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dnk3912

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  1. Like
    dnk3912 reacted to EnigmaGrey in RELEASED: Build 37.14   
    Nah, you're not. The secret is to click the dial and drag the mouse in a straight line to the right of your screen.
     
    Not really intuitive. Would be better to have hit boxes on each number position,  so the mouse can be dragged on a circle or the position just clicked @RobertJohnson?
  2. Like
    dnk3912 reacted to lucy the axe in Mods I'm dying to see.   
    #2 sounds great!
     
    There has to be reduced awareness all-around to make it fair for the survivors though. I'm not sure how to model the fact that you have no brain power and are just drawn to movement, sound, (and smell?).
     
    Maybe if your whole screen is almost black and only the places where there's movement light up. Then it's up to you to blunder around and bang on random walls to try to locate the survivors.
  3. Like
    dnk3912 reacted to axeladalidez78 in RELEASED: Build 37.14   
    Could you put a question mark on symbols?
  4. Like
    dnk3912 reacted to Strats in Effects of Not Sleeping   
    Recently in game, nightmares and sleep events were added to the game, but the penalty for not sleeping is still very low. I think that if a player has not slept for a while, they should start to hear phantom noises: zombie moans, footsteps on the floor above, a thump that could be a zombie or could not). This would raise player paranoia and encourage sleeping so that these do not occur.
  5. Like
    dnk3912 reacted to RobertJohnson in RELEASED: Build 37.14   
    [New]
     
