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Found 7 results

  1. To put simply, I think it would be pretty cool to have an acoustic guitar or banjo where if equipped, you can use the numbers 1-6 to play each note. Can start in Standard tuning then add the feature to change the tuning. It would play a sound clip of that note when pressed. Chords can be held with 2 or more buttons. Just a random thought. Add something to do while the night passes by. If a window is open, zombies might be able to hear the said instruments.
  2. I know this is a bit off but I suggest when NPc's release we should be able to name our factions. It gets listed in a list somewhere in the game and when NPC's speak of it they'll pull it from this memory bank and say it. Simple enough I think. NPC's will also be able to name factions from a predetermined list of faction names available. Tell me what y'all think!
  3. Simply put, it would be pretty neat to see more visual weather effects/ambience other than just rain and thunder. I think these would be great and I have complied a list below of the effects. Snow/Blizzard Description: Basically what rain is, except it's white dots of snow falling to the ground. If the weather is more harsh, then a blizzard will occur which will have greater effects on the player. Effects on Player: Same effects already put in when it snows, if a blizzard, the player will feels these effects even more. Visual Effects: White dots of snow, if blizzard, more dense pieces of snow falling. Fog Description: Fog is pretty much what might occur after a thunderstorm/rain, or randomly during the seasons/months. Effects on Player: Reduced sight (Not as bad as night time, but perhaps 15-30% of that) and the chance of slight panic/anxious if your outside for too long. Visual Effects: Transparent grey visual with a slow, creepy animation. Ambience Description: Basically just more ambience to bring the place to life. Perhaps some trees could drop leaves and those said leaves could be seen blowing throughout the city. Some items such as Newspapers, Papers, various garbage, etc. should also blow in the wind. Would be nice to see some of the tall grass have an animation even if it's subtle of some weather occurring. Let's hear some wind blowing if its thunder storming or if it's a bad storm, let's see more visuals of the wind blowing water on the roads (if it isn't too much, if so, its fine.) Effects on Player: A more immersive experience. Visual Effects: Self-explanitory. I believe little touches like this can really give a heartbeat to a beautiful game such as Project Zomboid. Tell me whatcha think!
  4. VGSChat Version 0.9.1 > Download < Installation Extract vgsChat.zip to %username%\Zomboid\mods (or ~/Zomboid/mods for linux users) Set the vgsChat Menu bind in the options to whatever you want, it defaults to 'X'. Add/remove/modify lines as you like in %username%\Zomboid\mods\vgsChat\media\vgsChatLines.txt That's it! About I remember reading a few threads where people wanted quick hot key chat messages and I remember how useful such a system was in Tribes. So I wrote up a quick proof of concept that hopefully I'll put in the time to polish up for an actual release. Here the player is inputting 'XXT' to say 'Thanks.' You can see what I have here. You can configure the chat lines (without breaking lua checksumming!) by editing Zomboid/mods/vgsChat/media/vgsChatLines.txt The format is the key for the bind followed by a space followed by the message. Menu entries are prefixed with a + to start and - to end the entry. See the example. At the moment it's hardcoded to 'X' for the base menu but I plan to make that configurable in the main option menu. Also, it disables all input while the menu is open Disables non-movement game binds that collide with the current menu options (you can use escape to exit out of the menu at any time) Eventually I think I plan to only disable conflicting keybinds if I can work that out. Another thing I want to do is maybe make the chat lines loaded from a .txt file so that they can be changed by the player without breaking lua checksumming. The menu screen position is also hardcoded, I need to make it relative to the player screen position or relative to window size. One day I would like to see if I can also implement a Mumble plugin for location aware voip but until then this might be a nice stepping stone.
