Jump to content

Search the Community

Showing results for tags 'inventory'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

  1. Hello everybody! Please don't judge me for my english and drawing skills The picture(which i found on the internet and added some things) shows: 1. Main inventory(holders for the knife and bat, pistol holster). 2. Your pockets and bag or "big hiking bag" if you insist. It can be on your secondary hand, on the back or both(as is done now). The Suggestion on the picture: 1. Gives you quick access to your weapons just like in real life. You can just drag knife or bat (or other weapon you can find and put in your main inventory) to hand, smash zombie head or maybe carve fish and animals with your knife. 2. To open the inventory you need to click on the pocket/bag. Menu pops up and shows your loot. 3. You don't need to keep crafting ingredients in your "box". 4. Pocket opens quickly. But it needs time to open your bag. More about pockets: 1. When you start a new game, all you have is your clothes with some pockets. And maybe a little bag or not. 2. There are different sizes of pockets. Lets say small, medium and large. 3. Not all loot can be put in your pocket. Example: you can't put camping tent in your jeans 4. There are a different clothes which might have different number of pockets. I understand that it needs a lot of work to put this idea into reality. But inventory is very important thing in games like this. I guess that's all. Hope you liked it.
  2. Fix the inventory system a little bit. It only needs a minor tweek. If I pick up 3 pistols, they automatically get stacked even when 1 is Equipped. If I push R it will reload the pistol that is equipped. But If I'm reloading by using the inventory menu I am not sure which gun is getting reloaded. With pants it becomes a difficulty to figure out how to get the right color of pants on, and which pants I am ripping up into bandages. All because of the stack system. So basically allow for equipped items not to stack onto an item of the same type. Anything equipped should appear seperately from stacked items. This also becomes a big problem when I want to drop weapons that are at condition Zero. I had 3 golf clubs in my inventory the equipped one was worn out. I had to drop all of them, couldn't drop 1 at a time. From there I had to pick one up at a time, to avoid getting the condition 0 golf club. A game is hard because of the game play, not because of the interface between the game and the person. People don't generally have to jump through hoops to throw an item away or equip an item in real life unless they have down syndrome. I don't really care if it's a list inventory or box inventory, or sandbox inventory (items are freely moved in a backpack to random positions). Just so long as I can equip and unequip the items I need and know what is going on. Sure you can understand it, but I would hope you want people to have fun playing, not get annoyed.
  3. Description I am new to coding and this is my first real post, i am unsure if other people have been having this issue but when ever i open the inventory panel all the things that use a Condition bar are always messed up and not aligned with the actual item, this fixes that. i hope this gets to Lemmy or one of the Devs. because it is an easy fix and they can incorporate this into the new patch, which makes it a lot easier for me because then i don't have to keep on updating the Code So here you go! [2.9.9.10] - [2.9.9.15] condition bar alignment fix.zip [2.9.9.16] condition bar alignment fix.zip [2.9.9.17] condition bar alignment fix.zip *remember this is a fix not a mod, so you install it the way you use to before you got version 2.9.9.17 PM me if you have any ideas, fixes, or updates that i should do.
  4. Heyho, I've created another tutorial over at pz-mods.net which explains how to use inventory context menus. How to create Inventory Context Menus It especially shows you how to differentiate between single items, stacks and multiple stacks of items. Hope it helps! P.S.: http://thecodinglove.com/post/47120159615/when-my-code-works-on-the-first-try
  5. I really like the current inventory system, but the potential is not fully utilized. In this thread, I want to tell you, what bothers me about the current system and what has occurred to me, to make it more realistic and interesting. And yes, I know, that this is an Alpha-Game! What bothers me a bit: Everyone, who plays PZ, knows that each object has only one value. This value has no special weight marking like kg, lb or something else, but this is not a big problem. I was once told that this value is actually a combination of weight and bulkiness. And the minimum amount is only 0.1. This causes no problems until now, but I will come back to it. The second thing is, that backpacks / bags reduce the weight-value of the items inside it. This should not be a