    Added a "toggle to run" option in key bindings. Allows you to auto-run without holding the run key, and can be toggled on/off. Integrated a better system for the translation of the News_EN.txt on the menu screen, which now can be used for each new version. Added a "Version Info" button on the menu screen Improved ovens and microwaves: You now have access to a new oven/microwave settings UI, through right clicking and selecting 'Settings'. You can change the temperature, and use the timer dial. Ovens will 'ding' when the time is up, microwaves will turn off. Putting metal in a microwave can result in fire. Added new sounds to oven/microwave. Added "operating" light to oven/microwave. Food Changes: Some food will become less edible when microwaved, increasing character sadness. Eating food hot/cold will have relevant impact on character happiness/sadness. Lootable Map Items: Maps of urban locations within the Knox Event Exclusion Zone can be found in relevant towns, in particular spawning in gas stations. Current maps you can find cover Muldraugh, West Point, Rosewood and March Ridge. To look at a map right click it and then select "Read Map". Using the new map UI you can zoom with the mouse wheel, add your own notes and a bunch of provided symbols. You can write in 4 different colors: grey, black, red and blue - but you'll need to have found the relevant pens! Mistakes can be erased by clicking the "Delete Element" button and selecting what you want removed. Annotated maps can be shared with friends and faction members in MP Updated windows jre to 8u121. Added "annoted map" system: You'll sometimes find annoted map,just like regular map but with annotations from other survivors, they are mainly found on zombies. They can lead to foods, tools, weapons, give you some interesting places.. But they can also lead you to big crow of zombies or boarded up/trapped houses! Loots could be in cupboard, crates, bag on the floor or even hidden under the floorboards! Not all are done yet, so their spawn rate is quite high for now, will balance it during the IWBUMS tests. Added some new wood crack sounds for wood floor with stash. Deer thropies and Wheelie dumpsters to be movable. Turkish translation fixes for radio by DemirHerif. Added a "Make Small Metal Sheet" recipe, done from a metal sheet + blowtorch/welding mask, gives 3 small metal sheets. Added new server option "HoursForWorldItemRemoval": Number of hours it takes for items left loose on the ground (not in containers) to disappear. Intended to prevent item build-up putting unnecessary strain on servers. Added a new Forage UI, when foraging it'll let you choose what you're looking for (mushrooms, berries, plants, animals, materials...). Added Portuguese Brazilian translation by HiveFuze.    
    [Balance]
    Lowered the sound radius of tap water drips. Reduced the number of random building (burnt, safehouse..) from 20% to 10%. Crafting metal roof now require 1 use of the blowtorch.  
    [Bug Fix]
    Thunder sound is now tied to ambient volume. Fixed a problem in UI_EN.txt. Fixed Rosewood player spawns also resetting the spawn_region. Fixing not being able to reload weapons in normal/hard reloading difficulty. Fixed some languages having menu screen buttons misplaced. Fixed a bug where you couldn't add ingredients to evolved recipes that had already been cooked(adding sauce after cooking pasta etc) Fixed stairs pillar not set as carrying wall. Fixed nullpointer in BodyDamage.  Now stop all current action before doing a trade. Fixing walking during trade could cause duplication of traded items.           Fixed cutting cooked fish fillet resulting in non cooked fish fillet. Fixed nullPointer with certain evolved recipes. Fixed peanut butter/cheese sandwich not having nutritious values. Fixed short concrete walls blocking vision. Fixed metalwork menu popping out even if you couldn't build something. Fixed various bugs about some evolved recipes. Fixed west metal bar barricades being on the bottom of the window. Fixed random safehouse spawning incorrect zombies number. Fixed collapsed map still displaying symbols & notes. Fixed not being allowed to cut small fish fillet (weight < 1.0). Fixed some wrong painting reference for carpentry. Fixed a nullpointerExpection with dry towel. Several wall objects not being able to places (including many single facing signs). Hospital bed not being able to be picked up and showing error box when trying. Radio data reader timestamp bug causing some early broadcasts to rejected by the system. Radio/Tv commercials not working. Some erosion visual glitches like cracks appearing on fences, vines not showing properly. Radio in hand chat not logging in MP chat log. Issue with a bunch of movables turning into indestructable objects. Bug that made makeshift radio turn into a normal radio after being placed down. Office water dispensers retain water when moving. Exit sign can be places above door frames. Multi tile bath not being able to be placed again after pick up. Mannequin's can now be placed on table surfaces, and their original base tile is now considered a table. Certain objects like Tv's and radio's no longer snap to the table surface so they can be rotated in any case. Fixed some fishes having wrong weight value calcul (pikes too heavy, etc..). Fixed thunder being played for Deaf players. Fixed a crash when sleeping and spawning zombies. Added code check to avoid doing fall damage when running down stairs on laggy servers. Fixed having bleach in inventory stopping you from eating evolved recipes with more than 3 ingredients. Fixed a crash due to burning IsoCompost item. Fixed blowtorch being removed if become empty. Fixed "e" context key not working to climb down a sheet rope. Fixed server crashes when removing a non-pvp zone. Fixed a bug in the calcul of reanimate time making every reanimate to zombie almost instant. Remove bush is now possible with a stone axe. Fixed metal door fences blocking the vision. Fixed vision not updating when barricading player made construction. Now walking to the ashes when doing "clear ashes" action. Fixed a wrong calcul of the non pvp zone size when creating it. Fixed wrong properties on Lettuce item. Fixed clicking "details" in main screen open up multiple UI multiple time. Fixed duplicating factions. Remove plants + erosion data when placing floor Server options for radio tranmission staff members/invis players Some tiledef fixes Fixed oven and microwave can not be controlled from joypad Fixed do not stop alarm if alarm clock on the ground. Player can not activate alarm clock from joypad. Fixed 'Buffs/Debuffs in 4p overlap eachother' Fixed If one player is wake up in MP. Other players see screen flicker black quickly. Fixed player opening dialog window on joypad, and close on mouse will mistake the joypad focus. Fixed if joypad contain space character in the name - The game won't save it Fixed The players do not wake up without the alarm clock in MP. Fixed if players wake up in MP - the second player sees black screen. Fixed eat sounds repeated very quickly bug. Possible fix for multiplying rain collector on the ground when raining. Fixed nullpointer when testing vision of a non-existent item. Fixed players sleep mode logic. Player see "sleep clock", if he sleep. Each player wake up independently of other players. Each players can wake up if he press move keys. Added missing sync between players: curtains, LightSwitchs, Windows, AlarmClocks. Player can now select the inactive option (Sleep) from the joystick. The joypad has no control on join server page. Fixed coffee appearing 2 times in hot beverage recipe (Base.Coffee is now obsolete). Hot beverage now give thirst reduction. Fixed renaming something always put game speed at 1. Context menu "Barricade (Sheet Metal)" changed into Barricade (Metal Sheet). Your character will no longer auto drink from tainted water items. Fixed game freeze with alarm clock and -nosound option.       Fixed some of the moodles descriptions. Fixed adding fuel to a BBQ displayed "add petrol" action. Fixed wrong items distribution in bar. You can now walk over composter but are slowed by it.  
     
