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  1. In Project Zomboid if you don't dump the loot and clothing a corpse (zombie or regular dead human) has before the time they rot away, it'll rot away with them. This makes it incredibly inconvenient to have to go to every corpse and dump the clothes and loot so you don't have to constantly check the body to see what it has on it. The body disappearing but everything it had on it remaining is what should happen. It'd be so much more convenient for the player as well as being more realistic.
  2. I would love for being drunk to have more effect on the player stuff like blurry view, less control over the movement of the character and slower and weaker swing speed. And with sanity would go down when you will not do anything beacose it will allow the character to think about how everyone around him died. And also without any contact with other people he would go insane. Animals could help to restore some of the sanity lost and also looking at the tv when there are people can help with the sanity. If sanity is low enough the player will hear voices seeing someone that isn't there or when npc will be added that they will hear something that the npc never said or some zombies banging on doors or windows that they have never been there. other thing if the sanity would be at the lowest you could barely sleep and you could hear zombies whispering. Do you agree or disagree with me with what part let me know
  3. Okay so get this, the guy on the cover of Project Zomboid is a on car and yet we can't climb vehicles in the game? I mean if we could climb up cars that would add some protection from the zombies. You know, in a "I have the high ground!" kind of sense. The zombies would either not be able to climb up making you completely safe but surrounded; not able to climb up but able to pull you down if you're too close to the edge making it so you should go inwards on top of the car as much as possible; or they can climb up and maul you to death in addition to pulling you down. If they can't climb up but you're surrounded it would give you the opportunity to pick them off with your gun or strike them dead downwards with a melee weapon. Same thing if they could pull you down which is a bit more challenging. It the most extreme case they can climb up or pull you down making it so you have to attack the most immediately threatening zombie. Like the one that gets up first, that's who you kill. The most extreme case would force you to fight quickly and sequentially to at least endure a bit longer. Might want to add some kind of move to knock off climbing zombies or swat away zombies trying to pull you down. Personally I prefer it if they couldn't climb or grab you down. The balancing factor would still be that if you're out of gun(s) rounds you got to pull out your melee weapon. If your melee weapon(s) breaks then you could very well be screwed. Screwed because you'd essentially be stranded on your car which would eventually lead to your death due to hunger and dehydration not to mention you probably could sleep too well. I mean a horde of zombies growling at me inches away while I'm on a hard cold car roof ain't exactly a sleep number bed experience. The car could also serve as a temporary barrier between you and the zombies. For example, they're chasing you, you quickly vault over a car (or climb it and jump off the other end) and now the zombies have to go around rather than just making a beeline for you. That could buy you some time which is always of the essence in the game in every conceivable way! So yeah I want to be able to use a car roof to my advantage as well as be like the chad on the cover!
  4. Is there any way to add completely new animations to certain zombies? I don't want to replace animations, just want to change walk/attack animations for new zombie types i plan on adding.
  5. As a long time player seeing the zombie spawn maps is a huge spoiler and would be better if the spawning map was tied into the map itself. Something like, Every house could have a chance to increase spawns depending on the house type and if/or nearby houses is present. Car pile up could be added for more randomized road hoards and so on. Know edge spawns was recently introduced so you devs know the rules required and if it would be feasible, and not to taxing. I'm remembering an awesome dev post it was a few years ago where you discussed this, it would be great to see a follow-up. Also think it would make the map feel much more alive if the zombie spawns received a slightly different taste on every creation.
