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MadDan2013

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About MadDan2013

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    1/5 Lost in the Rain . . .
  • Birthday 01/01/1997

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    Man
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    Music, Programming, Tech, Guitar... Project Zomboid?

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  1. Ah, welcome. Here's the pillow context: Back before the game was on Steam, it was on Desura and Google checkout as a tech demo. The tutorial/story was Kate and Bob - and an option was added that if you find the pillow in the wardrobe, you can smother Kate (your wife) to skip the tutorial. That's where the pillow comes from. It tends to be used to disagree with someone, I guess since we added an option of a key to force stomp, so I'm not sure separate keybindings are necessary with that modifier? Also, no idea on how up to date you are with news and such, but we plan on adding it back (Kate and Bob) as we start adding NPCs in again. I don't see why the pillow won't make the cut again, now with nice animations to go with it as we're technically able to, as well.
  2. MadDan2013

    Zedsommar

    If I understand you correctly: We've moved the blogs to every two weeks a while ago, instead of weekly.
  3. Try deleting the 'Lua' folder in "C:\Users\YourUserName\Zomboid". That normally works for this.
  4. Yeah they all changed, I'm not sure how they sound terrible exactly. Anything more specific? The old ones were atrocious, arguably the worst SFX in the whole game: white noise, audio popping, clipping, looping incorrectly, inconsistent quality and lasting way too long.
  5. Temporary solution from nasKo: Go to C:\Users\Yourusername\Zomboid Open the options.ini with a text editor of your choice. Change "clocksize=1" to "clocksize=2". Save. Start the game again
  6. Even if we did - it wouldn't affect MP. There's specific people working on MP who aren't involved in adding anything like this.
  7. And you don't think everyone else hasn't heard the same nonsense on the opposite side? It's not being released until it's in a state we're happy is playable enough to be fun, we've done this before, and will do it again, and continue to do it again so you don't have an Elite: Dangerous Odyssey on your hands. The fact people think that releasing before anything is done correctly, is in anyway beneficial to a game after every awful broken release we've seen over the years honestly astounds me.
  8. https://projectzomboid.com/blog/news/2021/06/mp-status-update/ It's done when it's done. I'm sure you've seen what's happened to rushed games before. We also have the benefit of previous waiting times, and eventual release showing things will come, and they're better for it. People thought MP originally would never come, people thought cars wouldn't come, people thought especially the animation update would never come. Plus I'm sure you've played the build 40 MP and can agree it would never hold the game together in any form with its lag and desyncs. For now, you can use remote play, or play build 40. They're both options for multiplayer that others use to sate their cravings for it.
  9. This is default behaviour, to prevent items bloating the game's save. You can change it in Sandbox settings. In World Item Removal List, just remove those items from the list and they won't be removed. You'll have to be in a new save to change it though. For now, store them in containers.
  10. I would say almost all of these won't be a thing, but there's some exceptions, where stuff will just be a better and more unique system of things you suggested. Specifically with NPCs, really. I'll go through these one by one. There will be some quest system in the game, as far as I'm aware, but probably focused on more dynamic encounters or generation. Something like the leader of your NPC group sends you on a supply mission, as you're running low on food. Or maybe you see some NPC getting attacked, and you can make it your goal to save and join up with them and form a group. Coins and weapon rewards for completing quests are just not remotely the game we're trying to make. That's a very mobile type of game and a very generic system for a game like this. NPC static vendors, definitely not. We have much bigger plans for NPCs: When animals are implement this might get looked at further, definitely an interesting idea for Zomboid to expand on in some detail in my opinion. WIP of one future animal: Not sure on this, but I agree with the sentiment of needing variety in diet. But then, it is an apocalypse so people can't be too picky. Something that'd need to be balanced very specifically and might just be easier to keep how it is. Definitely not. 100% not what Project Zomboid is. No Legendary