    New versions:
  6. Like
    dnk3912 reacted to Strats in In-Game Mappage   
    Would we be able to find different kinds of maps? For example, maybe there is a common tourist road map in gas stations, a map for customers at the Crossroads Mall, a map used by the military to maintain the border of the Exclusion Zone, a map drawn by a dead survivor with markings about certain houses, etc. Maybe it's just fanciful, but I think it'd add some more depth to the maps and such.
  7. Like
    dnk3912 reacted to EasyPickins in Map Tools & Tiles for Build 36   
    Latest Version Here: https://theindiestone.com/forums/index.php?/topic/23803-latest-tilezed-worlded-and-tilesets-may-14-2018/
     
    If you have a 32-bit version of Windows, download "TileZed + WorldEd 32-bit".
    If you have a 64-bit version of Windows, download "TileZed + WorldEd 64-bit".
     
    Download your TileZed version of choice AND the Tilesets listed above.
    You should create a folder and unzip both the "TileZed + WorldEd" archive and the "Tileset images" archive into that folder.
    This should give you 3 folders like this:
     
    PZMapTools/   <--- you create this folder somewhere
      Tiles/
      TileZed/
      WorldEd/
     
    If you get an error about a missing DLL, run the TileZed/vcredist_xNN.exe installer.
  8. Like
    dnk3912 reacted to nasKo in In-Game Mappage   
    Howdy survivor. Hope your apocalyptic nightmare scenario is going well. Here’s some news from the land of zeds…
    IN-GAME MAPS
    For many PZ players the alt-tab to Blindcoder’s map has become something of a ritual, but for a long time we’ve needed a way for players to get their bearings in-game. Using the power of Turbo’s CartoZed tool we now have the power to create top-down maps, which means that we can now also feed them to our resident artist Mash to create lootable in-game items like this. [Still somewhat work in progress – town slogan to change!]

    These maps won’t track your position, but you will be able to get you bearings and make markings on them. After all, what’s a map if you can’t mark safehouses, the homes you’ve looted and whatever other vital survival locations on it? Using this initial March Ridge template map RJ has been implementing mouse zoom, the ability to mark notes and also a ‘symbol stamping’ system that will let you annotate the maps that you find with skulls, house images, crosses etc. You can even choose your own text and icon colours. Please note that the following video is a work-in-progress!

