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  1. Yesterday
  2. EnigmaGrey

    Flashlight isn't working properly \ Dark is way to dark

    Yes. It'll be removed in the next build. The downside is that leads to compatibility issues for some people, so much as the vehicles build, the current public build acts a milestone for anyone affected to fall back on.
  3. EnigmaGrey

    Upcoming Combat Changes is a bad Idea

    You proposed a tolerance system after I posted, by a good five hours. I never mentioned one. Deaf zombies are specifically the ones indoors. Zombies otherwise have varied attributes based on the world age on spawn, from what I last checked. Zombies are distracted by other sounds and items in the world. Sometimes those sounds are in inconvenient places, resulting in inconvenient actions by the zombies. With only a small portion of the map being able to be loaded into memory at any time, real zombies only have a limited number of paths to get to those areas and, sometimes, it'll be through your house. They wonder somewhat randomly around on top of that. A zombie spotting or hearing you from 15-20 tiles beggar belief. I don't think it's actually a "problem" that requires a solution.
  4. ZombieHunter

    Upcoming Combat Changes is a bad Idea

    While in Theory that may sound true ( zombies being deaf or distracted ) in practice it is not what i am seeing. Me and my friend have been trying all the new updates religiously cause we love the game and play on Survival mode. ( All detection settings set to normal ) If we walk within 15 - 20 tiles of a zombie even if they are turned around and not seeing us they immediately turn around and start shambling \ running toward us. We had a case day before yesterday. We were in a room with all the windows with curtains and simply standing in a corner doing nothing. Roughly staying in this room for 5 hours ( started at 22:00 )a horde came to our door at 2:30 am. This was like 15 - 20 zombies. For no apparent reason, just beelined at our door. It was by sheer luck we survived. If there was a "Tolerance" system it isn't working as it should. There is a difference between difficulty and frustrating and players do need some sort of reasonable awareness \ counter to be able to deal with these situations especially since one bite is death. There still is a lot of extremely bizarre behavior by zombies. For example, to test it I built a log wall just a single piece of log wall next to my house. The helicopter came and for no reason, the Zombies kept attacking that log wall like it was their mortal enemy. This log wall was in the middle of the street not connected to anything - I just wanted to see what would happen. To make things worse, I ran outside starting using my scream button ( Q - used in the tutorial ) They refused to chase me, they just kept attacking that log wall as if their lives depended on it )
  5. ZombieHunter

    Flashlight isn't working properly \ Dark is way to dark

    I reduced Darkness to 0.5 actually for the screenshot. If the shaders are being designed around them, shouldn't the option to disable shaders temporarily disabled \ permanently be removed in that case??
  6. EnigmaGrey

    Is there any way to replace vanilla textures? 

    Hm, I think the problem might be not having them packed into the same texturesheets. Unsure of how to accomplish that in the newer tool. Here, I just unpacked the Tiles2x.pak file then inverted it. I then repacked it. I placed it in my workshop mod, in the directory /texturepacks/ and started the game. In Mods, I enabled the mod then shut the game down. Next time I launched it, it properly overwrote the original texture pack's data:
  7. Хибити\Hibiti [BLR]

    Is there any way to replace vanilla textures? 

    after I packed them back into .pak format, and in the game they were not visible. As in this post
  8. Хибити\Hibiti [BLR]

    Is there any way to replace vanilla textures? 

  9. Хибити\Hibiti [BLR]

    Is there any way to replace vanilla textures? 

    I use the same texture names. Or should I not pack them in .pak format?
  10. Хибити\Hibiti [BLR]

    Is there any way to replace vanilla textures? 

    Or you can use this: what should i use
  11. EnigmaGrey

    (MP) Bite won't heal

    The complaints were not about bites. They were about scratches in the vanilla game. So no, we weren't aware of this and we didn't try to fix it.
  12. Pax

    (MP) Bite won't heal

    Yes, infection is turned off. But this is still not normal for such wound. And like I've said it no longer says 'bitten' which means that the bite itself healed, but it's simply a wound now that won't stop bleeding. We had such a bug before with my character, but in one of the previous builds, and it only passed once my character died and I had to create a new one. The devs said they've fixed this bug in newer builds but it's obviously not true since it's still happening
  13. Beard

    (MP) Bite won't heal

    It takes a VERY long time to heal the bite. If he didnt die from any infection yet I assume you turned off infection in the settings.
  14. EnigmaGrey

    Is there any way to replace vanilla textures? 

    Give the textures an identical name and name the texture pack the same name as the vanilla textures. You can make and open texture packs in the mapping tool. Or you can use this: Put it in a mod. Enable that mod then restart the application. It should then just overwrite any identically named texture. *I've only done this with individual textures (fonts), but I can't imagine it'd be any different for texture packs.
  15. Hello. My game is approved by Steam. Available on their platform on May 28, 2019. https://store.steampowered.com/app/1081400/Where_is_my_family/
  16. Хибити\Hibiti [BLR]

    Is there any way to replace vanilla textures? 