function of bags, since it is not realistic. Bags should only increase the load capacity. [Take three bricks in your hands. Now put them in a backpack and lift it high with both hands.You will notice that you feel no weight reduction.] The only weight reduction should work for items that are worn directly on the body, so clothing. Nothing else. Another thing is, that the value for the load is constantly 6-10 (more with trait strong). What I want to say is, that you shouldn't be able to carry items, if you are naked. Without clothes, you should be able to carry objects only in your hands. Only clothes with pockets and bags increase your carrying capacity. A small addition to criticism is the lack of strict division of the number of items. Example: 1x nails, 1x plank, 1x bucket, 1x carrots, 1x peas, 1x shotgun shell.... I hope, you know what I want to say. Each item should occur singly, even if it is super tiny. But it is not important to show just one item with the item-icon. Improvement and Expansion Proposals: First you need to take the value of each individual object and convert it into a realistic weight. Without calculating the bulkiness. No matter what weight is taken, it is important that the value is at least in the three-digit decimal field. The second new value of each object represents the bulkiness. So how much space an object occupies. It should also be in the three-digit decimal field. Both values can individually ensure that your character is overloaded. But the bulkiness affects not quite as strong on overloading. My suggestion: - weight: effects on overload 100% - bulkiness: effects on overload 75% The third value is the capacity of the container/bags/backpacks and also for hands and clothes with pockets. Thus, each "normal" item has two values and each container has three values. Important for containers is only the bulkiness of the items, which are put into it. A massive object has a greater bulkiness, as a narrow, small or flat object. As an example, a pillow would have a quite large bulkiness, whereas, a hammer has a much lower bulkiness. On the other hand, although short and thin, the hammer would have a higher weight. ---------- Let me just explain something before I continue. Since last year, when I started with the Addiciton Mod, there was and is one small thing, which bother me. Really not worth mentioning, but perhaps a good example for now. If you find cigarettes, you will always find 20 cigarette packs with one cigarette inside. Actually, the symbol with the item-name should express that you will find a pack of 20 cigarettes. But if you want to loot all cigarettes, you realize that you're taking 20 packages (if you only paying attention to the icon). I thought to myself: Does this mean, that I consume an entire pack of each smoked cigarette? I've created some items like self-rolled cigarette, tobacco packs and so on, but my planned system doesn't work like I wanted. At that time there were no pockets or bags, what made the implementation more difficult. But let's say, you implement now a cigarette package as a portable container in the current version. What would you do, that you can put cigarettes(0.2), nails (0.1), seeds(0.0) and other tiny stuff in it, but no empty waterbottles (0.1)? Unfortunately, there is no realistic way in the current system. --------- In order to make this contribution not extremely long, I will now explain my proposed system with the cigarette pack. (estimated values in metric system) The cigarette pack: Weight: 30-40 grams Bulkiness("volume"): 60 Capacity: [max.Bulkiness - 1%] 59,4 (the max. Bulkiness is the value, if the container is completely full. A soft bag has a lower bulkiness, because it can be folded, when it is empty.) One cigarette: Weight: 1-2 grams Bulkiness: 2,85 One nail: Weight: 2-4 grams Bulkiness: 0,8 One carrot seed: Weight: ~0,05 grams Bulkiness: 0,08 One empty water bottle: Weight: ~80 grams Bulkiness: 180 Capacity: 178,2 Now you find a cigarette pack with 20 cigarettes inside. 20 * 2,85 = 57 So the pack has still 2,4 capacity. Not enough for one more cigarette or an empty water bottle, but enough for three nails or 30 seeds. --------- One more thing: Container needs two boolean values. 'water container yes/no' / 'solid items yes/no' Little suggestion beside: Plastic and paper bags wear out very quickly, if you have they constantly full. They should wear out with time. Faster when it is full. This is my suggestion for the inventory system. I think it is not too complex and brings some more variety and realism into the inventory system. I hope, I don't forget anything. Edit: The longer we wait, the less likely we can change the old system.
  6. Heyyy fellow Zomboids, probably not the right place to put this butttttt.... Is there a Developers Console or an Inventory Editor for Project Zomboid? Just wondering so I may make things a tiny bit easier..
×
×
  • Create New...