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Putting Together a team for a Hardcore Roleplay, Persistent World.


RAINBOW

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Are you interested in creating a roleplaying persistent world server using "Project Zomboid"?

 

 

About me:  

I studied videogames software development at a university in Glasgow, Scotland.  I can create 3D models in Autodesk Maya, SoftImage XSI and 3DStudio max.  I can also write code in Java (The language Project Zomboid is written in).  

 

I have a "Zombie Plan" that involves me heading to the local naval base, banging on the chain link fence for them to let me in, and either being shot to pieces or devoured as the infection spreads among the huge gathered crowd of which I am a part of.  (At least I'm realistic!)

 

About The Server:  

 

PVP Allowed, Hardcore Roleplay, Quest Based Adventuring
 
Can you help?
Perhaps you have some experience with the 2D map/world/building editor for Project Zomboid. Perhaps you've none!  
Maybe you have some experience with 3D modelling, or are just handy with photoshop.  
Maybe you've made some custom content for Project Zomboid already, and are looking for a server where people will be enforced to chat "In Character" and "Out of Character" where a players decisions will be able to affect the world directly...
 
The most important thing is to be eager and have some free time to spare.  
 
Contact me here: nightsbaneadam@gmail.com 
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Features of the server

The game will be a Persistent server.  This means when you log off, you will log back in again with all the same stuff, Death means Death... Note, an anti-cheating system will be in place, which will prevent "Twinking" which is the passing on of items from one character to another.  

 

The game will be a Hardcore Roleplay server.  This means, you will be expected to stay "In character" when not using "Out of character" communication, such as In-game chat.  

 

The game will use a Time based Questing system.  This means, certain quests will only be doable after a period of time passes, such as 24 hour (Real Time) quests, an example might be: "Raid on the neighbours fortress", where players will have to band together and assault an NPC controlled base.  A more simple example would be an "Errand" quest, where you simply have to find an item, and give it to an NPC to collect the reward.  

 
Edit: If you are interested in learning about the modded changes to the server (Such as Custom Professions, Items, Traits and other tweaks) check us out at:
 
www.sanctuary-pz.com
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This sounds quite interesting. I would be glad to help in my spare time. I only have experience with Actionscript 3 unfortunately but I am ok with 3DS Max, Maya and Photoshop. Im wanting to start making mods in my spare time but have nowhere to start and this might be just what I need. Message me if you want me to help you with this. 

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  • 2 weeks later...

tick_zps8f1bf24a.png = Implemented

Features

Killing Children causes instant unhappiness

Whisky cleans wounds reduce infection chance from bites X 

Scurvy from not enough Vitamin C X

Killing Children causes instant unhappiness (Unless Psychotic trait)

Crowbar can break into windows automatically if in inventory

Only clotheslines or driers can dry towel

Amputation

Rabbits run off

Make faucet “Clunk” noise when water is shut off

Weapon Jams

Lipstick can leave Graffiti on Signs

Suture party members wounds with twine.

New “Trembling” Status, makes firing guns harder.

New “Numb” Status, being cold or taking too many painkillers or sleeping tablets.

* “Frostbite” Status

* Nailed Baseball bat now requires ( x 10)Nails

* New “Numb” Status

 

Placeables

Gas Powered Electricity Generators

* Option on game start to alter “Percent chance of Zombification”

* Corrugated Iron

 

Traits

“Vegetarian”(Negative) : Causes unhappiness if eating meat. 

“Psychotic”(Positive) : Never panic.

“Smoker” (Negative) : Addicted to cigarettes..

“Insomniac” : (Negative) : Requires sleeping tablets to sleep

 

Player Classes

“Tradesman” : Carpentry skill starts at Level 2

Items

 

Raincoat : Protects against wet weather effects

Glow Sticks

Childs Chemistry Set

Flares

Smoke Grenade

Sleeping tablets can OD on.

Fishing Net

Caffeine Pills

Spices, Can cover up the taste of rotten meat removing the nausea effect at least.

Condoms, Fill with water.

Boltcutters, cuts a hole in a chain link fence or break a padlocked door

Padlock

DVD selection : Family Movie; Horror Movie; Comedy Movie

(Can be played on tv, makes noise)

Bag of Doorknobs : Doorknob(x5) + Sheet

 

Makeshift riot shield : Garbage can lid (When equipped in Secondary)

 

Traps

Quality Rabbit Trap : Mailbox + Twine (Catchs “cotton tails” as Dale says)

Stake Trap : Wooden Plank + Kitchen Knife OR Axe OR Screwdriver

Pit Trap : Shovel

 

I dont get what are you saying here.

