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Talksintext

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Everything posted by Talksintext

  1. If anyone's used TFR or ACRE for Arma, you know exactly what I want: a plugin that plays TS voice chat in the game, altering its channel and volume based on your position in the world relative to the speaker. Or just a standard VON direct-chat capability. So, if you're 1m away, the sound plays 100%. If you're 25m away, it's a barely audible whisper out of the right channel (if he's to your right). If you're 30m away, maybe it's a distance cutoff so you hear nothing. I don't think it'd be that hard to do, but then I haven't done it It's a common feature for just about any MP game, so I think it's a must-have for this. You can always ditch TeamSpeak and just use a VON method. TS just makes it cleaner and is a better option in my experience, but VON makes it so everyone is sure to hear even if they're not on TS.
  2. Seems like it isn't currently. I mean, you can mod a few things at the edges, but most of it seems hidden outside the .lua folder. I'd really hope we could get this ability down the road. So, my suggestion is let us mod it fully once it's done.
  3. Yeah, I want to have like 5% sprinters with an otherwise normal "fast shamblers" speed distribution. Something to throw a curveball occasionally. I can't find any .lua files that determine the distributions, else I'd mod it myself. I am distressed!
  4. I have NEVER seen sprinters when choosing a lower speed. Never. Not with insane counts. There's a mix of fast and slow shamblers, but never a sprinter.
  5. Why is it we can't get a mix of zombie speeds as an option? Seems we can get this in survival, but not sandbox? Also, sliders for each instead of just "pick one" would be nice.
  6. Yes, horrible lag 2000-8000ms is my normal ping.
  7. I just started trying out MP. Joined a few servers. 2000ms 5000ms 8000ms Zombies disappearing and reappearing Chunks not loading for 20sec Looting a drawer = nothing in it for future players, so half the houses are bone dry Yeah, not working.
  8. Currently, I await a serious map expansion or a finalized game, so I don't spawn
  9. Yeah, I'm fine with having infinite addons down the road, added by modders, but I still worry that they're going to end up being stuff like: Aimpoint sight +50% accuracy Handgrip -50% recoil Light pull trigger +25% accuracy +25% rate of fire So you can up your stats ridiculously with a few gunstore lootings. All in the name of "realism", of course...
  10. I would just guess there'd be the following in abundance: 1) deer (common) 2) black bears (uncommon) 3) raccoons (very common) 4) foxes (uncommon) 5) rabbits (ubiquitous) 6) cats (ubiquitous) 7) dogs (ubiquitous) 8) coyotes (uncommon) 9) squirrels (ubiquitous) 10) chipmunks (ubiquitous) 11) mice/rats (common) 12) game birds (uncommon) 13) crows/hawks/etc (very common)
  11. I severely doubt anyone who can't make a headshot reliably is going to be able to hit the knee squarely enough to disable the joint entirely. Yeah, it can happen, but it doesn't really improve the weapon's effectiveness, especially since the knees are so far from the head they wouldn't even be accidentally hit by someone aiming for the head. You see how the zombies shamble already? Seems like damaging the knee joint isn't really going to make a huge difference anyway. Yeah, you said it, it's "slightly", like <5% effects, nothing really gameplay shattering. There's no real reason for the devs to worry about it all that much. The biggest issue is jamming, which isn't modeled last I checked, so whatever. The game starts right after the zombies start, meaning we'd assume the guns had been otherwise maintained right up until the time the player starts the scenario. How much decay happens to your guns in the space of a few weeks exactly? This stuff makes sense only if the game's going to be years long, but the devs have made it clear that it's a few weeks, maybe 2-3 months before you're supposed to die, if you don't on day 1. Again, if some modders want to reconfigure everything so that months-years-long games are possible, they can add in all these long-term bells and whistles. Why not have desiccant bags and gun safes and moisture modeling, and whatever then. It's a whole lot of unnecessity for a short-term game like the devs are aiming for, though. Right, and how often are players going to spray two magazines on full auto exactly with one of the rare ARs with their rare ammo? Even then, the actual effect is basically just "ow" if you touch the barrel, slight accuracy drop, it's all really minor unless you dump hundreds of rounds without any breaks, which can damage/corrode the barrel at most. We're really getting into the weeds here, especially since full auto guns are mostly illegal in the US. That's fine. I'm just mentioning it since other people here seem to think they should greatly increase effectiveness, which they don't really at <25m. Sure, if you throw a whole lot of new parts on a gun, you might get up to a 20% increase in performance at best (my best stab at quantifying a mostly subjective thing), which I suppose is significant enough. But it's not going to suddenly alter the shooting game from "really hard" to "smooth and easy", now is it? The most important things are the actual gun itself and the ammo. I said back when they were considering addons to do ammo and magazine management, because those are really the two biggest distinguishing "alterations" for a given gun. Won't matter much for zombie head popping, that's all aim and basically .22LR is best for that probably, but for PvP at least...
  12. It's not really an exaggeration. Someone who knows what they're doing with a knife is going to be far deadlier under 5ft than someone who knows how to shoot a pistol. I could post plenty of links, but they'd probably violate some forum rule for graphic content. Now, PvP, guns should be more effective, since just getting shot in the arm (or just shot AT) will deter a lot of people (who aren't undead), plus bleeding is an issue with the living, unlike the undead.
