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VikiDikiRUS

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  1. Like
    VikiDikiRUS reacted to nasKo in Survivors in the Mist   
    How do, all. We have a IWBUMS Build 40 beta patch ready backstage, but probably won’t be releasing today as we’re simultaneously working out the kinks in a new automated internal build process that Bitbaboon Steve has concocted for us.
    This will make it far easier for us to maintain PZ and make for better internal testing and smoother releases, especially with the next major build being one that’s mixed in with the new animations code, but needs a few adjustments still so that our Linux IWBUMS testers and server operators don’t run into trouble with a release today.
    We’ll hopefully release 40.26 into the beta soon though, which will then be considered a release candidate for a fairly imminent Build 40 public release – subject to a Community Megatest and nothing obviously exploding. We really need the auto-build up and running to release too, so we can get into the new dev groove with Build 40 patching. This notwithstanding – beta version 40.26 will include:
    New, rare, inventory clothing types to better insulate players. Thunderclaps when players are banned on a server. (Optional) Better admin control over weather effects Fixed map bugs. Fixed missing vehicle skids sounds in MP. Fixed broken MP car locks. Fixed container bugs. Lots of other fixed bugs. More cosmetic aspects like new seasonal sound effects (crunching snow, wind noise etc) will now follow in Build 40 patches, while more functional stuff like Stas’ work with better joypad controls and set-up will be a part of Build 41. (Look! PZ played with a Playstation dualshock pad with the correct symbols. Amazing scenes).
    Something else that may sneak into Build 40 patches, seeing as it will live separate from the main game, is something from a surprise new contributor – Xeonyx, the mapper who brought the community the New Denver Map.
    Jamie (Xeonyx) fully intends to return to New Denver, but wanted to try out something else in the interim – and came to us with an awesome two cell map based on a Hollywood studio.
    Xeonyx explains: “It takes inspiration from Paramount Pictures, and Warner Brothers Studio in its design.  It features a premier theater, high end restaurant and bar, a fitness center, and comedy club to name a few going down the luxury footpath road.”



    Given as it’ll be a long wait for Mash’s rendition of Louisville and map expansions will be sparse until then, we thought it would be a great idea to package Jamie’s new map as an official Challenge map – and to make an awesome and longstanding community mapper an official contributor.
    It’s not clear yet exactly how the challenge will operate, nor how we’ll make sure the map is available for MP servers as well as in-game SP, but it’s a great map and we’re quite excited about it – so thought we’d mention it while we help Jamie fix up map bugs and prep it for use in-game.
    This week’s forboding mist from❤ BOT nitexx❤ . A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  2. Like
    VikiDikiRUS reacted to Rathlord in MegaTest VII: So Many Subtitles [FINISHED]   
    Hey guys- we've got another multiplayer madness megatest for anyone who'd like to participate! The Spiffospace server is running the cutting edge IWBUMS build, released today! We're trying to test out multiplayer stability with the new features (Updated chat and weather among other things!)
     
    All we need is for you to be running around on the server for an hour or so and having fun!
     
     
    We ESPECIALLY need to hear from you if you have trouble logging on!
     
    OFFICIAL SERVER TEST IS NOW OVER. PLEASE MAKE SURE TO MESSAGE RATHLORD ON DISCORD FOR YOUR KEY IF YOU SHOWED UP DURING THE EVENT TIME!
     
    SERVER DETAILS:
     
    *Join the IWBUMS testing branch of the game. If you don't know how, follow the instructions here.
    *Join the official Spiffospace Canada server through the game's server listing.
     
    IMPORTANT INFO WE NEED:
     
    Please report any buginess, crashes, etc that you find here in this thread. This test is to check on multiplayer stability and general playability of the build. We really need to hear from you if you're having trouble joining the server!  
    [To redeem your code, message me (Rathlord) with a screenshot of the Players list (ESC -> Players, while in-game)  with your name visible, after the event is over. Discord is preferred (find me in the list on the PZ Discord) or PM me here on the forum.]
  3. Like
    VikiDikiRUS reacted to Neutz in POI Fort Redstone, KY   
    Having a break from my Union City map, as i was getting really burnt out.
     
    I didn't like some of the community maps because they add too much and some of them just don't fit right and are too big with no online map.
     
