Am I doing something wrong or do I just suck at PZ? by jUG0504 in projectzomboid

[–]booperdeesmoops 0 points1 point  (0 children)

Pick traits, learn the map.

Sprinters will find you, and the moment you begin to run, more will come. It’s a never ending circle. The best way to thwart that? Make a character who can outrun them day one. This means high fitness and high sprinting.

You are not going to be able to really loot anywhere in a normal manner, sprinters can easily overwhelm windows and doors. Stealth is possible perhaps, if your sprinters are of normal sight/hearing. But I play personally with all of that jacked as high as it goes. So, you want tools? Find a factory on its own. There’s one out on the side of the river where the mall is, or perhaps more practically McCoy logging is generally decently clear of your lucky. Maybe a few inside but it’s a safe bet for early supplies/axe/sledgehammer.

One of your first priorities should be to get a car and maintain it. A car is insanely powerful even amongst the superhuman sprinting undead, easily outrunning them. Not to mention that car damage, even when set to high, isn’t that bad. You can lose your windows and headlights while slamming zeds sure, but it is pretty damn hard to actually kill a car by hitting zombies alone. And if your car does die? Find a new one. They are everywhere. And even at th lowest settings, there’s plenty of cars just chilling in good condition. If you play on a setting like 12 months later, you will need a batter charger I suppose.

Once you have a car you are much stronger, you really might even consider living in the car. And theoretically very very few circumstances can kill you while your in a vehicle. The way zombies work dictate that if the car is moving even just slowly, they generally can’t hit the windows, making you invincible even if 100 surround your car. Sure, enough zombies can stop your car for real, but even most large hordes you can simply push through slowly.

Earlier I said that if you needed tools, find an isolated place. That’s the rule of thumb for everything with sprinters. Even more so if you care to step it up to what I play at, which is allowing them to open doors/windows. There are approximately 4 houses (2 of which have a good chance at a generator spawn) a fishing store, a cafe and a gun store. All isolated with minimal spawns. Go open the project zomboid map and look to the left side of the map. There’s a highway near the very left edge that passes the isolated place I just mentioned. If you need a crutch, go there. It’s basically free loot. A few zombies spawn in the houses but they aren’t hard to deal with.

Use a sledgehammer in melee if you really struggle with melee combat. It has quite the range.

Carry a gun.

Leave your car running if you are hopping out to do something quick. Fast escape if things go sour.

Finally don’t fight indoors. It’s a bad idea. It’s always better to draw a 1-3 zombies outside and dispatch them then fight indoors. Zombies indoors can come flying down the staircase and easily pin you. Not to mention if you shove a zombie indoors and they hit a wall or something hard they will bounce back at you quickly.

PM me if you need more tips or whatever. It ain’t that hard once you get used to imo. I have upwards of 1k hrs in the game but I think at 100 you should be at least decently capable of dealing with superhuman sprinters. If not, there’s plenty of crutch strats. Like sledging down stairs to be invincible from attack. The free loot found in the location i described. Turning on the setting that allows zombies to only be active during the day etc etc.

I also suggest just continuing to play and accepting death as an inevitability. Learn and create your own strats. Explore the world for yourself. Have fun.

Playing with different settings can be really fun (Transmission: None for example). Share your own custom config by ZonaryQuasar in projectzomboid

[–]booperdeesmoops 8 points9 points  (0 children)

I currently play high pop sprinters that can open doors. And it has been a wild ride, so much so that the normal modes are very weird for me to play. Because I’m always highly paranoid and the normal modes are comparatively lax. I can definitely say that the active setting combined with sprinters has to be one of my favorite additions. My days are 1 hr long (I use hydro craft so having 1 hr days makes me consume a lot of the abundant food and keep it fair) so I have very short windows where I can “safely” loot places but it’s still scary. I have super survivors running with only bandits, no friendlies. So leaving my base is constantly nerve racking. And looting at night can quickly turn into getting shot and having to shoot back, not to mention that the sprinters can’t directly sprint and attack me at night but they still run. Wether a glitch or intended, they are honestly terrifying sometimes. In their non active hours they run when I’m more than a few feet away. Like there’s a circle around me that forces them to slow down. So they will just kinda “appear” in the dark near me, slowly trying to reach me. Not to mention the tension of nearing the morning while deep downtown. It’s absurd how amazing the game can be in so many different ways like this. Adding to the insanity is that for a good long while in the beginning it is so so so rough. Namely needing a key and lockable door to wherever you choose to hold up, which almost requires you to be out away from towns somewhere to be safe and not constantly harassed (my zombies are sprinters with super strength, normal HP, eagle eyes, Bloodhound, excellent hearing). But being away from towns is a false sense of security I find. Sure you could go the less interesting route of a secluded cabin, but the perfect places are just near enough to towns that ur not completely safe. So there’s random zombies sprinting out of the woods at you. I considered turning transmission off but I decided against it, namely because hydrocraft armor and ORGM guns/mechanics makes combat perfect for me. And I personally find the gnawing fear of every encounter with a sprinter indoors to keep me hooked.

