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TheGmork

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  1. Like
    TheGmork reacted to lemmy101 in Blender 3D Scripts   
    this is awesome! <3 would love to see this complete. We'll get to official support at some point but there are considerations first
  2. Like
    TheGmork reacted to Batsphinx in Just wanted to say…   
    Back when my line of work was a lot more journalist-y I’d do a lot of interviews with Executive Producers, Senior Marketing Vice Presidents and all other manner of other glorified mouth-pieces for the big publishers. Whenever they brought out the old “of course, we’re doing this for the community – they’re who matter!” line I’d start to roll my eyes. I wouldn’t stop rolling them until I’d asked my killer ‘DLC plans?’ question.
     
    I don’t want to be like that guy – the guy who talks about the value of a game’s community without once visiting it, and praises it as a part of some bullshit boardroom checklist.
     
    Without Project Zomboid’s community (without you - the person reading this – whether you’re a lurker or a regular) times could’ve been so much darker. We owe you a ‘thank you’ so massive it’s almost impossible to deliver. Your testing, your enthusiasm, your friendship, your shared passion for the game… it means more than I can convey in a simple forum post.
     
    I’m not going to whitewash the bad stuff. Two years ago TIS self-inflicted some wounds from which it took an age to recover and gave ruffians ample room to play, and I know that the fabled ‘winter of no content’ was tough on us all. (I don’t think we ever answered the question of what constitutes a ‘white knight’ and what constitutes a ‘troll’, but we certainly seemed to get closer to the answer than most…)
     
    So, before the Steam Early Access launch potentially stirs things up, I wanted to say thank you. To our moderators, to our regulars, to our lurkers, to our critics, to our fans, to those who dip in and out… everyone. Thanks for giving a shit about our zombie game.
     
    Speaking on behalf of all of the Indie Stone, all of our contributors and anyone else who’ve found themselves strapped onto this rollercoaster for the past couple of years – it wouldn’t have been the same without you, and it’s entirely possible that it couldn’t have happened at all.
     
    We’re really appreciative, and we’ll always do our best to do right by you – however we can.
     
    You started this. You incubated the PZ infection.  You'll forever have our thanks.
     
    LOVE Y'ALL
  3. Like
    TheGmork reacted to AnonPrime in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  4. Like
    TheGmork got a reaction from EnigmaGrey in Mac Trouble on MP   
    well, after all the frowning and frustration and the reading it seems it was fixed by using a direct connect ip (instead of internet ip) >.> I should have thought of it sooner. Silly me.
  5. Like
    TheGmork reacted to lemmy101 in Operation Fix Late Game By Killing You Before You Get There   
    Hey all, just a quick post to let you all know we're currently in a midst of a huge shakeup to the game balance. This is primarily to fix the problems in the late game where people get a bit bored. Essentially the problem with the late game is it shouldn't really exist as it does now and it pretty much emerged by accident due to stuff like farming, carpentry and more crucially the pressure on us to make the game more accessible to new players so as not to make a bad and damaging first impression. The genesis of this game was one where it was constantly trying to kill you, and every day used to be a blessing, and it feels like we've lost this to an extent. Now seasoned players reach a point where death comes from reckless shotgun rampages and the like. If the player invites death to try and have a bit of excitement after being bored, then its hard to call this game 'a story about how you died'
     
    Highlights of this balance effort include:
    Beginner mode - Yes we're going there. Sandbox has options to make the game easier, but this relies on people going there and most would just drop into survival and then find the game too hard. This pressured us too much to make the game easier to avoid the game crashing into negative review hell, and this isn't fair on the experienced players. A new beginner mode (which the game will try and nudge first time players into) will be easier than the game currently is now, but will otherwise be similar to the current game. But will have NO survival time reported on death (though will still on the character panel). This is an awesome thing for everyone who is experienced in the game because it means we are finally free to really make survival as brutal as it should be from day one to day whatever you survive to... every day should be a struggle, especially if you're on your own Zombies assemble! - We're going to be working at bringing back the hordes of the days of yore. Like the proper hordes we used to have. This is all dependent on how much multiplayer traffic can handle but we're working at making more dynamic and numerous hordes. Difficulty scales up over time instead of down. Through various balance changes, instead of the difficulty falling off as you get more supplies and clear out an area for a safehouse, the game will become more and more difficult as time goes on. Living a month or two will now be a bloody huge deal. The late game once you have a base and farming and the like will no longer get dull, because our aim is to make every night you rest your head on a pillow alive and not undead a blessing the player is thankful for and a triumph they will be proud of. Things like food, refrigeration, zombies, migration, and a whole host of other things will be severely rebalanced. Instead of having a fridge full of about three months of food, you're more likely to be looking for something to fill your belly. Likewise changes to stuff like endurance will make the effects of fatigue much more long term instead of a momentary blip. Gameplay systems, primarily stuff like carpentry, will be available to players more quickly. Hammers, saws and the like much more in abundance. But for example in case of carpentry, only barricading and the like will be available at low level. No building walls, doors etc at level 0 and so on. This means barricading will be a huge part of the game from near the start, where carpentry and base building itself will remain a mid-late game accomplishment. This same methodology will be brough to other gameplay systems to preserve the late game but provide earlier use of them. There's plenty of other stuff, and this will be an ongoing effort going forward. Our plan is to perfectly balance the game to provide challenge to experienced players from beginning to end, and to squeeze the survival times to make long survival a real proud achievement, and the beginner mode means we can provide a bit more hand holding to first time players so they can figure out the mechanics without being chewed to death within the first minute of gameplay.
  6. Like
    TheGmork got a reaction from EnigmaGrey in Change to Camp-fire Craft Recipe   
    Perhaps then a Spade/Trowel + stones in your inventory, then place fire pit from the right click menu 
  7. Like
    TheGmork reacted to EnigmaGrey in Change to Camp-fire Craft Recipe   
    Or a campfire that's less likely to set the world on fire.