    Importantly, too, the work has been done to make sure that these are transferable between co-op and MP players. This is a fully moddable system too, and the .png files could be expanded to faction leaflets, community maps and various other world-building materials.
    Right now the system is in place, but it’ll take a little while for maps of each major town area to be produced – West Point and Muldraugh are sizeably bigger than the March Ridge test case after all. At first, meanwhile, we will only be concentrating on urban areas and avoiding any areas that are still in-flux or could potentially change in the main game.
    IN OTHER NEWS
    Turbo’s development and modding tool ItemZed has just been released in beta form for community testing. It lets you easily play around with loot locations, item attributes, recipe contents, spawn rates and all that jazz. For further information please go here. Work at the anims coalface continues, as mentioned last week we’re turning our focus back to getting an SP build out in a Steam beta branch. We have General Arcade on the case with improving PZ’s netcode and map streaming to pave the way for EasyPickins’ vehicles work, again as discussed last week, but now also have an extra body from the Russian Mothership in the form of Eugene for the next few months. He’ll be working on engine and quality of life stuff and we’re super-excited to have him with us for the next little while. Our apologies for the delay of the recent build releases on GOG. The new versions are with the GOG guys, and should be going live very soon, if not already. COMMUNITY MAPPAGE
    A quick shout out to Z3759xy on our forums who has had to step away from some, quite frankly, incredible PZ map-making projects due to the amount of spare time he has on his hands – and we dearly hope that someone else picks up his .tbx baton, or performs a team-up operation. Some really great stuff in here!
    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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Today’s image of desolation and destruction from .exe. 
  9. Like
    dnk3912 reacted to nasKo in Dead Territory   
    Hello! The zombie paperboy just threw the following chewed and bloodied missive onto your lawn. Read on, survivor!
    BUILD 37: ORIGINS
    Since the release of Build 36 ten days ago, RJ continues to tinker with ovens, microwaves, timers and analogue dials – now focusing on the sensibilities of microwaving metal (bad idea), cooking temperatures and the way cooked/microwaved food impacts on character happiness and contentment.
    He’s also, with the help of our admin team and various different servers, collating info on the various long-term server MP bugs that have popped up since Build 36 and looking for fixes.
    ANIMATIONS
    The continuing quest to get the animations out the door continues. Next thing on the agenda is getting some completely solid uninterrupted gameplay with all the new anims that we can show you, and then release for you to play. We’re hoping to have something that’s solidly playable for a gameplay video soon, but no promises as to when – as we’ve been bitten by that so many times before.
    When the build is ready it will be going into its own testing branch. It’s such a massive change that the inevitable initial teething troubles would disrupt the speedier public build schedule we intend to maintain this year.
    Overall, you see, the wind is blowing back towards getting SP fully coordinated, up, running and out for testing. The recent pain in the bum behind much of the delay has been MP anims compatibility: since the animation drives a lot more of the game systems, making sure that everything is synced and smooth is tricky to say the least. Given the time it’s taken, however, it increasingly feels like we should get a settled build out there that’ll allow for feedback, and something solid to tie back into the tricksy MP.
    In other anim related news we’re also talking to General Arcade to implement a new model loading system that will allow for modders to import practically any format of 3D model they want. This should make the ability to mod in weapons, animations and clothing much easier going forward.
    This will be alongside the map downloading, streaming, chunk caching and game-object-processing work our lovely Russian friends will be doing to help us on our way to integrating EasyPickin’s fab work on the road to getting vehicles out of the garage online and off, as mentioned last week.
    ITEMZED
    Turbo is wrapping up work on his development and modding tool ItemZed that we discussed just before Christmas.  This will give the community the ability to play around with item attributes, recipe contents, individual values, loot locations and spawn rates – and all kinds of similar cool stuff.
    He needs to finalise the best way to have the ‘read only’ content from the base game present in the tool, after which he plans to release it on the forum. After this he will giving CartoZed a quick tune-up to make it compatible with user maps, before moving back to the main game and finishing his existing work on various in-game devices (VHS, radios, CD players, better environmental noise for TVs etc)  for an upcoming build.
    HEY GERMAN SURVIVORS
    Just wanted to point out that a cool website called SurviveThis has cropped up on our radar via their PZ  blog English-to-Deutsch translations, and looksees at cool stuff like Blindcoder’s PZ map. Google Translate suggests it's a really good place to have bookmarked for your survival gaming and horror needs.
    Featured image from Stranger. 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. And, in keeping with the CBOIT’s increasingly lurid fascination with suspect shenanigans… [rude link here]
  10. Like
    dnk3912 reacted to Blasted_Taco in Dead Territory   
    Well they said well in the past that there was going to be a SP test build first in IWBUMS and then MP, but alas that never happen and now it might happen? I didnt get that last part right, we just went into a big loop.
     
    Also its great to see that the metal+microwave tactic is finally going to be viable, but what ever happen to gaining XP from watching TV? That was forgotten? The TV has been part of the game for a long time and yet that feature is not in place yet.
     
    Overall i loved how informative this mondoid was after the dry state of the mondoids before it.
  11. Like
    dnk3912 reacted to DresdenBBQ in Dead Territory   
    DANG FOILED AGAIN!!!
  12. Like
    dnk3912 reacted to trombonaught in High Tension Power Lines   
    Stop me if this has been said but are there plans to fill in the high tension power lines that occupy the empty space that cuts through the map? In the real KY there are two side-by-side power lines and associated towers running through that space. Right now it just looks like a grass river or something. 
    The suggestion is here: maybe someone could do up a powerline tower model or two and just duplicate and fill the space?
    And maybe they can be dismantled for oodles of metal materials...
  13. Like
    dnk3912 reacted to nasKo in Dead Territory   
    It frustrated people a lot when something in Single Player wasn't available in MP in the past. 
  14. Like
    dnk3912 reacted to EnigmaGrey in Build 36 Team up   
  15. Like
    dnk3912 reacted to nasKo in You Survived 2016, You Have Killed 0 Zombies   
    Happy new year everyone!
    Indie Stone Towers is still in the process of warming up and switching on after a Christmas and New Year break, after the year that will be forever remembered as 2016, with everything powering up fully tomorrow (today being a public holiday in the UK). As such this is a hastily written last minute Mondoid from a not quite 100% organized Indie Stone, so sorry about that!
    Despite the holidays, a few of the workaholics amongst us have continued beavering away, and in particular RJ has been working on some cool additions. We’re trying to have a few quick builds to make up for the longer wait people have had on the run up to 35, and a IWBUMS build of build 36 should be alive today featuring a few cool additions, primarily a trading UI to safely trade items in multiplayer!