You want to mod in those features?

What do you mean by killing children? There are no children in the game, you mean a player RPing a kid?

 

I dont really get what is going on

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tick_zps8f1bf24a.png = Implemented

Features

Killing Children causes instant unhappiness

Whisky cleans wounds reduce infection chance from bites X 

Scurvy from not enough Vitamin C X

Killing Children causes instant unhappiness (Unless Psychotic trait)

Crowbar can break into windows automatically if in inventory

Only clotheslines or driers can dry towel

Amputation

Rabbits run off

Make faucet “Clunk” noise when water is shut off

Weapon Jams

Lipstick can leave Graffiti on Signs

Suture party members wounds with twine.

New “Trembling” Status, makes firing guns harder.

New “Numb” Status, being cold or taking too many painkillers or sleeping tablets.

* “Frostbite” Status

* Nailed Baseball bat now requires ( x 10)Nails

* New “Numb” Status

 

Placeables

Gas Powered Electricity Generators

* Option on game start to alter “Percent chance of Zombification”

* Corrugated Iron

 

Traits

“Vegetarian”(Negative) : Causes unhappiness if eating meat. 

“Psychotic”(Positive) : Never panic.

“Smoker” (Negative) : Addicted to cigarettes..

“Insomniac” : (Negative) : Requires sleeping tablets to sleep

 

Player Classes

“Tradesman” : Carpentry skill starts at Level 2

Items

 

Raincoat : Protects against wet weather effects

Glow Sticks

Childs Chemistry Set

Flares

Smoke Grenade

Sleeping tablets can OD on.

Fishing Net

Caffeine Pills

Spices, Can cover up the taste of rotten meat removing the nausea effect at least.

Condoms, Fill with water.

Boltcutters, cuts a hole in a chain link fence or break a padlocked door

Padlock

DVD selection : Family Movie; Horror Movie; Comedy Movie

(Can be played on tv, makes noise)

Bag of Doorknobs : Doorknob(x5) + Sheet

 

Makeshift riot shield : Garbage can lid (When equipped in Secondary)

 

Traps

Quality Rabbit Trap : Mailbox + Twine (Catchs “cotton tails” as Dale says)

Stake Trap : Wooden Plank + Kitchen Knife OR Axe OR Screwdriver

Pit Trap : Shovel

 

I dont get what are you saying here.

You want to mod in those features?

What do you mean by killing children? There are no children in the game, you mean a player RPing a kid?

 

I dont really get what is going on

 

 

Yeah... I'm not sure what it means either.

 

There aren't any kids in the game and OP already wants the option to kill them. :o 

 

This one is kinda weird...

 

Condoms, Fill with water.

 

What are you going to do with them? Why condoms? Don't water balloons work better? :rolleyes:

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The military use condoms to collect water, you will find them in any serious soldiers kit.  I basically brainstormed all of this stuff as I played a two month game of PZ, felt like worth putting in the list.  Condoms removed from the "To-do" list.  (I can just imagine the kind of weirdo roleplay that would encourage on the server anyway! )

 

 
So far the only thing modded in is the Custom Trait "Vegetarian".

 

What is it you want to know about the server? I've made a temporary website and bought a domain.  Check it out at www.sanctuary-pz.com if you are interested.  

 

Oh, children zombies will be in our server(Eventually).  Children will not be playable.  

 

Got a mapper now, positions still open for a photoshop artist, and a website guy.  

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not sure how you plan to have children zombies in your server when the Devs have clearly stated there will be no children of any kind in the vanilla game. do you actually intend to add a new class of zombies to the game? and if so, is any permission required from TIS for you to do so?

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not sure how you plan to have children zombies in your server when the Devs have clearly stated there will be no children of any kind in the vanilla game. do you actually intend to add a new class of zombies to the game? and if so, is any permission required from TIS for you to do so?

This topic is in The Indie Stone Forums → PZ Modding → Mod Ideas and Requests, which gives a strong hint about how OP hopes to accomplish stuff outlined in the 1st post. No, you don't need to ask TIS' permission to mod the game.

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not sure how you plan to have children zombies in your server when the Devs have clearly stated there will be no children of any kind in the vanilla game. do you actually intend to add a new class of zombies to the game? and if so, is any permission required from TIS for you to do so?

This topic is in The Indie Stone Forums → PZ Modding → Mod Ideas and Requests, which gives a strong hint about how OP hopes to accomplish stuff outlined in the 1st post. No, you don't need to ask TIS' permission to mod the game.

