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CaptainBinky

PZ Dev
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    242
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About CaptainBinky

  • Rank
    Co-Founder, Developer, +7 Wizard's Staff of Coding
  • Birthday 04/22/1978

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  • Website URL
    http://theindiestone.com/binky/

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  • Gender
    Man

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  1. Oops - my fault. I fixed the loading of numbers in the "1,0000" format but completely forgot about when writing them out too, and completely failed to notice in the text file you provided . Try this version of the converter: PZ_PLYtoPZconverter.zip
  2. This looks like it's working now That .txt file looks correct to me
  3. Hi @ZaBrat, Heh. I'm guessing in your country, you would write a float in the format 1,00000 rather than 1.00000? Try this version of the tool - I've not ever had to deal with supporting multiple language formats in code before so I'm not entirely sure I've done this correctly but give it a go, see what happens. Thanks PZ_PLYtoPZconverter.zip
  4. @ZaBrat I've attached a version of the tool with more debug output to try and see where this is going wrong. Can you try exporting using this version and copy&paste the console output here please? Thanks PZ_PLYtoPZconverter.zip
  5. I think we would all agree that we would prefer it if the text we wrote about the game, its current state, its planned features, and all the other stuff - text which we were deliberately open about to attempt to prevent issues precisely like this one - did not require clicking "read more" on a box in order to see. But that's the way the Steam Store page is set up, so that's the way it is. Levelling this specific criticism at us as opposed to Valve and the way they designed the store for early access games is a little unfair on this particular point imo.
  6. I don't really follow your example with the railroad station. You say it wasn't aware of you, but in your pictures you're clearly just the other side of a see-through chain-link fence. That the zombie walked around the perimeter until it found a way through seems perfectly reasonable to me. You're also saying that the pathfinding is simultaneously too good and too stupid. If you want less smart zombies, why is not taking the direct line path (even if it involves falling off a balcony) not reasonable? Do you want them clever enough to pathfind or not? (note: I don't code any of this my
  7. I like how these circle avatars work with my beagle
  8. No-one's called me "Blinky" for a while, so at least there's that
  9. Here is the problem we have: In an ideal world, we would simply simulate a million zombies in real-time - they would all move around the map according to what they see and hear, if they're killed, they're dead permanently. Additional zombies would only ever 'migrate' in from the very edges of the map. No approximation would be going on. I think that we can all agree that this would be the perfect way for the game to operate. I think we also intuitively know that such a system would be impossible for a number of reasons - not just the processing required for the A.I or the ridiculous bu
  10. Thankyou for being decent and friendly in this thread, by the way - it's appreciated. I was kind of expecting something... different to transpire when I clicked it I hope that we can tempt you into keeping an eye on the game as we roll out updates - each major update tends to cause bursts of activity - so it may not be completely necessary to wait until 1.0 Thanks
  11. Well multiplayer games suffer from this generally. You need people on the servers to attract people to the servers, which is a chicken and egg problem This happens with every multiplayer game which doesn't have the userbase of big games like DayZ, H1Z1, Terraria, Minecraft, etc. If Zomboid sells 3 times what it has so far, then maybe we'd have a shot at super-active servers. Perhaps it being an Early Access game partly puts people off, partly it being a 2D isometric game, partly it being a hardcore survival game, partly being a long time in development, etc etc etc. There's no simple answer
  12. How is it dead exactly? We write Mondoids every Monday about what's going on (http://projectzomboid.com/), we've got a subforum where you can see the releases (http://theindiestone.com/forums/index.php/forum/35-pz-updates/), and a pretty active forum and Steam forum. Do you mean in terms of player numbers on public multiplayer servers?
  13. Of course - if we added a bad smell moodle it wouldn't be specific to one particular thing, it'd be anything which smells bad
  14. If I get my way, then yes As others have mentioned, bad smell is not in itself dangerous so primarily this would be for flavour - but that said, feeling horribly sick because of a disgusting smell can debuff things like perception and therefore, as others have said, encourage the cleanup of corpses from your safehouse etc. Furthermore, if we go with negative "bad smell" moodles, then on the flip side, "nice smell" should be a positive moodle. Cook something tasty? Nice smell. In multiplayer, a nice smell of bacon could lead you to realise a house which looked empty is, in fact, occupied. So
  15. This is a really really good suggestion and, even were it to never serve any practical purpose in terms of alerting you to threats, would really help add an extra level of flavour to the world. Odour moodle leading to nautious moodle, etc.
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