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wanderinbilly

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  1. Like
    wanderinbilly reacted to nasKo in It seems you can't fight with baseball bat in one hand and flashlight in other   
    Thanks. I saw this happening on PBL's stream too.  
    It would work as intended for a while and then suddenly stop working, though I couldn't reproduce it at will, I still had it happen on occasion.
     
    We'll look into it.
  2. Like
    wanderinbilly reacted to Faalagorn in It seems you can't fight with baseball bat in one hand and flashlight in other   
    I just checked that with 41.34 the starting baseball bat and both the old (big) and the new (small) flashlight – it seems that you can't engage attack with a baseball bat held in one hand when you have either of flashlights in the other. The moment you take the flashlight off, a correct 1-handed attack animation is played.
     

  3. Like
    wanderinbilly reacted to nasKo in IWBUMS 41.34 RELEASED   
    Your fingers are beautiful, don't let anyone tell you otherwise.
  4. Pie
    wanderinbilly reacted to lemmy101 in IWBUMS 41.34 RELEASED   
    41.34 Changelist
     
    NEW
     
    Added a full decay for zombie corpses: they go from stage to stage until disapearing totally (they can become skeleton before disapearing)
    Adjusted melee anims. Added a new slow when swinging (only when going backward) for 2 handed, 1 handed & knife
    Added visible wounds on character (not done the lower body parts yet).
    Can now remove visible blood from health panel debug menu.
    Added new vehicle stories
    Added fuel timer to campfires and other fuel items
    Added ability to tie the bandana RAMBO style (will also be added with a ripped sheet soon).
    Added ability to use bandana as a mask
    Removed long press of E to remove keys from car's ignition.
    Added ability to hold umbrella
    Added ability to hold a torch/flashlight in your hand
    Added Garden Saw.
    Added a Loot Generator UI in debug context menu to track loot spawns better
     
    Added cruise control, press Shift + W to start/increase it, Shift = S to decrease it speed, breaking will stop the cruise control (Shift + W to resume it to its set speed), accelerating won't break it, after you release accelerator speed will be resumed to set cruise speed.
    - The controller X button toggles vehicle cruise control on/off.
    - Holding the controller X button and pressing D-pad up/down changes cruise-control speed.
     
    Stealth improvements:
     
    Increased range for jawstab of some knives.
    Player will raise their left hand if close enough to jaw stab.
    Added jawstab from behind (player & zombie).
     
    Hair dyes:
     
    Added hair dye (regular color will be found in bathroom, some others in a hair salon).
    You can dye your hair & beard separately , just right click the hair dye bottle.
    Added "Font Size" Display option.
    Fonts are loaded from 1x/ 2x/ 3x/ and 4x/ media/fonts/XX/ language-specific subdirectories, if present.
     
    BALANCE
     
    Tweaked junk and clutter loot (increased them, added new loots in there)
    Increased painkillers active time.
    Lowered flashlight weight from 2 to 1.
    Added option to Wash clothes with a full Bucket/Cooking pot and Soap in inventory
    Weapon magazines are now affected by Ranged weapons sandbox loot modifier option.
    Buffed the current flashlight, the handtorch is a lighter version of the current flashlight.
    Battery now weight 0.1 instead of 0.6.
    Increased torch/battery spawn rate.
     
    FIX
     
    - Fixed day/night active zombies sometimes sprinting when they should be inactive.
    - Fixed zombie spawn in large structures like the mall
    - Fixed Bare Hands counting as a favorite weapon in non-English languages.
    - Fixed mannequin rendering bug (related to the weather fx mask).
    - Fixed spawn buildings being randomized.
    - Fixed exception when the item type specified by ReplaceOnRotten doesn't exist.
    - Fixed not releasing vehicle database memory properly in rare cases when exiting a game.
    - Fixed being able to turn during fall down anim.
    - Fixed zombie auto turning toward player when close killed.
    - Fixed (AGAIN, AGAIIINNN) having to wash 'Blooo' it
    - Fixed fishing with the fishing net trap not giving experience in fishing skill.
    - Fixed leaving Winter is Coming game resetting the Winter timer
    - Fixed metal Floor requiring 0/0 Welding Rods and Blow Torch uses
    - Fixed occupational outfits spawning on mannequins
    - Fixed Scrap Metal not being used when building fences
    - Fixed problem with masking female character's hair.
    - Fixed multi hit sandbox option being turned on for challenges.
    - Fixed models with capital I not loading when using the Turkish locale.
    - Fixed player not finishing turning around before climbing through a window that is behind him/her.
    - Fixed missing BreakSound on some weapons.
  5. Like
    wanderinbilly reacted to Karch in "Interesting Times"   
    Stay safe! I know with all this social distancing, I'm looking forward to the MP feature release more than ever!
  6. Spiffo
    wanderinbilly reacted to Genohzide in IWBUMS 41.32 released!   
    Give us Mp already ! T.T
  7. Like
    wanderinbilly reacted to EnigmaGrey in IWBUMS 41.32 released!   
    While they’re still fleshy corpses, they eat a considerable amount of resources that’d be better left to the walking dead. Get a few thousand corpses in one placed and the game tends to perpetually chug or even crash in that area. 😛
     
