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MaxMcPherson

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  1. Like
    MaxMcPherson reacted to MECR in MECR's Small Map Additions # 1: Greene's HQ (WIP)   
    Hi to all
     
    I started to work on some small map mods, the intention is to add some locations and points of interest.
     
    The first mod will be "Greene's HQ": it's located southwest of Riverside and adds a Greene's store, a small office building, a villa and a lot of greenhouses. I finished all the buildings, but the surroundings still need some polish. I hope I can release the map soon.
     
    Here's 2 teaser images:


  2. Like
    MaxMcPherson reacted to Ayrton Orio in Cap Levi, Normandy, France   
    Some updates on the Normandy Map
     
    I had to familiarize myself with the building editor, World Ed and Tilezed in order to go forward with the map. It took me a while because I'm an idiot, but I think I'm up to date now.
    Here is some news with medias attached:
    - French looking buildings (residences, mansions, greenhouse, stores, garages, etc)
    - Better crop fields, now there are many different types of fields depending on their use (cattles, veggies, fruit trees, etc)
    - roads are now all connected and make sense. Smaller paths are being done, especially for foresty areas. 
    - revamped "boccages", better definition of tree lines, in-between paths, etc
    - bridges of different sizes and use were designed
    - layout of cities streets are in progress
    - Vehicles spawn more naturally (for a french scenery) as they will stand in on side of the street, parked in front of houses (as we Frenchies do)
    - Defined every landmark of the map to make the navigation more interesting and easy. (cities, harbours, relais chateau inn, main church, military base, vineyards, larger gas station, 
     
    and probably a bunch of other things I forgot to mention
     
     
    The map is not yet ready to be uploaded on the workshop as I want every major area of the map to have lootable buildings and vehicle spawns to allow player to go from one town to the other with more ease.
     
    I have added a video to showcase what drove me to do this map: Having more fun driving the cars on non linear roads. (unfortunately the video is very laggy)
     
     
    There is clearly tons of work to be done (as you can see in the attached files), but I think I will be able to upload the map at the end of June and make it playable for everyone who wishes to.
     
    My short term TODO list is as follow:
    - 10-12 residences to be done + variations
    - 8-10 unique buildings (lighthouse, gas station, monastery, etc)
    - Towns layouts + vehicles spawns
    - roads and streets signs and decoration
     
    The longer term list is as follow:
    - Apocalyptic feel (burned cars, fortified houses, corpses, etc)
    - Foraging areas
    - lootable map
    - Community feedback
    - Polish path
     
     
    Have a good sunday!




  3. Like
    MaxMcPherson reacted to FilibusterRhymes in Filibuster Rhymes' Used Cars!   
    Update 11/3
    Hey guy! This is now working on the stable branch!

    Hey dudes, I finally got the compilation of my cars completed, plus a few extra. I've got all the masks working, although the damage textures are kinda half-assed. The script files are fine tuned (for the most part). But yeah, hope ya guys enjoy!
    Link: https://steamcommunity.com/sharedfiles/filed etails/?id=1510950729
     
    I owe a HUGE thanks to Fenris_Wolf of ORGM Rechambered for helping with, well, all the lua files, haha.  I'm as good as code illiterate, so without him, this wouldn't have gone anywhere.
     
    Car list:
     
     
  4. Like
    MaxMcPherson reacted to Neutz in POI Fort Redstone, KY   
    Having a break from my Union City map, as i was getting really burnt out.
     
    I didn't like some of the community maps because they add too much and some of them just don't fit right and are too big with no online map.
     
    So i decided to start some small POI type maps with alot of detail that fit right into the original map and only replace a few cells
     
    First up is Fort Redstone, a Military Base located just North of Rosewood.
    Some buildings are from the community pack but edited and the others i made myself.
     