    As, on the right type of ground / clearing away flammable material can still net a viable place to put a fire, without stones.
  8. Like
    TheGmork reacted to Connall in Released: Build 28.3   
    A delicacy for the upper body zombie.
     
    Still, hopefully it will put even more fear into the players. Muhahaha! 
  9. Like
    TheGmork reacted to ApolloDiaspora in Why do zombies bang on doors/windows?   
    I've brought this up in another topic. About intelligent zombies too I think... Anyway. Why are the zombies in the mall? Two choices. One, people died and reanimated in the area, were pulled to any survivors in the mall, they died, bam. Zed city. Two, the zombies travelled to the mall as a result of some memory or desire. Essentially, they moved due to an external or internal stimuli.
     
    In my little-idea-head-canony-thingie, people who die and reanimate while experiencing strong desires have that desire applied to their shambling corpse, albeit faintly. So, a survivor is desperate to get to the mall. They know supplies are there. They -really- want to get in, get the goods, and get out. They get bitten en route, and die. The resulting zombie still feels a faint urge to 'go in that direction'. Not enough to move, but enough to be pointing in the direction of the mall. Through various random movements, chasing of birds, survivors, etc. the zombie ends up in the vicinity of the mall. At this point the zombie is close enough to see a survivor or two, and in he goes.
     
    As for zombies banging up against windows and doors repeatedly? Similar kind of thing. The short memory of a zombie coupled with external stimuli. The zombie is staggering along. It's not too aware of it's surroundings, doesn't pay attention to the fine details. What the zombie is used to seeing is what it's been seeing for however long it's memory lasts. For example, a zombie has been staggering along the highway for five minutes, it's got a memory that holds information for five minutes. To this zombie, 'normal' is moving forward in a relatively quiet landscape, with very little motion seen besides the moving scenery. So, it keeps moving forward, after all, that's what it's always done, right? Why would it do anything else? Suddenly, thump. The zombie walks into a door or window. This is not normal. That sound. That's never happened before, this means something has made that noise. That something... Something is food! So, the zombie tries to walk towards the noise. Thump. Thumpthump. The food must be behind here! That noise keeps happening. This noise isn't normal. Normal is quiet, normal is moving forward...
     
    Eventually, the memory of walking forward in the quiet is forgotten, replaced by a thumping noise and the banging/scratching of the odd brown slab in front of the zombie. 'Normal' has become the repetitive head butting of the door. Eventually, the zombie forgets that normal is banging into the door. Normal is standing around and listening. So it does that. This explains why zombies will eventually loose interest in attacking a door/window, or stop moving once the obstruction is destroyed. They're dumb, forgetful little buggers
     
    On an unrelated note, this is one of the things I love about the Zomboid community. Zombies behave a certain way in the game/the game's lore. Why do they act the way they do? Everyone's got an opinion, and all those opinions are equally valid. The discussions are quite fun <3
  10. Like
    TheGmork reacted to Mikhail Reign in planting on rooftop   
    You can already grow on roofs. Sandbag, fill with earth, dump on roof, plant in it. I couldn't figure out if this was a suggestion and you didn't know if you could do that, or if you are trying to tell other people that you can.
  11. Like
    TheGmork reacted to lemmy101 in What in *** have we been thinking? AI system rename   
    AI Director, Sadistic AI Director. Fecking Meta-Game. Why are we so dumb? The answer was staring at us the whole time.
     
    The AI system in the game that manages the world and orchestrates events is now called: THE GOVERNOR.
     