  6. Caminantes RP CaminantesRP Os presentamos CaminantesRP, un servidor de rol donde TÚ eres el protagonista! Ofrecemos una experiencia de rol única, con todo tipo de mods que mejoran la experiencia! Facciones lore, Sistema "Héroes", historia única.... 🧭 Misiones y eventos únicos. 💯 Todo tipo de vehículos, militares, deportivos, industriales... 🚗 Sistema de medico complejo y realista. 🩺 Sistema de facciones único. 🏘️ Sistema de rol que recompensa buscar y generar rol. 🥇 Lore-Masters con experiencia! 📚 Mecánicas de todo tipo... 🔧 Mapa custom añadiendo mapas muy interesantes! Barricaded Mall, Raven Creek, Over the river... 🗺️ Loot y configuraciones custom! ⛓️ Enfocado a que te pienses las cosas dos veces! 🧟‍♂️ Tenemos una comunidad sana y 0% toxica!! 💬 Contamos con una escuela de rol para enseñar los fundamentos del RP. 🧏 ¿Quieres ser el protagonista? ¿Quieres sentir que estas en una película? Sea cual sea tu historia atrévete a compartirla con nosotros, te esperamos!! https://discord.gg/RWgygjsWcQ
  7. Hello Survivor, Are you looking 4 a hard server but also fun? if so come join and give it a try there are active votes for mods and events. Events happen once a week from building clearing to loot boxes. there is a discord for help support and just meeting people, this server is going to be a long lasting one so you dont have to worry bout wasting time. only soft restarts unless voted to do a full restart. there are 2 active admins that can help with any issues or trouble! so please come give us a try and tell us what you think IP: 45.137.244.55:31400 https://discord.gg/jX3RaK5j
  8. I think that put achievements into the game it will give more reasons to play and i need to flex to my friends how much im dedicated to this awesome game i dont know how difficult is to add this into steam but for sure is a rigth thing to do sorry for my english :(
  9. There's not much to explain, bodies shouldn't just be traits. Fat zombies have reduced mobility, make more noise (which may attract more zombies to you), can break wooden fences but cannot go through small windows, the same should be true for the player, but him could not jump high fences. .
  10. grivcin

    Cherno and tiles.

    So I was lurking the forums (like I have for years now) and came across Cherbourg. What a beautiful piece of work. Even though I cannot play Project Zomboid (my 2011 yr old laptop can't handle it like it used to). I still admire most of the things that are created. I've been contemplating reworking the Chernaurus map since Cherbourg came along, but it's a massive endeavor. Cherno was a passion project. A hobby. Meant to ease a lot of anxieties and depression. I've since lost most of my photoshop files due to hard drive failure. But I still have some files. So I made a new base map. Making tiles is hard work. Multiple tiles, even harder. I have some drawing abilities, but not like the devs. Creating handmade tiles or sprites or whatever you want to call them is HARD. I scoured the internet to search for tiles that I think would fit in a post apocalyptic setting and of course some good 'ole regular tiles. But mostly things you would see in a dystopian setting like litter, clutter, etc. I found a blender file in this forum and learned how to use blender: in taking 3D models and converting to png tiles (I can't remember who posted it, but credit to them) These tiles are, of course, not mine. I also have worked on creating new recolor and texture tiles (walls and roofs) and trying to see how to work with multi-tiles (not mine) just converted in blender from a 3d model found on different forums from different dystopian and not-so-dystopian games: I also played around in photoshop just to see how multi-tile objects are built on an isometric grid. All in all, the pandemic gave me some time to play around and think how cool and rather complex it is to make multi-tile objects. I wish there were a tool that can auto-magically cut tiles on an isometric grid. NOTE: Though they aren't exactly "custom" by any means. These tiles are being made available for anyone to use for their map making endeavors. Of course you do have to actually make them useable for the game and create the respective files in TileZed. I wouldn't know where to start. As I haven't dealt at all with TIleZed or WorldEd in a long time. As for Chernaurus. I'm slowly working on it. As for buildings, clutter, litter, the farmlands, and all that wonderfully tedious stuff? That will take a little more time, unless boredom takes over. I saw there was a google drive with all the player made buildings and the sort. Some of those buildings might work on this map. But I feel that this map needs its own tiles (sprites) and a lot of "DIFFERENT" buildings all around with lots of randomness. In the original DAYZ game there wasn't enough difference between all the buildings. Honestly I don't know enough about LUA or other game aspects to create a mod for this. If nothing, I will just pass the project over to someone that has more experience and can actually make it happen.