Golden Epic Plunger of Death and the like. Weapons are just weapons. I don't think there would be much easy access to making, or finding C4 in 1993 rural Kentucky. Explosives will get expanded on in the future to not be completely useless like they are now, though. Car modifications are a yes, here's an old prototype image: Otherwise, not really the style of game we're making. Sitting in chairs will be a thing, yes. Peeing we've decided not to go to that extent with managing the character's needs as it'd get annoying very quickly. There is a defecation mod though. I guess the upcoming VHS and CDs will count towards this. Blacksmithing used to be in the game, but everyone hated it so it got removed. And personally I hope it never comes back. 100%, there will never be a cure or any other ending other than death in the base game of Zomboid. Thanks for the suggestions though.
  11. Howdy, pardnerz! This time, we’re taking a look at one of the most subscribed Project Zomboid mods of all time: Filibuster Rhymes’ Used Cars (a version of the mod for Build 40 can be found here.) The mod’s description promises a “handful” of new vehicles, but you’d have to have pretty big hands to fit all 90+ new vehicles! The vehicles all spawn naturally within the base game’s “traffic” and replicate the simple but beautiful graphical style of our existing cars. Along with a variety of new sedans, compacts, SUVs, police cars, and pick-up trucks similar to the vehicles we’re used to, the mod adds heavy box trucks and flatbeds, fuel trucks, big yellow school buses, military Humvees, and some more retro cars like rusted pick-ups and a certain famous rear-engined German car from the 1960s. Filibuster even went to the bother of creating fictional lore-friendly names for his vehicles, so they fit even more snugly into our game. Each of the vehicles have unique handling characteristics and add more options for vehicle strategies. Should you pick the reliable old compact, the speedy sports car, or the huge and roomy but tediously slow truck? (You should choose the nippy Pazuzu truck, objectively the best vehicle in the mod). We headed on down to Filibuster’s lot and, after agreeing to a sweet deal on a 3-wheeled Chevalier Dart, got him to answer a few questions for us about himself and his mod. Filibuster Hello Filibuster! Who are you in real life? I’m pretty much just a slacker with a fat diabetic cat. Nothing too exciting, honestly. How did you first discover PZ? Why do you like it? I got it way back on Desura. I really like more slow-paced hardcore survival games, stuff where you’ve gotta plan a little bit instead of just going buck wild. I rarely stick with a game for more than a few weeks, but me and my friends played Build 40 multiplayer for like three months straight! How did you get into PZ modding? Did you have experience making or modding other games previously? The most experience I had with Blender was smashing together two models like a caveman beating on rocks to add some arms to the gun models in System Shock 2. Most of my modding in other games has been simple stuff like changing weapon damage in config files. When did you start developing your used car mod? How long have you spent making it? How has it changed and developed over time? I sometimes get into creative phases that last a while. I used to just waste time in games like Space Engineers or Interstellar Rift, then get disgusted with myself for wasting so much time. When I started modelling a few cars sometime in 2018, I just kinda went wild, ignored my girlfriend for like two months and threw a buncha models together into a pack. I can’t really tell ya how much time’s gone into it all together, but it was definitely a lotta fun. It all started with a boxy, torn looking model that didn’t even light up and snowballed into 70 or 90 something vehicles and trailers. I’ve lost count! Most other stuff has just been keeping up with the game’s new features. I’m really not looking forward to vehicle interiors and animated doors and stuff, oh man… Your car mod is one of the most popular PZ mods of all time. Do you have an interest in cars in real life? If so, what’s your dream car? Man, I never expected the mod to blow up like it did! It’s crazy to think that something like 90k people are using it. I used to be super into older muscle cars. I had a 1971 Impala for a good few years. It was beat to shit, had a rusted-through leaky vinyl roof filled with Great Stuff™ foam, no working AC, but I loved it (still do) and wanted to add it to the game. I also had an ‘83 El Camino and a ‘68 Bonneville, but I think I’ve gotten to the point where I prefer the ease and comfort of modern stuff. Old stuff is so much easier to work on, though. (Like, the engine compartment of my Impala was an empty aircraft hangar compared to my Corolla!) As for my dream car? I used to really want a 1968 