  13. First, guns are hard in real life. They aren't magical kill wands, certainly not in the hands of a random Joe/sepha. Typically, cops will shoot 4 or 5 times per actual hit, and hits are hardly always center of mass, and only rarely hit the CNS/head. And zombies can only be stopped by a CNS/head shot, we assume. So it's not unreasonable to hit them 5 or 10 times even with practically 0 effect. Most guns don't really require excessive maintenance, and generally it's just to keep them from jamming more often, which itself isn't all that big of a deal usually (FTEs and FTFs, the most common, aren't that hard to clear). Replacing parts is rarely needed, certainly not within the time scale of this game. Realistically, maintenance would not be necessary in this game either, given most guns will have like 50 rounds put through them before you died or ran out of ammo. A lot of pistols, for instance, can go 500+ rounds between scheduled cleaning without any real issues nor jamming becoming an issue. I doubt anyone's going to put enough rounds through a gun fast enough here to cause overheating either, or at least such things will be rare enough to not warrant addition. There's mods for that anyway. Pistols aren't accurate, certainly not in the hands of anyone but a highly experienced and trained user. Just trying to hit a stationary head-sized target with a pistol at a measly 10m distance while totally calm, composed, still, rested, and with 0 adrenaline or panic is not easy for most new shooters (doable with a little practice, but it takes a lot of focus and effort still). Pushing it out to 25m is much harder. Add in all those other factors, and hitting a 3ft-radius circle would be hard. Heck even most experienced shooters will struggle with a headshot at 15m with complicating factors or a moving target. Might take more than 10 shots to hit once. Addons like optics or a hand grip don't make up for a huge difference in the end except for competitive shooters or distance shooting (which isn't done in this game since everything is basically within 25m). It helps, but like 5% better for <25m stuff. If you can't hit at 15m, an ACOG or handgrip isn't going to improve your aim much. What I'm saying, I guess, is a brutally hard-to-hit gun system that doesn't have maintenance/etc is actually very realistic. They shouldn't be worth much, and a simple kitchen knife at close quarters is likely far deadlier in most people's hands.
  14. NEW PLAYER - If this is one of your first playthroughs. Meant to help you learn the ropes before said ropes twist around your neck and suck the life out of you. SANDBOX - Fully customizable to personal taste. HARDCORE - The true, brutal and bloodthirsty Zomboid survival challenge. It takes no prisoners, so don't expect to survive for long. How many days can you last? LAST STAND - Blah last stand blah. Quick dose of BAM zombies everywhere eek.
  15. I've played this mod for a while. It's solid, but doesn't seem to work in B27, so I'm definitely psyched to see a more final version hit B28-29. It was one of the best mods out there for atmosphere/environment.
  16. Regarding lid reusing and limited spawns: box of lids Spawn those instead of individual lids and make them unreusable. Like a 12-pack. Also remember that the map's going to be expanded greatly in future releases (with vehicles), so running out of stuff will be a lot less of an issue.
  17. Good work. I like the new names especially. Can I add a modmod that adds in jerky for this? I know it's technically a canning mod only (with canned rats...), but it sort of fits in with the purpose. Since meat is becoming more of a long-term, post-electric thing in the game now, it probably should be added into this. I've basically got the code ready to go, just not tested yet, if that helps sway any opinions... Also, regarding balance: most recipes seem to require 3-4x as many "calories" as the provide when eaten. Makes farming extremely less efficient, and it doesn't really make sense anyway. Why is a canned/pickled carrot only worth 25% as many calories as a raw or cooked carrot?
  18. Why no obese or overweight people? Every zombie just finished a triathlon it looks like. Same for characters. It'd be nice to have larger zombies that were harder to kill, maybe they could just fall on you and trap you like that. But no. Why's that?
  19. So it is. But with a problem: 1. all the recipes with "salt" don't work anymore, since there's a cccp.salt as well as a base.salt now. You need to basically just remove cccp.salt from the relevant files and it should be fine, or remove the salt entry from the relevant recipes. 2. baking homemadebread causes the game to crash upon completion. It seems you cannot designate it to turn into baked homemadebread upon cooking completion. I have fixed it by just removing "baked homemadebread" as an item, altering the relevant recipes, and removed the part of the unaked homemadebread script that had it produce baked homemadebread upon completion. Now, it's just "cooked homemadebread". I guess you could still slice uncooked homemadebread, which would be odd, but I don't see any other workaround at present. It would be nice if we could get this enhancedrecipe compliant for some of the new items.
  20. Bug report: The script file for shotguns references a firing sound that is different from the name of the file in the sounds folder. I think it's "shotgunshot" in the script, but the folder has "shotgunfire". Causes the game to throw up a window and momentarily cease action.
  21. Wow, you really went to town on the food! Looks great, but it's not set up for B27 yet?
  22. Well, since the cat's out of the bag, I'll go ahead and post this here. NC seems to have disappeared from the forums, but I was beta testing this mod before he left. He never released his latest version with new scripting, etc. I won't release everything, but here's the script.
  23. Well, I tried to be as open and constructive as I could to help the community. For better or worse, it's now open to everyone to use. I've not shared the rest of his beta files with anyone, just the one .lua that's relevant to this. As someone who's done significant modding, I can understand being frustrated by that, but also as someone who's watched so many mods and good ideas go to waste, it frustrates me to no end to see good work rot in the dustbin of a game's history and become unusable as the engine progresses. As far as I can tell, NC never made specific claims on his content, as such the community norm of free sharing with credit is to be expected. However, I understand that as a beta tester, I'm not necessarily held by such a free standard, but he's not responded to anything I've sent him since Jan, and other mods are coming up and moving along with a lot more content and active creators that could use the code. Might be I'm never asked to beta test again in this community if I really broke his trust. I guess I can live with that. http://theindiestone.com/forums/index.php/topic/9693-how-to-spawn-items-without-suburbsdistribution-inserts/
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