    This serves as the first version of what will expand into a more comprehensive system for trading that will allow for players to display a number of their wares for those they trade with to choose from, as well as those they own from their vicinity, which will allow for players to act as shopkeepers to other factions etc, and will also have applications in single player when the time comes.
    Other changes to the build can be seen in the new ‘build update’ screen we’ve added to make it easier to track what is new to PZ builds, which will appear when the game is first run, as well as be accessible from the main menu:

    In other news, Blindcoder’s awesome map project has had an update, adding all the new map areas that were added into build 35, so you can start planning out your survival in these new areas. Hurrah!
    To GOG users, we will be looking to get build 36 up ASAP, however things were delayed a bit due to the holidays. We’ll be looking to get GOG users involved in beta builds too ASAP in the New Year.
    That is all for this week, we’ll be back in full force next week. Happy new year everyone!
  16. Like
    dnk3912 reacted to RobertJohnson in RELEASED: Build 36.4   
    Build IWBUMS 36.1:
     
    [New]
    Added a tradingUI for MP: Right click a player, select "Trade" to open the new window. Drag & drop items from your main inventory to your offer, once you're done click "Seal Offer" When both player sealed their offer, you can click "Finalize Deal" Added watering can to items that can be on ground & filled with rain water Add a break sound when failing to fix an item Added a mini scoreboard in the admin panel: Little UI showing all players connected (self updating), right click any player to bring a context menu to either teleport to him, teleport him to you, make him invisible or enable godmode [MODDERS] You can now override recipes, just make a new recipe with the same name than the one you want to override. [MODDERS] Added an "Obsolete:true" property to recipes, using this will make them not in game Added an item editor for admins in MP: Right click an item (not a stack of item!) and click "Edit Item" to access the new UI. You can modify various properties like color, name, damage, range, hunger reduction, etc... Large furniture placing now checks tiles on floor for parts, however atleast 1 part must be in inventory. Radio items can be dropped on floor as item (when draggin them into container panel) Added description to every server options for the ServerOptionsUI  
    [Balance]
    Added nutrition values on home made bread dough Made walk to timed actions still work for Fast Forward x1 Decreased time needed for food to create compost in the composter  
    [Bug Fix]
    Fixed game crashing with option 'nosound' Added missing "break sound" on some items Another attempt to fix the non-stop ringing alarm clock Fixed stuck mute volume bug for radio/tv's after chunk unload/reload Fixed antique oven not working after move Fixed bug that broke dismantling Fixed certain cartboxes that werent being able to be placed on floor. Fixed not being able to sleep with a controller Fixed not being able to interact with player's made item with a controller (painting, barricading...) Fixed not being able to interact with multi stage item with a controller
  17. Like
    dnk3912 reacted to RobertJohnson in RELEASED: Build 36.4   
    Build 36.4:
     
