thiosk

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About thiosk

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    Freakish Hybrid of Drum and Eyes

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  1. I liked it. A lot, actually. The cloverfield series is not about film to film continuity. Its a sci fi anthology with only loose connections between films, although a fairly significant point of continuity was made as the movie continued. If you follow the history of The God Particle, your note about mediocre sci-fi thriller with fanservice thrown in may be fairly on point. It wasn't clear that The God Particle was in fact a cloverfield movie until quite far along. The long delays hint at problems with the film during production, and some of this shows. The russian character was off and despite his weirdness ultimately turned out to be more or less inconsequential except for creating the macguffin that the one person who shouldn't have known about it found it. Certain connections between characters were strange. I think 5 or 6 minutes at the start discussing the paradox and why no one thought to use solar panels could have been useful. I also watched Life, so I'm going to draw my comparisons between those two movies. I thought Life was terrible. I watched the whole thing, unable to tear my eyes away, of course. Being on an international flight helped. Nevertheless, I found the weirdness in paradox MORE believable than the astoundingly cliche Life. I see a lot of discussion about the cliche aspects of paradox, but I found Life to be considerably worse.
  2. RELEASED: Vehicle Test 41

    I didn't note in my original quickie post that this was on a CONVERTED game. As near as I can tell, anything with a closable trunk has become inaccessible after updating the world to 34.1. Normally I'd just grin and bear it and play with pickup trucks, but I had 25 gas cans in step vans when I converted. My only option now is to wreck the trunk and then drive around to drop the items on the ground. too tedious
  3. RELEASED: Vehicle Test 41

    34.1 bleeding quick healing: if you acquire a bleeding scratch, you can bandage it, and then when the bleeding stops, the wound will be fully healed when you remove the bandage.
  4. RELEASED: Vehicle Test 41

  5. RELEASED: Vehicle Test 41

    34.1: Van trunks appear to be not accessible with or without the key, or with or without popping the trunk.
  6. RELEASED: Vehicle Test 41

    that looks like a bingo solution.
  7. RELEASED: Vehicle Test 41

    There are a few odd places where the graphics drawing order still seems a little "squidgy." heres one at mccoy where the girders are not drawn correctly. Also, i've noticed that some windows don't give the "add sheet" functionality from inside- you have to navigate to outside the building and add the curtains there. not sure what causes that.
  8. RELEASED: Vehicle Test 41

    I've noticed far fewer locked cars in build 30. This seems strange. Also, for a first-day event, WAY too many cars are out of gas. Pristine cars under awnings or in the bank parkinglot? siphoned dry. This makes sense for six months later, but on day one most of the cars might be expected to have some gas, as the gas stations still work... I don't mind that half the cars have crappy tires and are on a quarter tank because its kentucky, and believe me my car was crappy, but it did always have at least a quarter tank.
  9. Groggy Moodle(sleep quality)

    I think deeper moodles are totally something that can be done. Tying it to shortsighted/hearing is an interesting way to make things manifest. I look forward to the stress moodle being tied more in game too- especially to the sounds of zed, so if you're really stressed out, you start hearing shit...
  10. RELEASED: Vehicle Test 41

    seriously yep this is so much wilder. I love the ideas of car/house alarms being insane in the early days. I've abandoned three homes on the first night. I AM having a couple weird problems though. Gas canisters started filling funny. Something goes "off" and then you mostly get 0% gas cans. Sometimes picking a different pump can help. I closed to main menu and reloaded, same behavior. I closed the game and it crashed. I restarted and reloaded the game and it ran really choppy.
  11. The Modders Wishlist

    @Connall oh wow what a great idea. I have been doing item mods using itemzed. I would love it if the following could be implemented for the replaceonuse function: ReplaceOnUse = self The specific case is mostly for the less moddery like me to do more elaborate mods. While it is feasible to call a ReplaceOnUse and put in the item name, this can become tedious if you want to make hundreds of items have this behavior and dont do a lot of lua scripting. If you just have replace on use self you can set it trivially to lots of items in itemzed. For a matter of scale, I am implementing 1000 items in itemzed and its just not manageable.
  12. Add small things to main map

    If I understood this week's thursdoid correctly, many little details will be added to the maps between all the main towns in next iwbums! @brex I think ultimately the erosion system can make this possible. If we had "eroded" furniture sprites, you could over time have a real beat up patched up look to all tiles. There were some conversations back here with @Rekkie @Margera If the local environment could have some effect, that would be cool too. For example. if zombies are standing around, scratch-ugly-dirty erosion. If its survivors, that causes garbage and decoration and a "repaired" look. But i love the idea that if you find a little house that hasn't been touched or opened since the game started, it would be beautiful and you can move in.
  13. How to stop books from being consumed on use?

    Thank you. Thats what I was thinking. Unfortunately, theres no ReplaceOnUse = Self or ReplaceOnUse = item, so if I want to do 500 books I have to create the tab and transfer over the item name for every one of them
  14. I'm tinkering with books. I work mostly in itemzed. a. Skill books have pages, and are are not consumed when completed. b. Regular books can have pages added to them, but they are consumed on use anyway. What is responsible for the difference? I suppose I could add that the book gives itself back to the player on use, but because theres no onusegive(self) type command, I have to do that for every item I add. In my case, I want to add thousands of items, I suppose I could figure out how to make a lua script that adds the command and own name to every item?
  15. Muffled Scream

    Its hard to say "how many keys is the right number of keys." But the balancing solution i think is not really to limit the cars at the outset, its to remove cars from the game by attrition. Allow me to explain my point. At the game outset, we had the crisis, and lots of keys got dropped, left in cars, left in houses, left in office buildings on desks and everybody bailed out. This makes sense. Those glorious first two weeks where you run around and can get a new car every third day and line them up in all the neighborhood driveways, whatever you want, like everything else the erosion should set in and thats when you start having trouble. Driving on roads shoudl be fairly safe, but driving on corpses, grass, and over curbs should cause very gradual damage to tires with the risk of catastrophic blowout. To a nonmechanic player in july or august of the first year, no big! Theres a hundred more cars. But cars parked all first winter long should really should really be worse for the wear-- in the 90s especially, car batteries did all their dying in the wintertime. Batteries were crappier back then too. So now its year two and most of the random cars have dead batteries and flat tires. Situation changes. No more running out of the building and checking three cars in the parking lot and finding 2 keys in the gloveboxes and driving all over creation anymore- gets a lot more problematic on highly eroded roads and with limited abilities to resupply. If you combine this kind of atrition, link tire damage to the erosion system and the tile type they're driving on, add potential for catastrophic blowouts, you have a lot of potential for really nailbiter situations. Drive your truck into the woods and you lose a tire at a bad time... uh oh its getting dark... If the auto shops could be powered by generators, those would have equipment to charge batteries and refill tires... ? cheers edit: I just realized that since everything runs out of gas eventually this whole point is ultimately moot