Buick Wildcat or LeSabre convertible. Now I’m thinkin’ I’d like another El Camino. Do you have a favourite from your own vehicles in the mod? Have players given feedback on their favourites? Or least favourite? Shoot, that’s kinda a hard choice. I guess I’m more drawn to the Suburban and the Blazer when I’m playing. I’m pretty happy about some of the references I’ve put on stuff, like the moving truck or Pazuzu box trucks. A lot of people seem really thrilled over the military stuff and easter egg vehicles I’ve thrown in there. How difficult is it for you to model new cars, and keep them consistent with the style of the base game’s graphics? How long does it take you to debug them? Making new cars has gotten a LOT easier since I first started. I still have to Google half the stuff I’m trying to do on Blender. I’ve never been super artistic, so the texturing was more of a science than an art to me. I tried to copy the vanilla style as much as possible and it worked out somehow. If the game didn’t go for the low poly style, there’s definitely no way I could match it. Scripting and debugging the vehicles was actually more difficult than modelling them when I first started. You’d have to change a few settings for, like, tire locations, start the game, test, close it, change, start, test, repeat. Thankfully, TIS added some tools to debug mode that make it super simple now! How have you found the PZ community? How helpful has their feedback been? Is there anyone in the PZ community you would like to give a shout-out/thanks to? I’m not really the most social dude, but I’ve had lots of helpful bug reports. Sometimes when I add in a buncha stuff, I miss some really small, stupid little thing that screws something big up. It’s definitely nice when someone catches that. And heck yeah, I’ve got some people to thank! Super early on, Soul Filcher helped me out with getting the models to load. Then Fenris Wolf wrote pretty much ALL the code for the old model loading system and made it super-efficient and simple for even someone like me to understand! My buddy Blair (Planet Algol) has been helping me with fuel trailers recently. And by helping me out, I mean he literally wrote all the code for it! Shout-out too to Hurley who helped test the last version, and MrDanny who’s been really nice and helpful to people in my Discord who are learning to mod. And Charger? You get a shout out just for being Charger. Finally, an obvious one, but I’d like to thank the devs for everything, ESPECIALLY the debug tools! What vehicles or vehicle features would you most like to see added to the base game? Repainting vehicles and customising parts would be great. Like, some having carburettors and others having fuel injection, some having a manual and others having automatic transmission. I think it’s probably already in the works, but being able to add like a luggage rack or big f-off bumper would be awesome too Other than your own, which mods/maps do you enjoy or find interesting? Besides testing, I haven’t actually played much in the last few years! Back in Build 40, ORGM was/is a must. Clearing out Fort Redstone was super memorable, too. The hospital there was packed to the brim with zombarinos. We had to go outside because we kept getting sick from all the bodies! Wild times, man. What’s next in your modding plans? What’s the dream? Blair and I have a gun mod in the works. It’s mostly modelled and planned out, we’re just waiting for changes to the vanilla game to get a little more stable so he doesn’t have to redo a bunch of code. We’ve had another idea floating around for a long while too, but we’re gonna keep that under wraps for now. It’s not gonna be a roadside picnic, so it might not even pan out. But I gotta admit, my ultimate creative dream is to make my own game! Thanks to Filibuster for taking time to answer our questions! You can find his car mod here.
  12. Remote play, split screen online through Steam. Every other person besides the host needs a controller. There's no other way to get access to our build, it simply won't be released to the public before it's done.
  13. Everyday it gets closer, but it's nowhere near just four days away. Needs more time, and more time as in probably end of year / start of next year. After the delay and the amount of work put in already we really need to make sure it pays off.
  14. It's not rejected due to simplifying the game, really, but far more this is just the game that we prefer to make. No cure, no hope, death is the only end is kind of the staple of Zomboid at this point, so it'd be defeating the point of the main draw of the game. A cure or anything working towards a cure is a very hard no for the vanilla game. There are plenty mods that add cures though, and you can suggest these ideas to them and someone might be willing to mod it.
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