    So i decided to start some small POI type maps with alot of detail that fit right into the original map and only replace a few cells
     
    First up is Fort Redstone, a Military Base located just North of Rosewood.
    Some buildings are from the community pack but edited and the others i made myself.
     
    It includes custom tiles and spawnpoints for FilibusterRhymes military vehicles.
     
    https://steamcommunity.com/sharedfiles/filedetails/?id=1516836158
     



     
  4. Like
    VikiDikiRUS reacted to Amenophis in Life : Another survivor mod   
    Hi! Sorry for my silence.
     
    I had to put this mod in standby for personal reasons. Now i can back to it.
     
    With the release of build 39 i had to rewrite some scripts. But i still motivated.
    I can't give you a deadline. I have others projects in progress and a lot of work. But a first version will be released in the coming weeks.
     
    I will post new screenshots and videos soon.
  5. Like
    VikiDikiRUS reacted to Ayrton Orio in Map of Normandy, France   
    A few images to give some update about the Normandy map:
     
    I have been working on crop fields in order to diversify and make them interesting to visit for loot. As I am now working in a more cell by cell process I can put more focus on individual elements




     
    I have also been working on towns, it took me a while ot get it right but I wanted the driving to feel more like what you have in Europe, small streets, many one ways, cars parked on the sides on reserved locations, etc. When you drive in it you can't rush it un less you want to turn your car to a wreck. I am at the very beginning of making the building blocks of the ....blocks. Will do different corners, longer buildings, restaurant, etc.

     
     

  6. Like
    VikiDikiRUS reacted to nasKo in Soda Scream   
    Thursday, Thursday one and all. We’re currently knuckling down on the Build 40 IWBUMS beta – as it’s pretty much feature complete at this stage, and are currently sweeping up as many issues as we can to package with the public release.
    To this end, we’ve just released IWBUMS beta version 40.16. In amongst the longer changelistof bug fixes and polish this version contains the following.
    Reflective windows on vehicles. Player temperature rework including better time control and overall system improvements, and clothing insulation values. This also includes a moodle to show, in extreme cases, wind speed and wind chill factor. Added ability to switch between Celsius and Fahrenheit Improved weather effects to show snow, rain and clouds being better reflected by windspeed. This is also alongside improved blizzard and storm effects, and more ‘vertical’ appearing rain so it appears less snow-like. Bug fixes including passengers no longer falling out of moving cars during short disconnects, the issue with not being able to refill propane torches, Q not attracting zeds, zeds appearing black on reloading, snow covering up fire tiles and upgraded door frames blocking player movement. It works on Macs again now. If you are one of our testers then please be aware of two issues while you’re playing.
    This version might come packaged with an issue on some graphics cards due to a shader issue. We have a Radeon 390 on our internal testers, and it’s playing up a bit. Please let us know if you have any problems, so we know how widespread an issue it is. If you are impacted, then please try turning off the Steam Overlay and see if it helps. EP has also fixed an OLD bug that had zombies being immune to attacks while staggering backwards. This might create other bugs though, so please let us know if anything weird happens around smacking zeds around with melee weapons We’ve compiled some guidance as to how the new chat functions work, and you can find them here on the forum. Hopefully there’s not too much wrong with it, as that would make a Russian man cry. That said, some functions might not be 100% yet, and likewise chat history will come in the next version. Still to do on Build 40 are tasks like adding admin control to the new weather and climate system – which we will then use in a Community IWBUMS Megatest to flush out remaining bugs and issues. We think the ability to accompany bans from servers with the sound of thunder might be quite fun, alongside the added RP value that a godlike control of the elements will bring. We also have a soundbank of seasonal effects that Turbo would still like to add in, if he has time before release.
    Elsewhere we have plans for upcoming features in future builds crystallizing now (the power network, car upgrades, some thoughts on the farming revamp etc), and clearly have the guys at TEA working on the animation system too.
    After we put out our guidance on how to get new vehicle mods into the game alongside the official vehicles then it’s been really gratifying to see them starting to appear in the Workshop. Please check out Filibuster Rhymes’ Used Cars, for example. Hopefully one car set of many to appear in the future.

    This week’s soft drink capitalism from Slurp Burp. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. And finally, vaileasys and the wiki have gotta know, where’s your favourite location in Project Zomboid?
  7. penisham
    VikiDikiRUS reacted to nasKo in Beeverdoid   
    Hey all, Thursday greetings.
     
