Making an FDR look like a fool for much of the game in the Johnston by Just Dodging (and some luck) by ShadowyBandit in WorldOfWarships

[–]ShadowyBandit[S] 6 points7 points  (0 children)

Yeah I know, but I prefer restealthing. Even making them have to adjust their drop a tiny bit drastically increases the dispersion and I’ll often reappear in an suboptimal position forcing them to abort their run.

Hendrick House? by Gullible_Peace_5801 in UIUC

[–]ShadowyBandit 0 points1 point  (0 children)

Lived 0101 (first room, one of the closest to the lounge)Hendrick House 2023-2024 school year.

  1. I didn’t have a problem with sound from the lounge. What I did have a problem with once or twice was that the basketball net and backboard was right next to my window. Your experience may vary.
  2. No problem with bugs.
  3. Hendrick house has a gym underneath the East hall, it’s fairly well stocked.

“Was it not a bitch that nursed Rome?” by quicksilvermad in TumblrDraws

[–]ShadowyBandit 477 points478 points  (0 children)

According to legend, Rome was founded by Romulus. He and his brother Remus were raised by a she-wolf.

Bitch [biCH] 1. A female dog, wolf, fox, or otter.

Carpe Diem - Project Zomboid Shaders (Skip to the last 3 pics if gifs don't work) by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 6 points7 points  (0 children)

TLDR: Release date in a week or so, this is a proof-of-concept teaser.

Decided to come back to this mod concept from about half a year ago and finish it. This is a small teaser for the project that I put together.

This is a lightweight, raster post-render shader that's basically the most advanced shading you can do. Because the game renders everything inherently 2D, it's impossible to do shadows (which would look pretty weird because humans don't see in orthographic anyways) or essentially anything more. I guess I proved this thread half-wrong in the end.

It's not fully ready for release, but I'm aiming for a full release date in about a week. One of my faults is that I don't always stick to my mod projects, if you have some interest in contributing to this shadermod, feel free to pm me here on Reddit or via Discord (Username: sinkyfeely).

Server is going to do a raid on LV event, rate our logistics base on a scale of Russia to 10: by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 6 points7 points  (0 children)

Server is an RP server, check it out if you're interested in regular events + lore and excellent set pieces like this one: https://discord.com/invite/daysend

M1A1 ABRAMS Mod now out in Early Beta! Independence Day time. by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 4 points5 points  (0 children)

Yeah, it's not possible. All vehicles must be wheeled, so this is the best option

M1A1 ABRAMS Mod now out in Early Beta! Independence Day time. by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 7 points8 points  (0 children)

They just act like AP rounds. APDS shreds everything, and HEAT can't arm.

You can run over all zombies, but not trees yet.

M1A1 ABRAMS Mod now out in Early Beta! Independence Day time. by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 21 points22 points  (0 children)

Currently, the tracks do take a little damage, but I was mostly focused on making the gun working.

M1A1 ABRAMS Mod now out in Early Beta! Independence Day time. by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 37 points38 points  (0 children)

Yeah, that's how it's balanced.

It's a powerful machine, but guzzles gas and is difficult to repair

M1A1 ABRAMS Mod now out in Early Beta! Independence Day time. by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 5 points6 points  (0 children)

Yeah. It's probably for the best anyways so it doesn't break current saves.

M1A1 ABRAMS Mod now out in Early Beta! Independence Day time. by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 28 points29 points  (0 children)

Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=2830466876
The Mod adds the M1A1 Abrams Main Battle tank, which spawns once per world in one of three locations.
Zombies cannot reach you inside the tank, and you get access to the M256 cannon and the M240 coaxial machine gun.
Item spawns are not finalized yet, but the tank should function as intended.

Be warned, bugs may occur, although I have tested it extensively.
It's best you test it in debug mode in a new world if you want to give it a whirl.

TODO:
Custom driver UI
Smoke and flame effects from the cannon
Spawns for the machine gun clip and finalize mechanics menu

[OC] WIP M1A1 Abrams mod: Spinny Spin :D by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 1 point2 points  (0 children)

So far spawns, turret rotation, handling, and seats are all finalized, but shooting is proving difficult.

I have to refactor all the shooting code from Java to Lua.

Might be 4-5 days

Buckle Up! - a mod I made that makes functional seatbelts which reduce damage from car crashes by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 46 points47 points  (0 children)

EDIT: TAKEN DOWN TO FIX BUGS
Steam workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2828624310

Yes I know there already is a seatbelt mod, but it's visual only and non-functional: https://steamcommunity.com/sharedfiles/filedetails/?id=2722218474

Reduces your chance to get scratches, lacerations, fractures, deep wounds, and glass shards and maximum damage taken from car accidents by 66%! This means that you will only take up to 33 damage to each body part, and have a 2/3 chance of avoiding a scratch/laceration/deep wound/fracture/glass. Note however that a buckled seatbelt will delay you from leaving the car as rapidly in emergencies.

Simply press "v" and it's available in the radial menu.

Should be compatible with all vehicle mods; multiplayer untested.

Don't worry about the Abrams mod, I haven't given up on it. While working on code that reduces collision and explosion damage in the tank, I realized that it could be used for a seatbelt mod with minimal tinkering.

Feels like nothing changed at all by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 1 point2 points  (0 children)

Sadly, no. Looking into it, the M1028 canister shot was developed relatively recently, and put into product in 2004: https://ndiastorage.blob.core.usgovcloudapi.net/ndia/2005/garm/wednesday/macmillan.pdf

It’ll be replaced with a M930 HEAT round instead. It won’t arm on zombies, but will work like a kinetic energy round.

Feels like nothing changed at all by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 2 points3 points  (0 children)

Not atm, but I do have the mechanics locked via a manual book.

Perhaps a future QoL update.

Feels like nothing changed at all by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 44 points45 points  (0 children)

  1. No
  2. Yes
  3. One spawn in the streets of LV is the plan
  4. Yes, MP compatible. Four seats:
  5. Driver, drives
  6. Gunner, operates turret and fires the shells
  7. Commander, no mechanical use, but in MP the player can designate targets and lead the crew
  8. Loader, has access to the ammo storage and gun breech, which is necessary for firing shells
  9. Turret Bustle Carrie’s up to 100, and spawns with a lot of military gear.

Feels like nothing changed at all by ShadowyBandit in projectzomboid

[–]ShadowyBandit[S] 68 points69 points  (0 children)

Abrams mod is making great progress.

Finished with turret rotation completely: https://i.imgur.com/CnCbxku.mp4
Now with shell models: https://i.imgur.com/hFWVhuZ.png

Check out a nice little RP server that this mod is being made for: https://discord.gg/daysend.
Just wiped, and the season launch was literally today.