    A very very long* )
  17. Atoxwarrior

    Eerie Country Beta

    News of Eerie in Patreon. the link to the news is right here: https://www.patreon.com/posts/26974742
  18. Pax

    (MP) Bite won't heal

    My friend and I are playing on P2P server that I'm hosting (build 40.43). He has been bitten by a zombie and it has been 10 in-game days and the wound still hasn't healed. It doesn't say 'Bitten' anymore but the bleeding effect is still there and won't go away, the bandage on it goes dirty on regular basis, but even when he leaves it on for longer, he still doesn't develop infection there.
  19. Hi! Me and one guy are creating a cool re-texture mod and we need your help. Is there any way to replace vanilla textures? I heard about "Tile Properties", as I know it's only way to add new tiles into the game. But it's not an option. Because the mod has more than 9000 tiles and it'll be impossibly to give each tile a property.
  20. EDIT: Found fix for this issue! My friend turned off 'Double size textures' option, we restarted the game and when we entered the server he could see snow on ground as well Hi, I am hosting a P2P server for my friend and I (version 40.43). When it snows we both see snow falling and trees being covered in it BUT only I can see the snow covering the ground, he can't. For him the ground looks normal. Could it be because of a certain setting, or is this a bug? He has tried disconnecting and connecting back again. We even tried restarting the server and turning Post-processing on and off. Still nothing. Also, when we are indoors we can see the rain/snow falling outside even though we're not watching trough the windows at that time. It feels like we're on a spaceship, flying trough the stars, kinda messes up with our eyesight, making us dizzy.
  21. Zombie#24

    New Denver, BC (V2.1)

    Lots of people ask how to get there since the mod updated. Here you go. http://deadpixels.freeforums.net/thread/88/slocan-lake-new-denver-location
  22. Last week
  23. Zombie#24

    Dead Pixels: OUTBREAK Build 35 Restart 12/20/2016

    Was something changed in the game build? Looks like the new season has MP Sprinter zombies that work with minimal glitching for most folks. I thought that was impossible on multiplayer?
  24. cerati

    Run time exception, first time map modding

    I wrote out some steps to help myself complete Ringo's guide. I'm also attaching pictures of my file directories to help see an extremely basic setup to just get a character to spawn on some in-game, grass. --------------------------- 1 pixel = 1 in-game tile 1 cell = 300x300pixel image. Use these Base Map Colours for your non-vegetation map. Turn off anti-aliasing(Paint.net's toolbar) and switch the blend mode(Paint.net's toolbar) to "Overwrite" -----Base Map Colours---- Dark Grass | 90 100 35 Medium Grass | 117 117 47 Light Grass | 145 135 60 Sand | 210 200 160 Light Asphalt | 165 160 140 Dark Asphalt (main roads) | 100 100 100 Medium Asphalt | 120 120 120 Gravel Dirt | 140 70 15 Dirt | 120 70 20 Dark Pothole | 110 100 100 Light Pothole | 130 120 120 Water | 0 138 255 Once you are finished, save this image as a .bmp file, as well as a .png. Close it, reopen the .png. Copy this image, create a new layer, paste it onto the new layer; uncheck the base layer, black out all the areas in which you do not want erosion vegetation to grow; erase, all non-black color. Create a new layer and slide the black-out layer above this new layer. Each vegetation color is its own layer; work your way up the colors from light grass. Check all layers except your base layer, merge them in top-down fashion. Save this image as a .bmp with the same name as your first .bmp image, add this suffix: "_veg". Be mindful to not save the .png you have been working on with this new, merged layer image. ----Veg Map Colours---- Dense Forest | 255 0 0 Dense Trees + Dark grass | 127 0 0 Trees + grass | 64 0 0 Mainly grass, some trees | 0 128 0 Light long grass | 0 255 0 None (black) | 0 0 0 Create another .bmp file ending with the suffix: "_ZombieSpawnMap" that is always 10x10 less that your map's dimensions. Use black and white. White are zombies spawn, black is not (note, you can turn antialiasing on for this part.) Save. --------------------------- TileZed>Tools>WorldEd WorldEd>New ---------------------------- Drag you original .bmp into the grayed-out cell. You can do this from Windows, or within WorldED. You have to toggle the WorldEd search directory by clicking "view maps" in "view" at the WorldED toolbar, then navigate the directories until you reach where you stored your .bmp --------------------------- File>BMP to TMX ---------------------------- WorldEd>Preferences>General>Tiles Directory You MUST set this path to the tilesets folder called "Tiles" that The Indie Stone has provided. Otherwise you will see many red question marks in your cell. Choose where to export your .tmx file. Just create a new folder with a relevant name and choose it. Check "Assign generated maps to world" and "Report unknown ?colours" and click ok. -------------------------- I think these are self explanatory. https://imgur.com/n4jIauz https://imgur.com/akt9Zei https://imgur.com/Mw68WkI https://imgur.com/HlszFY2 https://imgur.com/RKjJ2qH https://imgur.com/r9ATjsu From here, you can follow the rest of Ringo's guide.
  25. nasKo

    Name Changes and Account Issues

    Sorry, missed the notification for this. Still want that change?
  26. cerati

    Run time exception, first time map modding

    Ok, I went over it again and finally succeeded in spawning on my map. I never did create any objects when I set out from the start of this quest. I only created a grass map with a spawnpoint and some zombies so that I could learn how to get a test map into the game; buildings come later. Your guide helped me very much through the process. I will post my solution to the forum with my own step-by-step so that people have an additional example and some filled-in, small-step details to work from. Again, thank you for taking the time to create a guide for us!
  27. RingoD123

    Run time exception, first time map modding

    You can always subscribe to a map mod on Steam and then browse it's folder/file hierarchy in your Steams Workshop folder (Steam/steamapps/workshop/content/108600) or download Bedford Falls from the Nexus Mods website. However I don't think that will help you with this problem, like I said above, the only 2 times i've seen this problem it was only fixed by starting a fresh mod and following the first few steps of the guide again, making sure you correctly create a spawnpoints.lua file and that you do not create an objects.lua file before adding zones. Do not copy over any files from your mod which is having the error to your new one (apart from your bmp's/png's). Test your map as soon as you have created your spawnpoints.lua file and written spawn points in worldEd before continuing to add/edit your map.
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