    As Lemmy says though, this is really just a quick fix. Something less obvious will be done later.
  8. Pie
    wanderinbilly reacted to lemmy101 in IWBUMS 41.32 released!   
    yup if there are sufficient trees / plants around and far enough away from urban build up you should be able to forage anywhere
  9. Like
    wanderinbilly reacted to Geras in IWBUMS 41.32 released!   
    I love you guys for fixing foraging zones.
  10. Spiffo
    wanderinbilly reacted to Hydromancerx in Hydrocraft Mod   
    I have been thinking about this for a long time. And since after months of not being motivated to work on the mod and I don't want it to die with me I am thinking about putting it up on GitHub and allow some dedicated modders to take over for me. One who have already contributed as well as other who have put out patches on their own. This mod is huge now and needs all the help its can get. Note by doing this I want the moders to follow the ideal of "more is more" and be additive to the mod rather than culling stuff they don't like. Removing things should be last resort and only if its causing major problems. I also feel that if i gave it be a group rather than one person that it will less likley be abused since the others can fix anything too extreme. Think Wikipedia.
     
    If you are one of these modders who wish to help please let me know. Especially if you have experience with GitHub.
  11. Like
    wanderinbilly reacted to Burger_Time in Putting flamable things in Ovens and microwaves doesn't put 'em on fire.   
    I hope I'm not the only one.
  12. Pie
    wanderinbilly reacted to OffitMan in RELEASED: IWBUMS Build 40.18   
  13. Pie
    wanderinbilly reacted to EnigmaGrey in RELEASED: IWBUMS Build 40.18   
    Cars are demanding enough that 32-bit support was effectively dropped in June, so.

    I guess the answer is yes.
  14. Pie
    wanderinbilly reacted to EnigmaGrey in RELEASED: IWBUMS Build 40.18   
    It's not remotely unreasonable to ask one person to adjust their monitor.
  15. Like
    wanderinbilly reacted to Vaileasys in The wiki needs your help   
    The official wiki has unfortunately been left in the dust after the last few updates. So I'm asking if anyone is interested in contributing to getting the wiki back to a partially up-to-date state again, to please consider visiting the community portal to see how you can help.
     
    Whether you're a beginner or veteran in Project Zomboid, there is definitely somewhere on the wiki that your time and effort will be needed and appreciated. If you'd like to help but are clueless about anything and everything, please do leave a message either in this thread, the community discussion page, my talk page, the steam thread or on the discord #pzwiki channel.

    Don't be shy, I'm sure all new players would appreciate a more up-to-date wiki that you've contributed to.  
     
     
     
    Please consider contributing to one of the following projects:
    Vehicles and Mechanics version 39 added a heap of new features including items, vehicles, mechanics skill and more, that are currently missing from the wiki. Spiffo's Construction Crew Metalworking has been pretty much missing since it was first added to the game along with the related items. Carpentry has also seen a lot of changes in its lifetime which may need to be added or updated. Seat Yourself Furniture Furniture has been one thing missing from the wiki which has become a fairly big part of the game since the addition of dismantling. More projects can be found in the Project Directory  
     
     
    The wiki is a place where the community can really come together and geek-out over the game, sharing knowledge and secrets they've discovered in their time playing. If you're interested in learning more about wiki editing, a number of help articles have been prepared for you, including a beginner's guide to editing. We have also prepared a list of priority issues that are in need of attention. For more out-of-date articles consider seeing these pages that haven't been updated since version 0.2.0p/0.2.0r (2012) and 2.9.9.17(11) (2013). 
  16. Like
    wanderinbilly reacted to Kennethdio in When did you join pz   
    Hah, 13 year old me weeded some guys lawn, went to Gamestop to exchange a giftcard, and then bought the game.
  17. Pie
    wanderinbilly reacted to Hexa11 in When did you join pz   
    March 2012, just looked up my email receipt for purchase from Desura, which was where I bought it initially.
     
    Not sure how I heard about it now, possibly from one of the posts on another zomebie fan-site.  Have been enjoying zombie films ever since watching Day of the Dead, back in the old days of VHS rental; first zombie related game was probably Zombi on Commodore 64, I love open world type games, and the slightly retro look of Zomboid is appealing to me, as it reminds me a little of Xcom on Amiga, which is no bad thing.
     