     
    [New]
    Added SteamID to PVP's log Added DisplayName column in whitelist table in the database Now dump the server's console into users/YOU/zomboid/server-console.txt Added more zones to Rosewood and March Ridge for respawn/forage Switched dll compiller to VS 2013 + rebuild all dll's (should no more require VCredist 2015 to work) Items can now use the RequireInHandOrInventory properties (list, separated by /) For now used only on Cigarettes which will require either a lighhter or matches Added multi sprite objects to movables (max 4x4 grid) Multi Sprite Movables: Some multi sprite movables can appear as a single item and are added to inventory like the other movables (for example a 2 tile painting) Most multi sprite movables however need to be broken down into parts. For example beds and big cabinets etc. They require a tool and when performing a 'pick up' action the object is broken down into several heavy parts, one part for each tile, which are spawned on ground. The parts are named "Object name 1/2" etc. Electrician will now start with create various radios recipes Added tooltip on various Radios "Equip as primary or secondary item to operate radio." Added a tradingUI for MP: Right click a player, select "Trade" to open the new window. Drag & drop items from your main inventory to your offer, once you're done click "Seal Offer" When both player sealed their offer, you can click "Finalize Deal" Added watering can to items that can be on ground & filled with rain water Add a break sound when failing to fix an item Added a mini scoreboard in the admin panel: Little UI showing all players connected (self updating), right click any player to bring a context menu to either teleport to him, teleport him to you, make him invisible or enable godmode [MODDERS] You can now override recipes, just make a new recipe with the same name than the one you want to override and add a Override:true. [MODDERS] Added an "Obsolete:true" property to recipes, using this will make them not in game Added an item editor for admins in MP: Right click an item (not a stack of item!) and click "Edit Item" to access the new UI. You can modify various properties like color, name, damage, range, hunger reduction, etc... Large furniture placing now checks tiles on floor for parts, however atleast 1 part must be in inventory. Radio items can be dropped on floor as item (when draggin them into container panel) Added description to every server options for the ServerOptionsUI Improve the "Invite Friends UI": added colors to friend's status, better sorting: online first, then busy/away, then offline, also added a name filtering. Added a disclaimer on main screen to show what's new in the version (will be mostly used for public branch, but adding it here so translators can translate it to be ready for public)  
    [Balance]
    Removed nightmares when sleeping in MP Lowered water dispenser waterAmount from 400 to 250 Added nutrition values on home made bread dough Made walk to timed actions still work for Fast Forward x1 Decreased time needed for food to create compost in the composter Lowered the berries calories (mostly from 70 to 20) Lowered the mushroom calories Increase *3 rabbit nutrition values Various increase in trapping animals nutrition Lower the health regen when sleeping if you're starving. Reduced the health loss done by starving.  
    [Bug Fix]
    Fixed MaxAccountPerUser server option not working correctly Removed moderators being able to alter the database in the dbviewer Fixed bug with display name and factions Players in faction will now have the updated list of players in their faction Fixed a bug in the zone export making all the new zone non appears (need a new game) Can now sterilize water mug using fire/oven Boredom will increase way slower if you're reading (can still get bored after a while) Changed movable item icons to reflect the actual object rather then category icons Changed movable items can no longer be dropped on floors (other containers still possible) Changed dragging movable item to world now activates the movable cursor for that item Fixed tents not using the new sleeping code (didn't check if you were tired, etc.) Crafted radios won't have battery inside it Walk to action will be stopped if you fast forward (avoid anti-colision bug) Fixed game crashing with option 'nosound' Added missing "break sound" on some items Another attempt to fix the non-stop ringing alarm clock Fixed stuck mute volume bug for radio/tv's after chunk unload/reload Fixed antique oven not working after move Fixed bug that broke dismantling Fixed certain cartboxes that werent being able to be placed on floor. Fixed not being able to sleep with a controller Fixed not being able to interact with player's made item with a controller (painting, barricading...) Fixed not being able to interact with multi stage item with a controller Fixed various bug on safehouses: Being able to transfer a safehouse to someone who owns a safehouse Owner wasn't taking in the "last time visited" calcul Fixed composter respawning items You now can't add frozen food to your evolved recipe Fixed recipes using wrong Alarm Clock/Digital Watch Fixed "SleepAllowed" server options not working for sleeping in tent Fixed being able to upgrade wall without having the required materials Fixed "Fruit Salad" being "Salad". Fixed "Add" ingredient for evolved recipe being "From" Fixed creating a new character keeping your previous traits for free. Fixed translation errors in UI_EN.txt  
     
    Patches:
  18. Like
    dnk3912 reacted to Magic Mark in RELEASED: Build 36.4   
    Found two areas where the player can climb through the wall. Don't have coordinates, however both of them are in Rosewood.
     

    You can climb in and out through the TV set here. It's in one of the homes that is fenced off.
     

    Doctors office. Can climb through on one side.
     