  5. To put it simply, I think it would be neat to toggle the UI + overhead of names with the "V" command like you can already do to turn off UI and on. I also think it would be a nice mod to create: Groups/Parties! Groups can be infinite or a set number. (I recommend 12 since most groups aren't that massive, more personal and closed, and an important part of the game + max players can't go too high on servers or invis. players until a fix.) The roles can be custom or overwrite the names of the default, but the default ranks goes: Leader (1) Coordinator (2) (Mission coordinator, Loot coordinator, etc., basically the Leader's right hand men.) Member (3) So it might look something like this in-game with a UI.. /groupmembers would display either in a UI or text in chat... : Leaders: RichCoconut(occupation) Coordinators: player1(occupation), player2(occupation), player3(occupation), etc Members: player1(occupation), player2(occupation), player3(occupation) - You cannot cause damage to others in your group regardless of PVP... - You all can communicate on a different radio signal for communication (/group say text here for example.) - If there is no Leaders left, either promote a random coordinator, or disband the entire group.. - You get a group message when logged in. - List of groups are saved server-side for obvious reasons. - You can remove yourself from the group by doing /leavegroup group name if you are apart of one, assuming. Commands: - /creategroup group name = Create group, makes you automatically the leader - /addtogroup playername = Add user to the group, they will either be asked or automatically added to the group with a message sent to both players via text to confirm it worked. - /changerank player r=rankname p=position in group = (Leaders ONLY, only affect those listed in group) Would change the rank of the player in the group, since we're using numbers you can make the ranchman whatever you want but the p input is important as 1 = leader status 2 = second tier and 3 = third tier. So, if you wanted to change my rank if I was a member to make me a leader or coordinator it would be the following: /changerank richcoconut r="Awesome Leader" p=1 - /removefromgroup player = (Leaders+Coordinators ONLY, only affect those listed in group) remove a player from the group - /changegroupmsg = (Leaders + Coordinators ONLY) Would change a pre-made message that people can read when they log in IF they as associated with a group. Kind of like a bulletin board info of whats going on in the group, events, plans of moving locations, location of bases, etc. Just about anything. /groupmsg msg = (Leaders + possible Coordinators) Would send a message to those in the server what you want to say, same thing as /servermsg but /groupmsg . /givecoords = (All levels) Simply give the coords of where the player is to the group so its easier to find them. *Subject to edit* Tell me what ya think! !
  6. So I've been working (and mostly have working) doors that you can be 'latched' or locked from the inside. The major caveat is that they only work on building boundaries (much the same way current default locked doors work.) I'm also expanding it to allow for locking doors that can be locked/opened from the outside using keys. That's very much so WIP. The way I plan it to work is that keys will spawn in residential buildings (which works but needs loot balancing) and then the player will be able to knock out the building's doors for the doorknobs that those keys will work on. Keys will only work with doorknobs scavenged from the same building that they came from. I feel like this gives a good reason to go out and loot more interesting things rather then sit in place in base and craft up. And it's realistic. I'm not sure if I'll put a visual indicator or not for keys/doorknobs or if players will just have to guess what matches just like you have to in real life. I'm open to ideas there. If you want to see how I've done things or give what I currently have a spin you can find the code here: After getting keyed doors working well I might move on to trying locking containers. I dunno.
  7. !! THIS MOD IS NO LONGER MAINTAINED/AVAILABLE !! Hello there, just wanted to show off the first mod I'm working on: The Bookshop Adds various books to PZ, some with learning skills. In the WIP version you can press "B" to spawn all books in your inventory. Available books: The Hitchhikers Guide to the Galaxy: The Hitchhikers Guide to the Galaxy The Restaurant at the End of the Universe Life the Universe and Everything So Long and Thanks for All the Fish Mostly Harmless And Another Thing...Various: Programming in Lua Second Edition Brave New World Roadside Picnic Cunninghams Encyclopedia of Magical Herbs Gone With the Wind The Zombie Survival Guide: Complete Protection from the Living Dead The Great Gatsby 1984 The Catcher in the Rye For Whom the Bell Tolls A Clockwork Orange The Futurological Congress Do Androids Dream of Electric Sheep? Lord of the Flies The Lord of the Rings A Brief History of Time Fahrenheit 451 Slaughterhouse-Five or The Childrens Crusade The Man Who Mistook His Wife For A Hat Zen and the Art of Motorcycle Maintenance Twenty Thousand Leagues Under the Sea The War of the Worlds Todo: Next step(s) will be to add spawn rates and some more books, some adjustments to weight and tweaking BoredomChange.!! THIS MOD IS NO LONGER MAINTAINED/AVAILABLE !!
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