  11. Hello there survivors, are you looking for a serious roleplaying server and cant find one? Are you looking for a chill server to relax with some PVP? Project Cataclysm got your back. *RULES* -NO KOS -DONT BE A DICK -DONT BURN DOWN A TOWN UNLESS ITS A SPECIAL EVENT -just be a nice guy honestly, be responsible with the pvp. *SERVER INFO* Address: 185.249.196.19 Port: 16261 *Discord* Also if you are interested in my discord I will keep you posted on any special events going on in the server. https://discord.gg/xp86sZ6z
  12. Can you confirm the detection range of zombies again? It still seems to be looking very well.
  13. So, I play Solo most of the time, and let's just say that i suck at this game and die often, i do have the cheat menu etc installed so i CAN use god mode but i find that too booring, so instead i tried the "prevent death" option, which only heals you up if you ALMOST die, when the health reaches 0 it heals you + removed any damages etc. What I want, is a modification that does the same as "prevent death" BUT instead of healing me back to normal, i want the health to freeze at let's say 1, i.e I won't be able to die, but i still need to heal every wound to get back to full health, is this possible? If so any file i can modify? Cheers!
  14. Just encountered an unkillable/untargetable zombie after loading my save in riverside. Playing on Builder mode. Character would just swing bat through zombie without making any contact. However, zombie was able to bite/lacerate me.
  15. So to preface I searched the steam workshop and the forums for the terms: Nemesis, Stalker, follower and didn't find anything like I'm looking for. On to the topic: Does anyone know the feasibility of making a mod that: -Creates a zombie enemy from the edge of the map that always knows where you are and travels at Shambler/ Fast Shambler/Jogging/Sprinting speed consistently. -The zombie is 10X the health of the other zombies and 2x the strength And then one other thing and this is where I wonder if it's possible: -Each time the enemy is put down it collapses and then revives after 24 hours/a week regardless of zombie settings OR -After it's put down it will respawn from the map edge after 24 hours/a week I've seen in the Terror Zombies mod a zombie that is always aware of you up to 250 tiles, but can that extend into when the enemy is in virtual tracking mode and be always aware? If anyone has seen a mod like that let me know, I'm playing a Resident Evil Sandbox and so far it has been very fun.
  16. The challenge of "The Last Frontier 2" is extremely unfinished for the following reasons 1. You may feel thirsty during a test, but you will not be able to quench your thirst. Impossible to drink. 2. The zombie counter may break. When the wave ends, some zombies may still be alive. 3. Bonfire - imba. You don't even have to fight the zombies, they will burn themselves. It is enough for the player to walk away from them. 4. There are very few goods in the store, and leveling skills and buying perks are extremely expensive and useless. There are a lot of firearms and melee weapons in build 41, but why isn't all of this in the test? 5. A shotgun is a very imba weapon because cheap cartridges are sold for it and for effective use the accuracy skill is almost unnecessary. You can pass the test this way indefinitely. 6. There are no running zombies. They would make the test much more difficult. 7. Building skill is almost useless as it only affects the strength of the barricades. It is impossible to build objects in the test, and survival will be much safer and more convenient on the street than in the house. 8. After death, you can create a new character on the same map. That is, you will have the corpses of zombies and the corpse of your past character. Idiocy. 9. Speeding up time speeds up the game, but not the timer itself. It can be abused. It seems to me that the tests did not adjust to the 41st build. Please correct this problem. I wonder if other survival chellenges have the same problem?