    It includes custom tiles and spawnpoints for FilibusterRhymes military vehicles.
     
    https://steamcommunity.com/sharedfiles/filedetails/?id=1516836158
     



     
  5. Like
    MaxMcPherson reacted to cool daddy shark in Music on tape or CD and video tapes (Beta or VHS)   
    https://projectzomboid.com/blog/2016/01/survival-impact/
  6. Like
    MaxMcPherson reacted to EnigmaGrey in Older versions...   
    2.0q https://www.dropbox.com/s/ijyk4z6mgpbtb6a/pz_0_2_0q.zip

    2.0r 2.5 https://www.dropbox.com/s/zz1rvhekgexgyey/SetupProjectZomboid_RC2.exe

    As per http://theindiestone.com/forums/index.php/topic/1437-old-versions/#entry21445 no support is offered for these files.
  7. penisham
    MaxMcPherson reacted to nasKo in Beeverdoid   
    Hey all, Thursday greetings.
     
    IWBUMS BETA 40.14 RELEASED
    We’ve just released IWBUMS beta 40.14, which is another release that’s primarily fix and polish – our current aim for the devs working on this build being to make lots of quality of life corrections and adjustments while Turbo finishes his weather/climate work and the version can get a full public release. You can see the patch notes here.
    To this end this version fixes missing raindrops, absent MP storms and other climate errors – while EP has also figured out the annoying sound volume and delayed sound issues, which should now be eradicated. The telepathic ‘terminator’ zeds trailing after players in MP that several of our IWBUMS testers have reported have also been stripped of their powers.
    EP has also made improvements to alleviate longstanding woes with zombies appearing in your vision cone all-too-late in large buildings like the Mall, and Yuri has made fuel caps more accessible through his vehicle anti-clipping force-field.
    EP has also been through all the various vehicle features and made them operate as you’d expect when the car battery is dead or uninstalled, also having them still operational until the car is powered down when the battery is removed and the engine is going. Another minor, but irritating and ancient, bug he’s figured out is the frozen food that’s been spawning in freezers long after the final power outage.
    Please be aware that SpiffoSpace remains open for IWBUMS testing. This server, based in France, has no password and can be found by anyone running the beta (access details here). Once we’ve added in some admin power over weather (admin-triggered storm/snow/fog etc) we will be coordinating a Community Megatest on here.
    IWBUMS NEXT
    Due for internal testing over the weekend and early next week, Turbo has redone the way the IWBUMS beta currently has changes in temperature, and resistance to hot and cold, impact on the player. Although it works okay-ish currently, the edges were too rough – and deaths were often broken/cheap.
    His revamped system focuses on how resistance to the elements is calculated – and the way it takes hunger, thirst, worn clothing, wetness and exercise all into account should be a marked improvement. The temperature ‘safe zone’ range will be wider too, and the system takes ‘real time’ minutes into account rather than ‘game time’ – so fast forward peril is decreased, alongside being dead by dawn next to the embers of a camp fire.
    The next version will also improve weather visuals to better distinguish rain from snow, and add in temperature conversions – so our Kentucky setting gets its proper and correct Fahrenheit readings, rather than horrid old European centigrade.
     
    MUSIC MAN ZACH
    While the four guys over at T.E.A. continue to work on our new animations system, we thought it might be worthwhile mentioning the fifth horseman of that build: our music composer Zach Beever.
    Since animations are such a fundamental evolution of the game, we want a whole bunch of new music to bring players along emotionally with the new visuals. Zach’s been working with us for months now, preparing a whole host of new tracks, many including familiar themes and motifs from old favourites.
    Rather than drip them in one by one, and to give him time to work on them as a collective whole, we felt their impact would be far greater if they all went in together. To this end, behind the scenes, Zach has now completed 19 new music tracks, with more to come – and a part of one of the latest can be heard below.
    https://projectzomboid.com/blog/wp-content/uploads/2018/08/zacpreview.mp3?_=1
          For thoughts on his direction and inspiration for the music, we thought we’d ask the man himself.
    “When I began work on the soundtrack some years ago, part of the overall vision was to incorporate instruments that were totally removed from the Kentucky setting. The thinking was to mirror the massive shift in the world—that whole zombie thing—with an equally big change in the (expected) music. What could have possibly been played by the banjo and fiddle, for example, went to the tar and duduk.”
    “Recently, though, the team brought up a player’s suggestion to reexamine this and tie in aspects of the local music. This took some thought and a good bit of experimentation, as I didn’t want to upset the identity we had created for Zomboid.”
    “The result is a new set of tracks that, I believe, expand on the old ones faithfully—the mood is still there, but now we’ve got American-style sounds mixing with the more middle-eastern sounding ones. When everything’s heard together, I hope the occasional appearance of these instruments (and their distinct playing styles) hints at the past world.”
     
