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Burianu

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  1. Like
    Burianu got a reaction from Kuren in NEW ZOMBIE SPAWNING SYSTEM!   
    Bottom line then - they need to nerf farming.  Seriously.  Obviously it should still be viable as a way to get food in the late game, and of course when you have a colony, but in its current state it is too easy and quick to start up a farm that gives you all the food you need.
  2. Like
    Burianu got a reaction from LeoIvanov in NEW ZOMBIE SPAWNING SYSTEM!   
    Bottom line then - they need to nerf farming.  Seriously.  Obviously it should still be viable as a way to get food in the late game, and of course when you have a colony, but in its current state it is too easy and quick to start up a farm that gives you all the food you need.
  3. Like
    Burianu reacted to Jab in Blender 3D Scripts   
    Thanks for letting me know that further work on interpreting this format isn't a possible waste. 
     
    The main hurdle that's stalled the completion of this script is simply the animation interpretation. It's most-likely a compound problem between what I know Blender is trying to do with the data I feed it, and what I know or don't know about the data I am feeding.
     
    The best course of action for me to completely render the animations properly is to write a animation player for this format in Java. This will allow me to see what is going on with the format myself, and to give some clarity to the animation before I try to implement the animations in Blender again.
     
    The amount of hours I've put into these 2 scripts to get this working right is just too much for me to abandon. 
     
    Also, seeing that this tool may be helpful to your team is another good reason to finish it. Maybe completing the script might open the door for a better model format to be produced so that both modder and artist can work with less complication, as it is currently. 
  4. Like
    Burianu reacted to Crotchfire in Stuff to do in the winter   
    My best survival survivor to date, Commander Zombobash, has made it to November.  He's got a safe haven at the Large Warehouse in Muldraugh, with plenty of firewood, matches, lighters, 8 spare axes, plenty of materials for raw axes, 250 rotten cabbages, 100+ rotten tomatoes, 100+ rotten potatoes, 6 rain barrels, 10 cooking pots to boil water, 20 water bottles, and a level 10 cooking skill (not to mention a healthy supply of violets, grape leaves, rose hips, and various rotting mushrooms).
     
    Commander Zombobash is feeling good about his chances.  He's easily got enough food and water to last the winter, he doesn't see zombies wandering over to where he is very often, and if he gets bored he can just eat some gourmet rotten vegetable salad.
     
    Thing is, I'm kinda bored with Commander Zombobash.  I'm pretty determined to make it through the winter with him, because he'll be the first survival character I've made to date that's done it (unless I make him do something silly, of course).  After that, I want to have him make the long trek to the mall and either go out in a blaze of glory or emerge gloriously victorious.  But before that happens, I'd prefer not to be bored while I play him through the winter.
     
    So... stuff to do in the wintertime to keep the player from getting bored with the game.  Might I suggest making simple targets with paint and planks that you can use to train your aim with weapons?  Exercises that can be done to train strength/fitness so long as your character is fed enough?  A particular skill bonus such that if you gain experience in exactly one skill over the course of a day, you get a "no distractions" exp bonus to that skill when you go to sleep?
     
    If we're really thinking "out-there" suggestions, maybe you can dissect a zombie for a bonus to first aid, and then you could dry the skin and make a zombie-leather coat (not as a disguise; but to show any other characters you come across that you're the baddest mother****er in the apocalypse).
  5. Like
    Burianu reacted to deprav in Latest Mondoid on "tripping"   
    There's a pretty big gap inbetween a brief animation directly triggered by the player's choices/reactions, and "randomly taking the control away from the player".
    The random things I mentionned doesn't "happen" to the player but still directly influences the outcome of any given situation, randomness is everywhere, it doesn't matter what's the subject of the random event/thing (player or environment) ; what matters are causes & consequences (why/how tripping may happen ? and how harsh is the punishment ?).
    Being randomly "punished" for no reason would be artificial difficulty, being punished because you're doing something reckless and dangerous without the required skills/physical aptitudes, or in bad physical/mental condition, is not.
  6. Like
    Burianu got a reaction from deprav in Latest Mondoid on "tripping"   
    "My character is louder and I have no control over it! Devs please remove this it's terrible game design!".  In the end, my reaction to tripping will depend on how it's implemented.  If you're sprinting through the forest at night in the rain with no shoes while panicked, you can guarantee you're going to trip and stumble.  If they're going to make it obnoxious obviously it is bad game design.  "Removing control" is just not necessarily how it has to work, so stop creating this strawman, please.  It can still give you the option of avoiding precarious situations like the one I just described that would make tripping a threat.
     