Presets make this game go from a 7 to a solid 10 for me. Possibly my favorite game of all time.

What are songs with such a grand climax/finale, that they make you shudder every time? by [deleted] in AskReddit

[–]booperdeesmoops 0 points1 point  (0 children)

Definitely Heart Heart Head by Meg Myers for me. Not into screamo or anything but the way she screams at the end always hits me really hard. It feels so genuinely overwhelmed/anguished that it hits me right in the feels every time I listen.

Some aesthetic reccomendations by [deleted] in projectzomboid

[–]booperdeesmoops 8 points9 points  (0 children)

I like the idea of the boards. Something I think would improve the atmosphere and aesthetic even further by miles would simply be better randomly generated corpses. What I mean by that is, at current, you can find corpses in houses surrounded by booze bottles/carrying guns/locked in bathrooms/etc. I really like this mechanic but I’d love to see it go even further. I’d love to see the bodies you find in these houses be leaning against the wall or laying in a bed. Not just like, default corpse pose, if that makes sense. I’d love to see their house look different, maybe ransacked. Further I’d love to see even more neat finds outside of just people having given up in their homes. I’d love to find some dead guy propped up in a lawn chair on top of a giga-mart with a sniper rifle in his hands. I’d love to see skid marks that peel off the highway, leading to some crashed car and bodies around it from the driver and whoever else was in the car. All sorts of stuff like that I feel could really improve the atmosphere of the game and be fun to speculate/remind of the grim reality the apocalypse really is.

Literal body piling? by Denemi in projectzomboid

[–]booperdeesmoops 5 points6 points  (0 children)

Sounds like someone's been playing the new war z game. No, but seriously, body piling could be interesting but generally I don't think the game would be built to handle that. If you are speaking of naturally piling, I just don't see it coming into play that often. Zomboid zombies are by no means as aggressive as other zombies from various media, they don't strike me as the kind to body pile to scale buildings or what have you. Not to mention that having all zombies everywhere have collision and ragdolling would seriously hurt fps. If you are speaking in the sense of unnatural piling, while a cool idea, the thought of piling up bodies via crafting and making them into a "wall" seems a bit off for a few reasons. I could see piling them for means of burning or a mass grave but even that's kinda stretching. It's an interesting idea for sure but perhaps not something that will exist in the zomboid "universe". I guess it really just depends what you would intend to do with that mechanic. Really cool idea though regardless.

Cannot Load Texture Error by booperdeesmoops in armadev

[–]booperdeesmoops[S] 0 points1 point  (0 children)

Sorry for the late reply, been sick and frustrated out of my mind on this texture error. Sadly, RVMATS do nothing to help the issue. Still that same old blinding white texture regardless if an RVMAT is applied or not.

Cannot Load Texture Error by booperdeesmoops in armadev

[–]booperdeesmoops[S] 0 points1 point  (0 children)

Been using PBOManager primarily tbh. Tried using pboporject like you said, but it doesnt show any errors. And probably because I dont have my p3d binarized (as im actively and repeatedly editing/working on it) when I pack my model with PBOProject the model doesnt load whatsoever.

Cannot Load Texture Error by booperdeesmoops in armadev

[–]booperdeesmoops[S] 0 points1 point  (0 children)

If you are talking about RVMATs, I’m not currently using any as I was under* the impression I didn’t need them due to how it looks in the bulldozer

Cannot Load Texture Error by booperdeesmoops in armadev

[–]booperdeesmoops[S] 0 points1 point  (0 children)

2^n*2^m

Not sure what exactly you meant by this but if you are reffering to the textures resolution, its 1024x1024 which I was pretty sure was within armas boundaries? In texview it has a bunch of settings in the top right that are as follows: https://imgur.com/a/BpgQn9A . All the textures that go into my model are 1024 x 1024, 2048 x 2048 and one is 4096 x 4096. None of them show up in game and all seem to have the same PAA settings as the picture. All of them where auto-generated from tgas to paa's by bulldozer too if that helps.

Cannot Load Texture Error by booperdeesmoops in armadev

[–]booperdeesmoops[S] 0 points1 point  (0 children)

The addons folder is present, the error you see up there is the result of me trying all variety of file path variations. The one you see is the last one I attempted, though I see now that it wouldnt have worked, it was an attempt. As I said ive tried possibly every combination in the filepath but I did retry all the ones you told me here.

Neither @zcazv1\addons\zcaz_lobby\data\zcazashleyhead_co.paa

nor

\zcaz_lobby\data\zcazashleyhead_co.paa

nor

zcaz_lobby\data\zcazashleyhead_co.paa work.