    IWBUMS BETA 40.14 RELEASED
    We’ve just released IWBUMS beta 40.14, which is another release that’s primarily fix and polish – our current aim for the devs working on this build being to make lots of quality of life corrections and adjustments while Turbo finishes his weather/climate work and the version can get a full public release. You can see the patch notes here.
    To this end this version fixes missing raindrops, absent MP storms and other climate errors – while EP has also figured out the annoying sound volume and delayed sound issues, which should now be eradicated. The telepathic ‘terminator’ zeds trailing after players in MP that several of our IWBUMS testers have reported have also been stripped of their powers.
    EP has also made improvements to alleviate longstanding woes with zombies appearing in your vision cone all-too-late in large buildings like the Mall, and Yuri has made fuel caps more accessible through his vehicle anti-clipping force-field.
    EP has also been through all the various vehicle features and made them operate as you’d expect when the car battery is dead or uninstalled, also having them still operational until the car is powered down when the battery is removed and the engine is going. Another minor, but irritating and ancient, bug he’s figured out is the frozen food that’s been spawning in freezers long after the final power outage.
    Please be aware that SpiffoSpace remains open for IWBUMS testing. This server, based in France, has no password and can be found by anyone running the beta (access details here). Once we’ve added in some admin power over weather (admin-triggered storm/snow/fog etc) we will be coordinating a Community Megatest on here.
    IWBUMS NEXT
    Due for internal testing over the weekend and early next week, Turbo has redone the way the IWBUMS beta currently has changes in temperature, and resistance to hot and cold, impact on the player. Although it works okay-ish currently, the edges were too rough – and deaths were often broken/cheap.
    His revamped system focuses on how resistance to the elements is calculated – and the way it takes hunger, thirst, worn clothing, wetness and exercise all into account should be a marked improvement. The temperature ‘safe zone’ range will be wider too, and the system takes ‘real time’ minutes into account rather than ‘game time’ – so fast forward peril is decreased, alongside being dead by dawn next to the embers of a camp fire.
    The next version will also improve weather visuals to better distinguish rain from snow, and add in temperature conversions – so our Kentucky setting gets its proper and correct Fahrenheit readings, rather than horrid old European centigrade.
     
    MUSIC MAN ZACH
    While the four guys over at T.E.A. continue to work on our new animations system, we thought it might be worthwhile mentioning the fifth horseman of that build: our music composer Zach Beever.
    Since animations are such a fundamental evolution of the game, we want a whole bunch of new music to bring players along emotionally with the new visuals. Zach’s been working with us for months now, preparing a whole host of new tracks, many including familiar themes and motifs from old favourites.
    Rather than drip them in one by one, and to give him time to work on them as a collective whole, we felt their impact would be far greater if they all went in together. To this end, behind the scenes, Zach has now completed 19 new music tracks, with more to come – and a part of one of the latest can be heard below.
    https://projectzomboid.com/blog/wp-content/uploads/2018/08/zacpreview.mp3?_=1
          For thoughts on his direction and inspiration for the music, we thought we’d ask the man himself.
    “When I began work on the soundtrack some years ago, part of the overall vision was to incorporate instruments that were totally removed from the Kentucky setting. The thinking was to mirror the massive shift in the world—that whole zombie thing—with an equally big change in the (expected) music. What could have possibly been played by the banjo and fiddle, for example, went to the tar and duduk.”
    “Recently, though, the team brought up a player’s suggestion to reexamine this and tie in aspects of the local music. This took some thought and a good bit of experimentation, as I didn’t want to upset the identity we had created for Zomboid.”
    “The result is a new set of tracks that, I believe, expand on the old ones faithfully—the mood is still there, but now we’ve got American-style sounds mixing with the more middle-eastern sounding ones. When everything’s heard together, I hope the occasional appearance of these instruments (and their distinct playing styles) hints at the past world.”
     
    VEHICLE ENHANCEMENTS
    Behind the scenes there’s currently a lot of conversation about revamps of existing systems (farming, last week’s thoughts on polishing the power outage etc) but something else we’re discussing are ‘survival-style’ skill and recipe-based enhancements to vehicles. To which end, we thought we’d float this image of our potential direction with this in front of the community – to gauge opinion and gather some feedback.
    Please note that this is NOT a final representation – it requires a full art pass, not to mention a lot of coding work that will likely come from General Arcade’s Yuri for a future build. It does, however, show how a modular model system could work – and we’d like your thoughts on it.