    Are there other, perhaps more pressing, things that should be done to improve the difficulty?  Absolutely - and I'm sure they're working on those as well.  This is just one more thing that we can be prepared for in our struggle.  To reiterate, it doesn't have to be implemented in such a "no counterplay RNG" fashion, so arguing against that implementation is pointless.
  7. Like
    Burianu reacted to Jab in Blender 3D Scripts   
    Actually made progress on the animation loading portion. It seems that I need to apply the rotations on the rest pose of the bone when creating it too.. I just need to figure out if I need to calculate the bone rotations on each animation frame with the parent rotation. 
  8. Like
    Burianu got a reaction from MadDan in Blender 3D Scripts   
    Well I've found my new profile image...
  9. Like
    Burianu got a reaction from WolfeClaw in Blender 3D Scripts   
    Well I've found my new profile image...
  10. Like
    Burianu got a reaction from CaptKaspar in Multiplayer sleep, how should it work?   
    If a day is 30 mins, sleep for 8 hrs would be 10 minutes.  I personally wouldn't mind given that it's steam and I can use the overlay to browse the web or something - again, I know I'm in the minority and that many find that to be bad game design.  However, if they created a seriously detailed character development system with traits and skills and all sorts of stuff like that, and you spent the time sleeping speccing your character or something, I think they could fill that time with something meaningful without being silly like minigames and the like.
  11. Like
    Burianu got a reaction from Wveth in Multiplayer sleep, how should it work?   
    I know I'm probably in the minority here, so I wouldn't expect it to be the default, but I would really like a multiplayer server option that enabled sleep just as it is - with no fast forwarding.
  12. Like
    Burianu reacted to EnigmaGrey in Multiplayer sleep, how should it work?   
    Perfectly content with the idea of real-time sleep, personally (and particularly if we're talking about a 15 minute day server).
    What I do when I get bored of multiplayer (or single player) but am in a safe place is just open my Internet browser (or other) and tuck PZ to the side and do something else.
    I know, risky and potentially foolish to propose that people don't play the game, but that's me.
  13. Like
    Burianu got a reaction from Jatta Pake in Multiplayer sleep, how should it work?   
    I know I'm probably in the minority here, so I wouldn't expect it to be the default, but I would really like a multiplayer server option that enabled sleep just as it is - with no fast forwarding.
  14. Like
    Burianu got a reaction from deprav in Multiplayer sleep, how should it work?   
    I know I'm probably in the minority here, so I wouldn't expect it to be the default, but I would really like a multiplayer server option that enabled sleep just as it is - with no fast forwarding.
  15. Like
    Burianu got a reaction from eaglescout666 in "Bandage all", "Disinfect all", "Clean all bandages", "Replace all bandages"   
    Oh come on man, you didn't even respond to my point :'(
     
    That is, it serves the exact same function as the loot all function for the inventory.   Don't get me wrong, I love the new health system.  Absolutely love wound management, but the UI is clunky and frustrating, and I don't understand how a bandage all function would in any way "remove some semblance of realism."
  16. Like
    Burianu got a reaction from eaglescout666 in "Bandage all", "Disinfect all", "Clean all bandages", "Replace all bandages"   
    What about the fact that constantly reapplying bandages is incredibly tedious?  Having a simple "reapply all" - even if it's just one - would be immensely useful and make the system a lot less frustrating.  So that instead of:
     
    *right click wound*,  *left click remove bandage*, *right click wound*, *left click apply bandage*
     
    it could be
     
    *click reapply all bandages*  and work for all wounds.  And excuse me if I get cut multiple times in a game that is trying to kill me... that's no reason to make the bandaging system tedious and annoying.  I even talk to people in servers and they agree that it is incredibly annoying.  by your logic we shouldn't even have an indepth medical system because we shouldn't be getting hurt anyway.  more than 1 cut and you should be dead, right?  
  17. Like
    Burianu got a reaction from eaglescout666 in "Bandage all", "Disinfect all", "Clean all bandages", "Replace all bandages"   
    I'm so sick of having to manually remove then reapply the clean bandages.  Even if you have to make the timed action longer, it would be much more enjoyable if these were options from the health menu.
  18. Like
    Burianu reacted to IronCoffins in "Bandage all", "Disinfect all", "Clean all bandages", "Replace all bandages"   
    I tell ya what we really need and this as been said before at some point, i do recall, and that's a saw all logs option. It does say saw logs, but it should be log. Talk about a click fest.
  19. Like
    Burianu got a reaction from Painkins in Sprinting zombies; lag issues.   
    Server specs:
     
    dual proc, dual core xeon 3.2ghz, 12gb ram, 1.3 tb memory
     
    When the zombies are shamblers it works perfectly fine, but the instant I switch to sprinters the server lags horrendously and the game is unplayable.  Top shows minimal memory usage, so I'm pretty sure it's not server-side.  Any help?  Is the game simply not capable of doing sprinters on a server as of yet?
  20. Like
    Burianu got a reaction from pirate_pete in have a slip-and-fall accident request   
    I agree - slipping and falling should be a risk in the game.
     
    The likelihood should be dictated by things such as:
     
    Brightness of environment,
    fatigue,
    weight load,
    athleticism/agility,
    ground type,
    raining?
    etc.
     
     
    So, if you're an exhausted, overweight person carrying 150 pounds of supplies trying to sprint through the forest at night in the rain - I'd be surprised if you didn't slip and fall.  I think it would serve well as an incentive for stealthy, well thought-out approaches and escapes.
  21. Like
    Burianu got a reaction from Deadend in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there any plans to overhaul the fatigue system to account for long-term fatigue, rather than just immediate fatigue?
  22. Like
    Burianu got a reaction from Footmuffin in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there any plans to overhaul the fatigue system to account for long-term fatigue, rather than just immediate fatigue?
  23. Like
    Burianu got a reaction from Gammlernoob in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there any plans to overhaul the fatigue system to account for long-term fatigue, rather than just immediate fatigue?
  24. Like
    Burianu got a reaction from CaptKaspar in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there any plans to overhaul the fatigue system to account for long-term fatigue, rather than just immediate fatigue?
  25. Like
    Burianu got a reaction from Dr_Cox1911 in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    Are there any plans to overhaul the fatigue system to account for long-term fatigue, rather than just immediate fatigue?
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