  17. It's hard to find a suitable speed for the zombies in my plays. If they're not slow enough, they're either not fast enough or too fast. I've made this suggestion in the official Discord, but I figured it'd be best to create a suggestion here. I think it would be nice to have additional speeds for zombies for sandbox mode, such as: ----------------------------- Slow Shamblers: Much slower than the Shamblers, these zombies walk at a painstakingly slow pace in either idle wandering or pursuit of their targets. On their own, they're laughable and can easily be killed. In a pack, they're a fearsome threat, and even if you have all the time in the world, they'll catch up. The best example of Slow Shamblers are the zombies depicted in George Romero films such as Dawn of the Dead and Day of the Dead. In these two scenes from Dawn and the opening sequence from Day, you can see just how slow the zombies truly are, practically shuffling their way to their next meal. Simplistic, dumb, and slow alone, but a true terror in numbers. ------------------------ Joggers: A variant of the infected much slower than the sprinters, but much faster than the fast shamblers, joggers can still be outran but are more than capable of catching up to you almost right after. When idle or in small groups, they may not pursue quickly and be at the same speed as Slow or Default shamblers. If they are in bigger groups, they are more likely to start jogging after you. It can be easy to get cornered. The best example of Joggers is the first and second seasons of The Walking Dead. As Rick enters Atlanta, the individual walkers that see him and follow after are extremely slow, like a Slow Shambler, and is easy to just avoid. However, when he runs into the horde a few blocks down the street, that horde breaks into a jogging pace, some faster than others, yet eager to catch him. Here, Rick and Glenn are sprinting through a zombie infested street to get to the trucks a few blocks away, while a horde of walkers is jogging incredibly fast behind them, limping and struggling as they do so, but still able to pursue them. It is in this rare case that some infected are able to climb over the metal fence before inevitably knocking it down. It's as if the infected are far more confident than they are acting alone. -------------------- The current zombie speeds, while nice, still has some restrictions that I think more speeds like these could definitely fix. Slow zombies may be easy to deal with, but one mistake and it's over.
  18. World: Is the loot respawn and zombie respawn real life days or in game days? Cause if its in game days don't think its working correctly. Been several months and no loot has respawned. And i have it set per week. Thanks,
  19. Hello again . I came here today to come up with a few suggestions about animations. They talk about a diseased man with his arm cut in the NNR channel on the radio. (Around the 10th day) I think it should be put into the game, that is, I think it should be added in zombies without arms, legs and hands. maybe in bullet-wounded zombies (the hole may be full). It wouldn't be bad if you revisit my previous suggestion. because the bodies leaning against the wall may be better than those passing through the wall :D. I'm saying it again, this is just a suggestion, I know it's hard, love all pz crew ❤️
  20. I apologize for my poor English. Who can tell me how to change a zombie from scratch? The necessary programs are downloaded. I want to change the height. Textures and models, as well as a few bumps on them (to remove the particular murder with a knife). Just tell me how to do it. Which folders to copy to my mod folder. Which lines will I have to change. How to change textures.
  21. I noticed this bug in the game, where when the zombies jump the fence they fall to the ground, but instead of the character crushing their head, he pushes it causing the zombie to rise, this is something very annoying that has killed me once kkk. (Sorry for my bad english since i am not an american but a brazilian, i am using google translator).
  22. Hello everyone! Very simple question, as I'm new to mapping with Zomboid: If I were to make a map where the ground in the entire cell or the majority of the cell was, say, at level 2, level 3, etc; would the zombies spawn on that, or would they be "under the map" and still spawning at level 0? Just wanted to ask before I get too crazy and start building, only to find out that all the zeds are underneath everything with no way to nibble on the player. Thanks!