     
    PENISHAM FESTIVAL
    It’s currently the Annual Penisham Celebration on our forums. Feel free to join in, but be aware that Penisham will only be available for another five days.
    This week’s patriotism from GodImtrash . A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. And did you ever wonder how the Knox Event played out in the UK, well wonder no more…
  8. penisham
    VikiDikiRUS got a reaction from Shotgun_Messiah in SurvivorWarehouse.tbx (HIGHLY DETAILED)   
    Wow, dude, it's looks really cool!
  9. Like
    VikiDikiRUS reacted to Ayrton Orio in Cap Levi, Normandy, France   
    Some updates on the Normandy Map
     
    I had to familiarize myself with the building editor, World Ed and Tilezed in order to go forward with the map. It took me a while because I'm an idiot, but I think I'm up to date now.
    Here is some news with medias attached:
    - French looking buildings (residences, mansions, greenhouse, stores, garages, etc)
    - Better crop fields, now there are many different types of fields depending on their use (cattles, veggies, fruit trees, etc)
    - roads are now all connected and make sense. Smaller paths are being done, especially for foresty areas. 
    - revamped "boccages", better definition of tree lines, in-between paths, etc
    - bridges of different sizes and use were designed
    - layout of cities streets are in progress
    - Vehicles spawn more naturally (for a french scenery) as they will stand in on side of the street, parked in front of houses (as we Frenchies do)
    - Defined every landmark of the map to make the navigation more interesting and easy. (cities, harbours, relais chateau inn, main church, military base, vineyards, larger gas station, 
     
    and probably a bunch of other things I forgot to mention
     
     
    The map is not yet ready to be uploaded on the workshop as I want every major area of the map to have lootable buildings and vehicle spawns to allow player to go from one town to the other with more ease.
     
    I have added a video to showcase what drove me to do this map: Having more fun driving the cars on non linear roads. (unfortunately the video is very laggy)
     
     
    There is clearly tons of work to be done (as you can see in the attached files), but I think I will be able to upload the map at the end of June and make it playable for everyone who wishes to.
     
    My short term TODO list is as follow:
    - 10-12 residences to be done + variations
    - 8-10 unique buildings (lighthouse, gas station, monastery, etc)
    - Towns layouts + vehicles spawns
    - roads and streets signs and decoration
     
    The longer term list is as follow:
    - Apocalyptic feel (burned cars, fortified houses, corpses, etc)
    - Foraging areas
    - lootable map
    - Community feedback
    - Polish path
     
     
    Have a good sunday!




  10. Like
    VikiDikiRUS reacted to Rathlord in FLASH Megatest IV: Vehicular Testslaughter [Key Giveaway!]   
    Hey guys- we've got another multiplayer madness megatest for anyone who'd like to participate! The Spiffospace server is running the cutting edge IWBUMS build we released today with many improvements across the board for vehicles and general playability.
     
    All we need is for you to be running around on the server for an hour or so, and it’ll probably be quite a fun escapade.
     
     
    The event is NOW OVER but still feel free to play around on the server and see if you can find any bugs and/or just have fun!
     
    No free codes will be handed out beyond the end of the event. Keep an eye out for the next test for more chances to win free codes!
     
    SERVER DETAILS:
     
    *Join the IWBUMS testing branch of the game. If you don't know how, follow the instructions here.
    *Join the official Spiffospace server through the game's server listing.
     
    IMPORTANT INFO WE NEED:
     
    Please report any buginess, crashes, etc that you find here in this thread. This test is to check on multiplayer stability and general playability of the build. Any feedback you guys can leave for us here would be much appreciated!
  11. Like
    VikiDikiRUS got a reaction from Legoland99 in When did you join pz   
    Welp, not oldfag, maybe... PZ-grandpa? I just can't remember any word, what can describe my "oldest"
  12. Like
    VikiDikiRUS reacted to Legoland99 in Back to Making Buildings! -Union City Project- Explanation   
    I've been away since I had to finish 12 grades of school and got myself a place at a Physiotherapy Course in Groningen, The Netherlands. I only have a month left until the big exams to get my Bacalaureat Diploma, so I was really busy to finish well in school and study for them. I hope ya'll can understand this. I do have a bit more free time until the last week of the exam and can work on PZ buildings. After that I have even more free time to work on PZ, so get ready peeps!
     