    @turbotutone
     
    There's a fair amount of furniture missing from the update, just thought I'd share a few
     
    1. The bench with the plastic/stone bottom (you can grab the alternative wooden variant as well as the plant fixture of the same kind, also seen in the picture.) Also, possibly an oversight, this kind of floor cannot be picked up either.

     
    2. The room divider is one that got missed.

     
    3.  Not pictured, but the mahogany-looking variant of the office desk also cannot be picked up. The L-shaped desk of the same color also cannot be interacted with.
     
    4. The multi-tile low bookshelf (not pictured). They can be picked up however the game thinks that the two-tile and the three-tile variant are the same thing. You can see this when the game highlights a third tile when trying to interact with the two-tile variant.
     
    5. Jail cell furniture in the prison (counter, wall-hanging bed and toilet) cannot be picked up. Could be intended but I thought I would share anyways.
  19. Like
    dnk3912 reacted to EnigmaGrey in 35-Alive   
    " If you know what you're doing you know if you can do it and approximately how long it will take "

    PZ is a huge game, resulting in complications when it comes to doing even "simple" things. This means timeframes are unpredictable and unexpected problems will crop up. The bigger the change, the less predictable its timeframe will be.
     
    " My opininion is just: at this pace they'll never be able to deliver a full game, at least, once again, anytime soon."
     
    To me, that's not a problem so long as the game continues to grow. Those that bought into Early Access expecting a pre-order experience or assuming the game would be completed in a short period of time despite its scope and team size will need to adjust their expectations, as TIS can only work so fast.
     
    " Supposed to have NPCs? Yes."
     
    For the final version, yes. For the final version, there's still three or four big things that need to be put into the game, otherwise we wouldn't be in early access now.
     
    That's the whole point of EA -- to fund the development of a project that's incomplete. In exchange, you get the game as it currently stands and any updates to it.
     
    If that's not good enough, then you've made a mistake buying this and should not have -- though I'd hope the hours you spent in game was enough to justify the cost, for most, it'll be a hell of a lot more time than they get from more expensive games.
     
    " Early Access, I wrote many times, for me is not charity. "
     
    You pay money. You get game. You accepted that the product was incomplete at purchase and you knowingly bought a product that might never be finished.
     
    This isn't a charitable donation or an investment. It's a straight exchange.
     
    " TIS are lucky EA exists, they got the money without having a "final product" to offer and, be sure, many people could only dream that kind of opportunity in their line of work. "
     
    Big companies are happy to sell you "final products" that are far from final, as well.  That TIS chooses not to emulate them just to keep you happy about the "pace," thanks to the support EA and alpha funding, shouldn't be such a severe downside.
     
    " I mean years, not days or months. Years, many, more than you would consider "enough" for a game like PZ. That's my point. "

    For you, maybe. I expected years when I bought it in 2011 and that's before the game's scope increased ludicrously to include the current public version of the game. PZ should never have been this big -- it should have been a tiny little game like the demo that people play for a few hours then move on. No MP, no saving, no huge maps, no sandbox, no modding support, no Lua, no 3D models, no pre-rendered animations, no farming, no seasons, no erosion, no smooth lighting, no shaders, no zoom, no vehicles, no "creative mode" and assorted mod tools released or in production  -- just a pert little story and some free-form play when the story ends. That's how I envisioned the game that I thought would take years back in 2011.

    But no, now customers get almost as much entertainment from the damn thing as AAA titles and spend hundreds and thousands of hours in it -- single player or MP. It's touched on every survival aspect it can possibly touch on, to the point where very little is ever "new' anymore and people wait with baited breath for the two or three things that the game doesn't have while getting upset about incremental changes to what's already in game.
     
    So I guess we'll all just have to accept that it'll be years after all, won't we? Because how do you expect them to just "finish" it any faster?
     