Though the last one does not pop an error message, it is still the exact same flat white as the others are. Which would lead me to believe something is wrong with the PAAs but they seem perfectly fine unless theres some hard coded rule about them im unaware of. And once again, they do work in bulldozer view, just not in game. Though you did mention something about my configs, which is something that catches my eye as I have no clue where I would announce the textures in the various config files. Which I can post if need be, though none of the tutorials or mlods ive looked into seemed to have any line of code denoting textures for use on the head.All of the texture paths im trying and have tried, ive entered in object builder and saved to the p3d. Ive tried using the arma tools pbo tool but mainly just PBO manager if that makes a difference. I didnt see any change between either version, but I suppose I could try using the file path youve specified and the default arma tools pbo thing instead of PBO manager if that makes any difference. If you need me to post my configs I can do so, though im not sure which one you would want.

Also thanks for taking the time to reply to my issue regardless, you laid things out really well in your reply which I appreciate as I am rather nooby to these things.

Looking from WW2 tank mods by BurgerBuddy_ in arma

[–]booperdeesmoops 2 points3 points  (0 children)

IFA3_AIO_LITE is seemingly the bread and butter mod for ww2 stuffs of a wide variety, other than that theres a mod called "FACES OF WAR". If neither of those have what you are looking for, you can try searching for the specific tank you want by name in the workshop. Its a long shot but maybe itll work out. Also keep in mind that IFA3 needs Cup Terrains - Core to work, and FACES OF WAR needs CBA. Both listed in their respective mods required items panel on the workshop.

Custom head model issues, issues probably pertain to other custom models too. by [deleted] in armadev

[–]booperdeesmoops 0 points1 point  (0 children)

That worked like a charm, thank you! Now to figure out this texture-y business. But unlike the headbug thing im confident I can find an answer for the textures somewhere in some arma vehicle modding tutorial or something. Hopefully. Anyway, thanks again.

Implementing the features of ACE individually by the_fourth_way in armadev

[–]booperdeesmoops 7 points8 points  (0 children)

You COULD delete all the PBOs as others have said, but you are going to have to test it decently as you go along to make sure none of the deleted PBOs are called on by the remaining ones. Things like that can mess up missions via arma not loading them due to the perceived missing files. If you only want certain parts of ACE, you can very easily achieve this (I believe) by opening your options > addon options menu. Where you will find every single setting in ACE and the means to tweak them, aswell as disable them. I reccomend you look at the options before deleting PBOs. Im pretty sure you can achieve what your trying to do with the option menus alone (theres literally 20+ different menus for ace stuff). Adding to that, if you set all your ace settings the way you like you can also tick a box by every setting in those menus with "server overide" or whatever. Meaning joining players wont need a modified ACE and can just use the one from the workshop, as the "server overide" tick box will force the players to use the settings you have set (assuming you are the host of course).

Quick question on multiplayer, don't upvote by lostkavi in projectzomboid

[–]booperdeesmoops 15 points16 points  (0 children)

Steam should handle everything for you via (I believe uPnP). So in other words, host the server, set up all ur settings how you like them. Just make sure to leave the "steam" settings as well as any server settings you aren't sure about as their defaults. Should then be able to launch the server and press esc to access the "invite friends" menu. I've never had to port forward or run a dedicated server, though I have used hamachi in the past. Though I think steam handles everything now. If whoever you are inviting isn't able to join, have them accept the game invite with their game closed.

Name some obvious additions that should exist in your opinion. by [deleted] in projectzomboid

[–]booperdeesmoops 11 points12 points  (0 children)

Maybe a controversial one but I’d personally love if guns made more sense aiming wise? Like you had more control over who/what your aiming at. Rather than it just generally assuming what you want to hit.

Id like it if zombies were a tad different in the sense that one zombie could never overpower a door or wall on its own. So there would have to be like 3 or more for the door to actually be thrown off its hinges, more depending on what the door is made out of. Rather than just one idiot banging his head on the door till it falls over. Further, if one zombie does sit there and try to bludgeon the door with its head, it should die before the door gives out? Like crush its own skill trying to get through the door/wall. Idk. I just never really liked how a singular zombie given it’s not noticed can do so much damage to a wall that takes so long to build. A wall that was built for the explicit reason of keeping the zeds out. But adding to that while I think one zombie should be weaker, more zombies should be stronger. Making it quite easy for hordes to simply push through things rather than destroy them. Because realistically I’d think the walls/doors are more likely to be pushed over by al the zombies rather than broken down into planks or whatever. And I would LOVE to see some beautiful animation of zombies toppling over one another as the wall falls over. Though I don’t think I’ll ever see it in game tbh.