  23. Hello! We are Far North Entertainment, a group of five based in Sweden. We have been working together for three years and are currently developing our second game, a sandbox game in a post apocalyptic cyberpunk setting where you explore the world and find materials for crafting tools to help you survive against thousands of zombies. We have been working on this project for about four weeks and have taken inspiration from other games such as Terraria, Left4Dead as well as Project Zomboid, which is why I found it fitting that we let you guys know about it. Our intention for the game is to make something similar to Project Zomboid, but rather than attempting the realistic simulation approach PZ is taking, we want to bring a more fast-phased game with a heavy emphasis on co-op and progress "Terraria-style" rather than hardcore survival. We want to build the game together with the community, so what I hope to find from this thread is feedback from you guys so that we can make the game the best it can be. An experiment with neuro-enhancing fungi has gone extremely wrong and unleashed an epidemic, turning the majority of the world’s population into fungi-infested zombies. These abominations are not particularly frightening individually, but when they gather into a horde of thousands, they become terror incarnate! Sound will draw their attention, so use it wisely. Blasting off a shotgun round could prove devastating if you are not prepared for what comes after… Features: Online Co-op Multiplayer: team up with your friends, or go solo if you dare! An open world: explore the world and scavenge it for objects and materials that will help you survive. Crafting: use acquired materials to forge new weapons and armor or modify your existing arsenal. Build your bases: build bases of operations where you will be able to craft, plan your next destination or simply catch your breath in between your encounters with the Infected. Hordes of thousands: thousands of Infected can be simulated on screen at the same time. Make sure you have an escape route or enough ammunition in an encounter, otherwise your death is certain. The gameplay centers around you exploring the world, trying to find and gather materials that can be brought back to your base and be used for crafting tools that will help you survive. Our goal with the Infected is to have a dynamic threat that can create emergent gameplay scenarios where, in one instance a street you cross is completely empty only to be crowded with Infected shortly afterwards, thereby forcing you to plan a different route to circumvent them or try to blast an opening and push through them. This means that communication between you and your friends will be key in order to survive encounters with the Infected. You could have a friend draw the attention of the Infected away from you while you gather resources to take back to the base, or have a friend desperately firing of a shotgun shell, in a small encounter, drawing the attention of a large horde and dooming your entire team. Here is the first devlog on youtube. We have released 3 so far, with the next one coming this Thursday. Since we will not post most of our stuff here to minimize spam, you can follow us on Twitter or Facebook, or join our Discord! We hope you like the game, and look forward to take part of your feedback!
  24. There seems to be a bug in the IWBUMS vehicle build where there is a invisible zombie in that shows up every now and then when we are fighting off big herds. We manage to take out most of the herd but then one of us ends up getting scratched by a non existent zombie/invisible zombie. Both players see NO zombie at all and when we walk into or swing our weapons in a certain spot, we get bitten/scratched by a zombie. I'm hosting LAN Gameplay via steam for my brother and I. Is this a known bug and is there anyway to avoid this? It seems to happen a lot when we kill off a lot of zombies that are being attracted to cars. This is really annoying because we don't want to die to something that can't be avoided and turning off infection makes the game too easy.
  25. Not sure if this one was already suggested, but here goes. When a player dies, they drop their weapons, I think. Correct? ( Haven't really died enough to be 100% sure. ^_^' ) Anyways, what if there's also a chance that, upon dying, they wind up KEEPING that weapon in their hand(s)? Doesn't necessarily mean that the zombie will be able to USE it, though, as... y'know... ZOMBIES. No "Learning". Only "Eating". (Though a pistol-holding zombie's finger pulling the trigger COULD be a threat, though mostly because guns are freakin' LOUD...) But what if y'all made it where, instead of dropping their weapons, survivors' zombie forms hold onto said weapons, at least until they start "Reaching" after the living survivors when close enough, to which they THEN drop the items, instead? This way, we could easily spot the "Dead Survivors" who may very well have valuable loot, as well as add a bit more variety to the zombie hordes, without necessarily making things that much more difficult to deal with, and yet, also make things simpler for "Loot Priorities" when it comes to looting a dead horde. Perhaps in addition to that, the zombies that DO spawn with weapons could also be holding onto them, so that we don't "Magically pull an Axe out of a zombie's arse" when looting the dead bodies... and besides that, it could also add a bit of variety to the "Survivor Zeds" whenever the backpack updates roll out, so we see a bit MORE variety between the "Bag Carriers" as well. Anyways, just a small idea I had. Didn't see it in the "Common Suggested" thing, so figured I'd throw it out there.
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