    Here is an Office Building I've just made.


  13. Like
    VikiDikiRUS reacted to nasKo in Bridge of Dies   
    Brief blog this week as, on top of what’s below, we’ve spent the last week and a bit running around and trying to work out an MP bug in which players would happily drive around a server, before teleporting back to where the server (and hungry zombies) assumed they still were. We’re very much hoping that this is now fixed, or well on its way to being fixed, in the just-released public IWBUMS 39.59 – and that we can then kick it all through the public release hatch. Some notes:
    The full changelist for IWBUMS 39.59 can be found here. It also introduces some requested mapping features such as the ability to choose which way cars are parked, and an ‘emptyoutside’ flag for covered areas and verandas etc on the side of buildings – this fixes some very unfair generator carbon monoxide poisonings, dodgy lighting and strange rooftop zombie spawns. The update also addresses initial high RAM use of dedicated servers, a compost crash and player-built structures made from metal obscuring your character. In preparation for the vehicles release, the PZ map has been updated with Build 39’s countryside/vehicle exploration additions between Riverside and Rosewood. Our thanks to Blindcoder for his work on this (especially when he has his hands full currently!) and to Kirrus for helping out with all the various clever stuff required server-side.
    For community mappers and interested parties: new versions of PZ tools TileZed and WorldZed have been released, alongside the latest array of Tileset images. Those interested in creating maps for PZ would do well to start with checking out RingoD’s excellent One Stop Mapping Shop thread. While we’re in this area we’d also like to thank the valiant Vaileasys for his current work updating the PZwiki. If you fancy helping out he says it’s a case of ‘more the merrier’, and he asks that you get in touch with him on the forum or on his wiki talk page. Oh and, also in the same ballpark, thanks also to our own Connall for work to improve the lot of our Community Translators. Meanwhile, for the builds beyond vehicles, we have Turbo working on cloud drift visuals and night FX and colouring in his simulated weather and climate system – while General Arcade’s Stas is trying to finish off his gamepad work in time for it to be dropped in alongside his chat system.
    Over with our new TEA boys team [Bitbaboon Mark’s new crew: hired to help with the anims implementation, and the many/varied features they’ll unlock] are getting on at a good clip – with some good ways to optimize emerging from Grant, and Schnitz working with model loading/textures and getting inventory/character more smoothly.
    Finally, our music composer Zach Beever is also back with us and hard at work on new tracks that we hope to integrate in the builds that lie ahead.
    This week’s Fear Pier from Arkona. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  14. Like
    VikiDikiRUS got a reaction from halkaze in Blindcoder's PZ map updated for Build 39 / Vehicles   
    I love ya', Blindcoder.
     
    But i'm not a gay.
  15. Like
    VikiDikiRUS reacted to Batsphinx in Blindcoder's PZ map updated for Build 39 / Vehicles   
    Quick flag for y'all to say that, in preparation for the vehicles release, the PZ map has been updated with Build 39's countryside additions between Riverside and Rosewood.
     
    https://map.projectzomboid.com/
     

     
    Our thanks to @blindcoder for his work on this (especially when he has his hands full with happy small child life stuff currently!) and to @Kirrus for helping out with all the various clever stuff required server-side.
  16. Spiffo
    VikiDikiRUS got a reaction from Kuren in Blindcoder's PZ map updated for Build 39 / Vehicles   
    I love ya', Blindcoder.
     
    But i'm not a gay.
  17. Spiffo
    VikiDikiRUS got a reaction from GoodOldLeon in Blindcoder's PZ map updated for Build 39 / Vehicles   
    I love ya', Blindcoder.
     
    But i'm not a gay.
  18. Like
    VikiDikiRUS got a reaction from Geras in Blindcoder's PZ map updated for Build 39 / Vehicles   
    I love ya', Blindcoder.
     