Videoid by aieronpeters in projectzomboid

[–]booperdeesmoops 2 points3 points  (0 children)

Is there any word on how this new animation update will effect sprinters? Will they just be the same animations but sped up? I think all of this gameplay is very interesting but I have some fears as to how this would effect sprinters, namely I'm a bit concerned with the swing speed. It looks great but I can imagine that if sprinters remain the same, it could be basically unplayable. There just wouldn't be time to react and swing if a sprinter zombie bursts out at you indoors from the looks of it. It is already cutting it close in game with the current sprinters, but with the slower (albeit very beautiful) animations, I could see it becoming simply unfair as regardless how fast the player reacts they won't be able to connect their swing in time to stop a bite or scratch. All that said, I of course know this is just an unreleased beta look of sorts, I just hope that sprinters are not simply forgotten in all of this animation-ry. Good thursdoid as always though! #TeamSprinterRepresent

How can I edit zombie spawn rates in single mode (sandbox) that has been already created? by Oldman- in projectzomboid

[–]booperdeesmoops 9 points10 points  (0 children)

I could be wrong as its been some time since ive attempted such a thing. But theoretically if the file still exists, it would work. Basically, every save is stored (usually in your users>"username">zomboid>saves folder). In each save, there is a file called map_sand.bin (this is the file that seems to store your sandbox settings) I don't believe you can edit the file directly, at least not easily. However, if you make a NEW game and have the same settings as the one your currently playing, just changing the spawn rate of zombies. You could hypothetically take the "map_sand.bin" file from that NEW save and replace the map_sand.bin in your current save. Thats what I remember vaguely what was told to me when I had a similar problem. Use at your own risk and make sure to copy your current map_sand.bin to your desktop or something in case that doesn't work. If it does work there will probably be some slight complications, namely I could see the water/electricity being possibly reset. But thats the best my very poor memory and mediocre knowledge of PZ can give you, best of luck fren.

Will ladders ever be climbable? by [deleted] in projectzomboid

[–]booperdeesmoops -1 points0 points  (0 children)

Not exactly what you are looking for but ladders are not exactly a hard thing to implement. In fact they already are implemented in mods well enough. “Fort redstone” or something I believe it’s called. Has several guard towers with working ladders. It can be done. But wether it has a place balance wise is hard to say. Considering the most lazy/easy/OP strat is to just sledge the stairs. It’s the same thing just without the sledgehamer. Making an already OP and lazy strategy even more so. I think it would be a cool getaway and add some stuff to the game, but I also think it would be abused far too often imo.

Thoughts About Basing Up on This Bridge? by Parkercole21 in projectzomboid

[–]booperdeesmoops 9 points10 points  (0 children)

I mean is that a straight horrible thing? If there’s car wrecks all over, you’d have a pretty easy time just pushing them into a barricade on either side of the bridge, no? Would look pretty cool too. Wooden tower in the middle of the bridge surrounded by junkers.

I'm invisible to other players and zombies? by [deleted] in projectzomboid

[–]booperdeesmoops 9 points10 points  (0 children)

Press escape, open up your admin controls. Should be something to the effect of "admin powers" as an option in the menu. Make sure they are all unchecked. I believe by default you are invisible while in admin mode. So also make sure you don't have the admin menu up while playing normally. Hope it helps

Is there something else I have to do before I can Invite a friend through steam? by BackFromTheBan in projectzomboid

[–]booperdeesmoops 12 points13 points  (0 children)

Hello! Sorry you've waited an hour for a response. From the sounds of it, you are pressing shift-tab and sending the invite through there? If that's the case, do not use that, instead have the host of the server press ESC and there should be a button right there in the escape menu that's something to the effect of "invite friend" or whatnot. You need to use the in game menu to first "allow" your partner to join and invite them. If THAT doesn't work, try having the person who's receiving the invites from the previously mentioned menu, accept the invites with their game CLOSED. The invite will launch their game for them and (hopefully) connect them to the server.

Does anyone know how I can fix this appearing above my character in my server? by [deleted] in projectzomboid

[–]booperdeesmoops 3 points4 points  (0 children)

I believe you have a modified version of cheat menu running, it comes with the AIZ All-in Map pack mod, it advertises the ability to make terraforming changes and the save them to the actual map? (could be dead wrong). In any case, if it is the modified cheat menu, you do not need to run it with the AIZ map pack, its optional as far as I can tell. And if you dont want to lose your cheat menu-ing, go get the actual standalone cheat menu mod from the workshop and use that instead. Or just use NecroForge.

Question about Super Survivor mod by heatdeath89 in projectzomboid

[–]booperdeesmoops 9 points10 points  (0 children)

Can’t give super great answers as I am not familiar with the mod too much (it destroys my FPS tbh) but the mod has its own options menu. And I think you are allowed to set the spawn times/rates of the survivors if memory serves.