    Because... well obviously...
  12. Like
    TheGmork reacted to migulao in House Alarms when the electricity is out   
    I'm not sure, but I think house alarms have their own separate batteries in them.
  13. Like
    TheGmork got a reaction from Dtrahan12 in The best food to have during an apocalypse.   
    Anything that is preserved in honey. Honey never goes off. 
  14. Like
    TheGmork got a reaction from Invader Jim in Why do zombies bang on doors/windows?   
    If it is a general lore-type question then you have to look towards the Romero movies. It is shown, and stated, in the movies that they have some lingering memories of life. This is why they are attracted to light, gather in malls and other shopping districts, and sometimes even return to where they lived, or worked. Over all, thought, they are very very limited in this capacity. Higher brain functions are gone and it is mostly base instinct that drives them. 
     
    This runs in-line with another question often asked. Why do they want to eat people and nothing else? Well, again you have to go back to Remero and the original Night of the Living Dead. There is a whole scene were they are actually shown eating bugs, mice and other things as well as the remains of people who were blown apart. So, they just see most things as food. One would assume, though, that they can smell the difference between good (live) food and rotting zombies.

    Ah.. I got beaten to the point by Viceroy
  15. Like
    TheGmork got a reaction from Viceroy in Why do zombies bang on doors/windows?   
    If it is a general lore-type question then you have to look towards the Romero movies. It is shown, and stated, in the movies that they have some lingering memories of life. This is why they are attracted to light, gather in malls and other shopping districts, and sometimes even return to where they lived, or worked. Over all, thought, they are very very limited in this capacity. Higher brain functions are gone and it is mostly base instinct that drives them. 
     
    This runs in-line with another question often asked. Why do they want to eat people and nothing else? Well, again you have to go back to Remero and the original Night of the Living Dead. There is a whole scene were they are actually shown eating bugs, mice and other things as well as the remains of people who were blown apart. So, they just see most things as food. One would assume, though, that they can smell the difference between good (live) food and rotting zombies.

    Ah.. I got beaten to the point by Viceroy
  16. Like
    TheGmork reacted to Viceroy in Why do zombies bang on doors/windows?   
    The vestiges of memory tells them to do so. Because deep down they know that it is an entry way, they just cant remember how to use it.
     
    Same goes for migration, they remember walking with other people but they can't make sense of it so they just... Do it.
     
    Even in Romero lore, zombies often went to places of work or places they spent lots of time because the zombie has some basic sense or instinct telling them to do so.
     
    If you throw away all mental faculty from the lore, they would be comatose and unresponsive to everything. A zombie does indeed still have a thought process, and you can argue until you are blue about what is realistic when it comes to a walking dead person. In the end it is all impossible. So might as well give them behaviour that won't result in them just laying on the carpet and lawn like catatonic people.
  17. Like
    TheGmork reacted to Rycon Roleplays in Let's Roleplay Project Zomboid   
    Hey Everyone,
     
    I go by the name Rycon and I have been running my channel Rycon Roleplays for a year tomorrow. I'm posting on here as I have just started a new roleplaying series on Project Zomboid. Essentially that means I'm playing the game in character, a character I've created. So you won't hear me talking but rather the character and the choices he makes are his not mine. I think that Project Zomboid will be perfect for this as the jeopardy is high and death is always a potential outcome every time he steps out the door. 
     
    If you do watch and enjoy it or even if you don't let me know in the comments section & feel free to check out some of my other content while your there. I can safely say that you can look forward to our main character going slightly loopy as the series goes on, being the only person that's living can be diffcult, no one to talk to, socialize with, just another one of the challenges surviving in Knox County will bring.
     
    So click on the link below and I truly hope you enjoy what I believe will be a unique series.
     
    Rycon Roleplays Project Zomboid
     
    And here is a quick blurb about our character
     
    Nicholas Miller was a student before the world came to an end, he moved to the US to study and had the opportunity to live with his Brother Daniel & his wife Jessica in the small town of Muldraugh Kentucky. It was an hour and a half commute to Kentucky University but he didn't have any living costs staying with Dan. Life was good.
     Then the outbreak came, first in the larger city centers then finally reaching out to smaller pockets like Muldraugh. Dan tried his best to convince Nic to come with him and Jessica but Nic wouldn't budge. After days trying to convince him Dan finally left, Jessica was expecting and Dan had heard of others trying to reach Fort Knox and that it was safe. Nic locked himself in their old room and tried to wait it out. After weeks of seeing nobody but the occasional shambling figure move past his window he decided that he was finally going to have to do something, he was running out food & it wouldn't be long before the water was gone too. He needed to leave that damn room and venture out into the changing world.
  18. Like
    TheGmork reacted to Rycon Roleplays in Let's Roleplay Project Zomboid   
    Yeah I have played a fair bit in the past but not so much on the modern builds, more so back in the earlier days so my knowledge is a little patchy but I see that as helping a little. I'll learn along side Nic the new possibilities I should also note that I am playing this with the Erosion mod too I'll update the Video Description to have that in there.
  19. Like
    TheGmork got a reaction from LuckyVaultBoy in Let's Roleplay Project Zomboid   
    Yeah. Al right. Should make a server to join stories together
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