 

yeah, but my question is related to his apparent introduction of child zombies. can such a thing be (relatively) easily modded into the game without it affecting the "normal" zombies in a negative way, or will he have to get into the game files and mess with them in some way? this is not a normal thing like a weapons mod, or dried fruit. this is the introduction of user created zombies.

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not sure how you plan to have children zombies in your server when the Devs have clearly stated there will be no children of any kind in the vanilla game. do you actually intend to add a new class of zombies to the game? and if so, is any permission required from TIS for you to do so?

This topic is in The Indie Stone Forums → PZ Modding → Mod Ideas and Requests, which gives a strong hint about how OP hopes to accomplish stuff outlined in the 1st post. No, you don't need to ask TIS' permission to mod the game.

 

yeah, but my question is related to his apparent introduction of child zombies. can such a thing be (relatively) easily modded into the game without it affecting the "normal" zombies in a negative way, or will he have to get into the game files and mess with them in some way? this is not a normal thing like a weapons mod, or dried fruit. this is the introduction of user created zombies.

 

Easily? Definitely not currently. But I think OP already knows their project to be rather ambitious.

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3D modelling is relatively easy, I have been making models in 3DS max, Autodesk Maya and SoftImage for quite a long time now! Unfortunately, adding in 3D models isn't supported yet in PZ, but the dev teams intent is to allow it later on, I suspect there is just far too much that is higher priority.  Am I ambitious? Perhaps.  I prefer to believe I am just thinking long term, I've already recruited a mapper who is making the Quest Area's and main town whilst I am busy coding other things.

 

Modding is actively encouraged by the PZ guys, but it's not an easy thing to do, unless you know what you are doing with Object Orientated programming languages like java. (What PZ is coded in)

 

They(The devs) haven't added support for us to put in 3D models yet, and as for :

 

this is not a normal thing like a weapons mod, or dried fruit. this is the introduction of user created zombies.

 

 

 

Weapons mods, as it stands, are unable to use their own custom 3D models.  For example a "Crossbow" mod, would be using the standard pistol or perhaps a null model (Nothing).  If you are interested, have a look around the forums- it simply hasn't been implemented by the PZ team yet.

 

The "Introduction of user created zombies" you mention, secondly, are what are known as "NPC'S".  They are working on introducing more to the NPC system, so it will be a case of copying the default zombie behaviour code, and then adding/removing bits as I see fit.  Is it easy? No.  I'm just that good.

 

It's all there in the "To-Do" list they have.  I don't expect our server will be up for perhaps 6 months.  Oh! I'm also writing tutorials and posting them on our (temporary) website at www.sanctuary-pz.com for people interested in learning a bit about the java programming language.

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please don't mistake my questions as anything more than curiosity. aside from the Erosion mod, this is one of the more ambitious mods i have seen in here. it's definitely an interesting project, and is most likely one i will try for myself when all is said and done.

 

and yes, i realize this is the modding section. i have downloaded and tried pretty much every mod in here since i first started playing the game, obviously not all have worked as intended. so when i see a good one to keep an eye on that strikes my curiosity i ask any questions i may have to see if it is worth watching or just ignore.

 

clearly you have the confidence to attempt this, so lets see how it goes as time goes by.

 

good luck.

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I think really, it's more than a mod in the traditional sense of the word.  The idea is to be able to have players who join the ability to affect the world through version updates.  A persistent world, see?

 

I'm breaking it down into malleable parts, you see I'm implementing a custom "Questing" system once some more NPC tools are available.  Thats number one on the agenda, but has been sidelined until afforementioned NPC tools are brought in.  

 

I'm chalking other things off the list one by one as I go.  I started with the custom trait : "Vegetarian", which is now complete apart from the part which applies the Moodle effect Nausea, because (Surprise, surprise!) MoodleFactory simply doesn't exist yet (Build 23 at time of writing)

 

To give you an idea of 'scheduling', my mappers haven't created anything except a test map for last stand (So far!)

 

but it has taken me 1 week to create and test the custom trait I added in, I'll come back here after I complete the next part I think I'll check off the list, which will be:

 

Crowbar can break into windows automatically if in inventory

 

I'll revamp the Secondary Slot into a customisable system, which will make actions like crowbaring a windor, or lockpicking a door a case of simply left clicking it.  (Haven't looked, but I'm guessing I'll start in the OnFillWorldObjectContextMenu.lua)

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