    I didn't find Zomboid too engrossing at first, the zombies looked more like aliens with their identical green heads!  I did enjoy the Kate and Baldspot tutorial (hope they re-introduce them one day) and still regret killing Kate by accident the first time I tried to make her more comfy with a pillow.  Once the game had received a few updates, the zombies had a little more character, and the town really opened up, and from that point I was fully engrossed and have been playing regularly ever since, 500+ hours on Steam now and that's only going to rack up more now vehicles are in-game.  Whilst I'm anticipating more updates, I've certainly had my money's worth, and then some.
  18. Like
    wanderinbilly reacted to junglistjim in RELEASED: IWBUMS Build 40.18   
    found a way to play this version - i had to turn off all 3d models.
    so i can play but it looks pants and there are no cars.
    if i have any 3d models it crashes. 
    on plus side weather looks awesome - just started a winter game - snow is impressive.
  19. Pie
    wanderinbilly got a reaction from Pandorea in Healthy Character Logs Out, Logs in Damaged or Infected   
    [Admin - I started this in General Discussion but it seems better here - please remove from General Discussion]
     
    I logged out a character who was in *perfect health* and unencumbered in his base. I logged in a few hours later and his health was terminal - no wounds, no moodles (except damage one) and unencumbered. He lasted a few seconds before keeling over (did not re-animate). 
     
    Later character was locked safely in a room, I lost connection to the server and logged in less than TEN minutes later and he's in critical health - no wounds, - I ate and he recovered. 
     
    Finally a character gets scratched but is healed to OK. Played a few hours, and he logged out as OK (took screen shot) but came back at Slightly Wounded. Eating didn't help...then he got queasy. So he's infected, in spite of having reached OK.
     
    Is the game "changing its mind" when I log off? Reaching OK still means you're not infected, right? Am I not seeing the proper information, i.e. he has a wound or damage from weather (vehicle collision damage is turned off), poison, whatever but it's not being displayed? Srsly, I've played 5 years and never logged in to a mysteriously damaged character...or I forgot. 
  20. Like
    wanderinbilly reacted to Ornament in Double doors sometimes lock themselves   
    Fool on me... There was a little tree which grew through erosion. Didn't see that little boy. I even wrote a mod to unlock doors, but as it said, that there is nothing to unlock i was confused.
    Damn... that little tree fooled me pretty hard...
    Sorry guys
  21. Like
    wanderinbilly reacted to spaced in When did you join pz   
    Started playing this awesome game 2 days ago. I had seen it steam and immediately dismissed it after seeing the graphics. I then saw it again recently and saw that it had a bunch of positive reviews and one in particular convinced (JaxTeller - I'd played his 7dtd mod and loved it) me to buy the game. 
     
    I was shocked at the level of detail in the game  and it seems I am lucky that they released the vehicles update fairly recently. I absolutely love this game and look forward to playing it in future especially when NPCs are in.
  22. Like
    wanderinbilly 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:
     
  23. Spiffo
    wanderinbilly reacted to EnigmaGrey in When did you join pz   
    tl;dr Joined in 2011. I've annoyed everyone since.
     
    I joined around the tail-end of September 2011 -- just in time for the dark clouds of despair to descend on the community and rail against the additional month or two, it took for build 1.5d to come out. I was in a general diploma program at the local community college and writing my own isometric, tile-based engine as a side project, as I loved the original Fallout games (not to mention all the other ones of the 90s). My passion for that transferred to PZ.
     
    I later started helping people out with their support issues. I also commented excessively in the suggestions threads and stewed, waiting. When the Nothing came during 2012, I was offered a moderator seat and kept the forums clean, along with several others including Rathlord, Nasko, and Kirrus. I kept myself busy spelunking through the game's code, releasing a few paltry. half-finished mods and helping others.
     
    In 2014, ready to move on, I told TIS they should look at hiring someone to do their tech support, as it was time for me to move on. Instead of hiring someone else, they offered Rathlord and I a job (Mac for him, Windows for myself), which later expanded into my day job. 
     
    Since I've grown to encompass the Steam and Reddit communities, half a dozen servers at one time or another, and release a few more serious mods (cleaning up blood, putting out fires, scaled fonts). As an operations manager, I do anything and everything I can to make TIS a better company and to improve PZ, spanning everything from design to QA.
  24. Pie
    wanderinbilly got a reaction from Invader Jim in Seriously? No Non-Player Character Survivors in Single player mode?   
    The Super Survivors! mod is quite good imo. The NPCs can add a lot, whether it's a bunch of survivors that you're trying to keep alive, or hostile bandits shooting at you. Now and again a survivor might have a fire bomb - most of them have guns. So, you might be happily coming back from a looting trip to your base and there'll be a raging gun battle against a horde of zeds w/ buildings on fire. Good times.
  25. Like
    wanderinbilly reacted to EnigmaGrey in Build 39: Vehicles released!   
    Or gas that isn't obviously in litres.  
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