    Your disappointment isn't going to change that. No one's is -- at worst, the constant expression of it will just further injure morale and maybe things will go a bit slower, or maybe the game simply will never be finished, but that's what happens when you gamble your $10 -- or in the case of TIS's staff, part of their  working lives.
  20. Like
    dnk3912 reacted to Kirrus in 35-Alive   
    The devs are using the methodology they are right now because
    a) It works and
    b) It's sustainable (Won't run out of money before game is finished)
     
    The devs have been very, very clear on the features that need to have landed before they call the game done. Those features aren't in yet. Therefore, the game isn't done, and it will receive full attention from team TIS.
  21. Like
    dnk3912 reacted to nasKo in 35-Alive   
    We released Build 35 four days ago, and it’s been awesome seeing folk running around and trying it out. If you missed the changelog then you can find the highlights of it here.
    Clearly a fairly big proportion of this week is now making sure that we tackle the various bugs and issues discovered by the substantially increased numbers of people playing the new beta-turned-public version.
    To this end we released 35.26 on Friday, and have today with the help of General Arcade addressed issues hampering survivor activity on certain Linux set-ups. It looks like we still might need to address issues with the new TransactionID system in MP too, alongside other bugs reported in the PZ Tracker.
    We don’t want to update the main public build with fixes until we’re sure they’re watertight, however, so will be released 35.27 as a public IWBUMS beta in the coming days. Once everything is fixed up we will update non-Steam download services and move onto Build 36.
    As a little bonus we will be including Turbo’s recent work on movable multi-tile items so it’s all playable in the  IWBUMS beta – specifically the ability to deconstruct large furniture and move them around in partial kit form. We’ve already covered this in a Mondoid but here’s the video of it in motion again:

    MAP STUFF
    Blindcoder anticipates that the new areas of Rosewood, March Point, the Rosewood Prison complex and all the rural areas in-between will be a part of the main Project Zomboid Mapping Project next week. Updates to the PZ online map require a lot of time and processing power, due to the vastness and detail of what’s being hosted.
    Until then there’s a good annotated map on the TIS forum, while the recent release of our CartoZed tool  means that there are now handy ‘standard’ maps available for your viewing pleasure. Rosewood is NW, March Ridge is SE.

    A full cartographic look at the full current PZ map, meanwhile, can be found here – and here also if you’d prefer a more isometric version. CartoZed essentially uses the details from our map files to create NESW maps of whatever we choose – roads, buildings, electrical items, bodies of water etc.
    In the New Year we intend to start working on an in-game lootable map system, but clearly the tool also opens up a lot of avenues for our modding community. Speaking of…
    ITEMZED

    Also from the desk of TurboTuTone comes ItemZed, a tool we’ll soon be releasing to help modders easily create, edit and refine in-game items and recipe scripts. The biggest pain in the arse for any item mod, or any item added by the developers, is the manual generation of these scripts so…

    As you can see – ItemZed gives developers and modders alike control over item attributes, recipe contents, individual values, loot locations and spawn rates. We hope it’ll make life easier for everyone involved, and also allow for easier game balancing.
    It’s almost done now, so keep an eye on the forums if you’re a modder interested in taking it for a spin!
    MERRY XMAS!
    Next Mondoid will be Boxing Day so Mondoid will be on our site but fairly limited what with the holidays. In the New Year we’ll be back with news on the other stuff still in the dev furnace and new stuff for the build(s) to come. Have a great Christmas if you’re celebrating!

    Featured image from Pechenyshkin! 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 now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can now be found here.
     
  22. Like
    dnk3912 reacted to Kirrus in RELEASED: Build 35.26   
    An update is currently being processed, but it takes over a week of continuous runtime. It's quite a lot of computational work!
  23. Like
    dnk3912 reacted to Batsphinx in RELEASED: Build 35.26   
    We'll continue to fix reported bugs in the patches. There are a couple of yours, for example, that have been tackled in Turbo's branch - which is going to go into IWBUMS on Monday before its integrated.
     
    The forge is still something that's there for us to come back to.
  24. Like
    dnk3912 reacted to Blasted_Taco in Small but Important Suggestions Thread   
    This is one i really like, a total nerf to the campfires of doom and it kinda makes sense.
     
    Dunno how hard it would be to implement though
  25. Like
    dnk3912 reacted to GOGOblin in Small but Important Suggestions Thread   
    131.1  And make transparent walls HALF-transparent, or leave some lines instdead of half-tranparent walls (like windows). It is sometimes anoying: cant go down don't know why - oh the fence!  Or cant see my wooden fence on my not finished skybridge, or cant aim wall frames to upgrade them.
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