    But i'm not a gay.
  19. Spiffo
    VikiDikiRUS reacted to arkahys in S.P.I.F.F.O as S.P.E.C.I.A.L   
    I just wrote a suggestion where intelligence skill could be good.
    With actuals bugs, can't enjoy play, so waiting release, i come back play to fallout 2. that's remind me :
    For old players who now fallout series and is S.P.E.C.I.A.L, I find this character adjustement very fine and powerfull , and in a certain way, PZ is not as far.
    For others in fallout player have skill who form "special" they are  :
    Strengh
    Perception
    Endurance
    Charisma
    Intelligence
    Agility
    Luck
    This affect game stats and the base of many subskills, who can be separatly upped.
    In a 3rd time you can have some capacities.

    When I create my charcter in PZ, I realize that all of this is here, but with less incidence between skills/capacities.
     
    What about a S.P.I.F.F.O ? this could give more fines parameters and impact.
    I try to find some word who are not to close to fallout. I'm not very at ease in english to know all goods adjective...
    I put in first line incidence on in game stats, on the second on skills themsleves (xp gain, or starting XP).
    Strengh : carry capacity, knockback, run speed, blunt attacks damages affecting : run , carpentry, metalworking, mechanic, both accuracy Perfection : buildings quality , transfer speed, container capacity could affect : sneaking, all accuracy/aiming, cooking Intelligence : sight range, reading time, container capacity, engineer speed,  could affect : electricity, first aid, all maintenance, forage Fitness : endurance, running time, sneaking speed, transfert speed, blunt attack speed, thirst affecting : nimble, mechanics, reloading time, Faith : panic, boredom, luck in general, moods, repair and loots. critical hits could affect : all guards, fishing, trapping.  Outdoursy : building time, foraging speed, run speed overloaded, hunger, could affect : farming, lightfooted, forage, fishing , trapping  
    All of word and impacts are ideas to show a principe. don't say that are at the right place.
     
  20. Like
    VikiDikiRUS reacted to nolanri in Super Survivors!   
    mod released: http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
  21. Like
    VikiDikiRUS reacted to nolanri in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  22. Like
    VikiDikiRUS reacted to Kennethdio in SurvivorWarehouse.tbx (HIGHLY DETAILED)   
    It's been a while, a few months while. Sadly during those times, I slacked off and did no work on my planned maps or creating new buildings.
    Now I'm getting back to that and I finished up one of my many planned buildings. It's a survivor warehouse.
     
    Just before the end times there are always fanatics who will prepare for the inevitable. They hole up, get armed, barricade their homes, stocked food, they have it made. Well, here's one of the fanatics castles. You may use it for your own maps. Dropbox link last.
     
    FEATURES
    Armory Lots of details Makeshift Medbay Restroom Office Room Stocked Kitchen Bedroom Entrance Room Makeshift Garage Living Room  
    PICTURES
    exterior

    interior

     
    Download Link
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    https://www.dropbox.com/s/3dv2svxpf7l5tps/SurvivorWarehouse.tbx?dl=0
    (This is my first attempt of a download link, any problems with it, come tell me).
  23. Like
    VikiDikiRUS reacted to Necromatic_Corgi in M'aiq's Buildings / Custom tiles Thread.   
    I figured I may as well make a building thread to show off a few things, Everything here is heavy wip unless stated otherwise. I will put downloads of buildings here as they are finished, I also might release all of my custom made tiles depending on if people want them or not.
     
    I'll also take any tile requests so if you feel like something was always missing from the current pz tileset let me know and I will try my best to make them.
     
    Apartment Building (Custom tiles)


     
    Shallow Roof Tileset (Custom Tiles)


  24. Pie
    VikiDikiRUS reacted to Legoland99 in Union City   
    24 More buildings to finish up and I can give you apartments for life man.  (in a month hopefully)
     
  25. Like
    VikiDikiRUS got a reaction from Nebula in [Released] {1.0} Chaparral   
    Chaparral
    Original Idea: Turtleey
    RE-build in Project Zomboid: VikiDikiRUS
     
    What's town have:
    1) Police Station/small hospital.
    2) Mall
    3) Few shops
    4) Little bar
    5) Houses
    6) Fires station
    7) 2 Gas stations
    8) Airfield
    9) Train tunnel
     
    Town is here:

     
    Screenshots:


     
    DOWNLOAD:
    *CLICK*
    (map can have some bugs, mb i will fix it soon)
     
    Credits:
    VikiDikiRUS - creator.
    Turtleey - original idea.
    Queen Glory - 1 building.
     
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