid 'after anims' and 5 stage release plan
     
    We'll talk more after anims go live
  17. Like
    ToastedFishSandwich reacted to Eve in Carpentry level requirements should be reworked or taken out completely.   
    So, you can make a drawer from the get go, but a simple square wooden pole to stick in the ground is locked behind lvl5? Functioning doors are lvl4 but a box with a trash sack in it, is 5 or 6 again? 
     
    I think some would agree that this goes in the opposite direction of Indie Stone's realistic approach with PZ.  I know that there needs to be some sort of progression, but the current level requirements aren't it in my opinion.  But what is the realistic thing to do here? Well, take me for example. A stereotypical girl, that hammered maybe 2-3 nails in her life and thats it. But give me some boards, nails and hinges, and I'll hammer you a door. A really shitty door, but still a door. 
     
    And here's the thing: This is already in the game. Indie Stone already put the perfect system in PZ, meaning the lower your skill, the shittier your crafts are.  Its even represented visually! So why do we need two systems in place here? To prevent players from settling down too early? Since 90% of the players eventually barricade a place for themselves anyway, that reason would seem moot to me.  Its not a run for unlocking levels, its a run for tools. Once a player has the tools he needs, he'll settle down most of the time.  Tbh, the leveling system seems to be its own reason.  So I'm saying we don't need two colliding systems when it comes to carpentry.
     
    tl;dr - My suggestion is to rework or remove carpentry level requirements altogether, and maybe squeeze in one or two more levels of quality instead. 
     
     
  18. Like
    ToastedFishSandwich reacted to winterpyre in VOIP feature   
    This right here is heartbreaking I hope your able to reclaim some of that joy eventually.
    What you guys have put into this game really shows, you guys are doing an amazing job and everyone who frequents the forums knows that.
     
    Though I do think king kitteh is on to something....
  19. Like
    ToastedFishSandwich reacted to Mr_Sunshine in VOIP feature   
    If I ever meet you, I'm buying you a pint. 
     
    You deserve it. 
     
    But seriously, as shitty as it must feel with people constantly forcing the 'NPC Issue' down your throats at TIS, most of us on the forum understands that you're all doing a fantastic job on the game so far. Keep it up, man. 
  20. Like
    ToastedFishSandwich reacted to Bughunter66 in Zombie Pressure Detection Against Walls   
    Totally agree with all points here. I really dislike how zombies attack things even. If you look at TWD zombies (Not the best example, I know.) they never really "hit" things, they push. The only way they get through obstacles is through their combined weight pushing against said object. But if one zombie starts to do something, the rest become "curious" of sorts, and go to do the same thing (Herd mentality).
     
    Maybe what can be changed is this: A level 3 wooden wall can withstand 100 units, 1 zombie exerts 10 units of force. 10 zombie will be able to take down the wall after a set period of time, lets say 3 minutes (Obviously these values were randomly chosen, but they give good examples.). If 10 zombies stay at that wall banging for 3 minutes, it will collapse. Having 2 walls connected give W1+W2+25%(W1+W2) R. So two level 3 wood walls would grant 250 R (R being resistance.), thus requiring 25 zombies. Balancing is something the devs would probably be better at, but I think I provided a good framework here.
     
    I do however think some walls should be near indestructible. 6 inch thick walls of reinforced concrete will be *very* hard for a group of zombies to get through.
  21. Like
    ToastedFishSandwich reacted to Slice985 in Gun Ownership in America   
    I live in Louisville, right where this takes place and yes Gun Ownership is very high. My best friends father even has several AK-47s, M4s and other high powered rifles. No automatic clip on them. Though if you know a lot about guns you can fabricate an automatic clip. My friend has an AR and a 12 gauge. I have a 38, most of my family has several shotguns and hunting rifles.
     
    In this area small pistols like 9m and 38s are very common as well as 10 gauge shotguns. I go to Knobb Creek fairly regularly, which is the gun range in this game. The place is packed with people most weekends The building itself is stuffed floor to ceiling with ammo, including many machine guns. But In the city core,  guns become much less numerous then in the suburbs and far less then rural areas where someone may own several rifles.
     
    The problem you would have in a zombie apocalypse is that most people buy guns based on looks or feel, this leads to many different ammo types. As my example above my family all have weapons, but we all own different ammo types.
     
    The second problem is that once the apocalypse started, a lot of that ammo is going to be destroyed or used. Most people will only have 1 box of ammo, maybe 2 at most. In the burbs, most gun owners also have gun locks which secure the gun from use by children, these are usually a padlock type or key lock which you may or may not find if you are looting a house. Say the owner has his gun lock on his key ring, he gets killed out in the streets. You will never find the key nor will you know the padlock combination. Which means you have to go through the lengthy process of prying off the trigger lock of most guns you find with a screwdriver. If you can get it off at all. If you are lucky and still had power, you could run a powered hand drill through the bolt and get them off that way. 
  22. Like
    ToastedFishSandwich reacted to Millitron in Gun Ownership in America   
    There are very few full-auto guns in the US.  No FA guns newer than 1986 are legal for civilians to own, all pre-86 MG's are registered, and no new ones can be added to the registry.  This means that the ones that ARE legal to own are very expensive.  To the point that an FA-version of a gun can cost tens of thousands of dollars more than the semi-auto version, despite being almost identical.

    There are ~300,000,000 guns in the US.  There are only 500,000 registered fully-automatic weapons; most of which are owned by police, not civilians.

    There really are a huge number of guns in the US, but unlike what Hollywood would have you believe, the vast majority of which are not fully automatic.
  23. Like
    ToastedFishSandwich reacted to King Kitteh in Visual effects on the character and zombies (and NPCs in the future)   
    I think the zombies having injuries and limps is planned. If you look in the animation video they featured in the re-animated mondoid, you can actually see a zombie with an arm missing.
     
    Not sure about the clothes thing though.
  24. Like
    ToastedFishSandwich reacted to nasKo in I am starting to feel guilty about this game   
    Donate to the nasKo Foundation today! For nasKos in need of more golden helicopters
  25. Like
    ToastedFishSandwich reacted to ethanwdp in Stolen art from project zomboid in new steam game   
    NPC's that all have Terminal 7, that is.
×
×
  • Create New...