    VEHICLE ENHANCEMENTS
    Behind the scenes there’s currently a lot of conversation about revamps of existing systems (farming, last week’s thoughts on polishing the power outage etc) but something else we’re discussing are ‘survival-style’ skill and recipe-based enhancements to vehicles. To which end, we thought we’d float this image of our potential direction with this in front of the community – to gauge opinion and gather some feedback.
    Please note that this is NOT a final representation – it requires a full art pass, not to mention a lot of coding work that will likely come from General Arcade’s Yuri for a future build. It does, however, show how a modular model system could work – and we’d like your thoughts on it.

     
    PENISHAM FESTIVAL
    It’s currently the Annual Penisham Celebration on our forums. Feel free to join in, but be aware that Penisham will only be available for another five days.
    This week’s patriotism from GodImtrash . A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. And did you ever wonder how the Knox Event played out in the UK, well wonder no more…
  8. Like
    MaxMcPherson reacted to trombonaught in Beeverdoid   
    Gotdayum Beever. Gotdayum.
     
    Vehicles look sick. 
     
    Music + Vehicles = evolution of the atmosphere that make this start to look like you're brewing a sequel over there.
  9. Like
    MaxMcPherson reacted to Madman_Andre in Beeverdoid   
    I like this post.
     
    I like all of this post.
     
    The Mad Max cars, the post apocalyptic banjo, all of it.
  10. Like
    MaxMcPherson reacted to cool daddy shark in Beeverdoid   
    That subtle, subdued backwoods banjo sound is so much better. It accomplishes this sort of melancholic feeling which is far superior to the overbearing middle eastern chants which is so out of place. I feel like the cars look superb. I still want that plow on the front of a box van so I can move my way through a horde or a few cars. 
  11. Like
    MaxMcPherson got a reaction from DramaSetter in RELEASED: IWBUMS Build 38.15   
    Seems they added sounds like static, I could hear audible static when I used the radio for a while and there was nothing broadcasting. Not sure about TV's, the only ones I could find just seemed to be their usual audible less selves.
  12. Like
    MaxMcPherson reacted to turbotutone in WordZed   
    WordZed
     
    Version 1 - download
     
    You can add custom radio data to the game via a mod.
    The radio data including final translation files should go into "media/radio/" within the mod directory.
    Optionally this simple mod package can be used to get started quickly:
    RadioTestMod
     
    Note: The current version may contain some bugs, which can be posted here when encountered.
     
    Some additional info bits:
    The following spoiler contains a list of channels from the games radio data, if you intend to use wordzed for custom contentavoid these channels unless you intentionally want to override a certain existing channels.
     
     
    The following tutorial video has some information on the operating basics:
     
    Manual:
    Manual.docx
  13. Like
    MaxMcPherson reacted to DemirHerif in Radio Translation Files   
    Any news about WordZed or Latin Extended (A-B) Radio/Chat fonts?
  14. Like
    MaxMcPherson reacted to Kirrus in IWBUMS: The I Will BackUp My Save branch.   
    Congratulations Indie Stone forum member. You have been promoted to official tester of Project Zomboid. 
     
    As such, you will now have access, if you should so desire, to much more frequent, but likely or potentially much more broken versions of the game, if indeed this is of interest to you.
     
    So say hello to the 'iwillbackupmysave' branch of PZ. This will be updated with builds as soon as we feel we can safely make them public, to aid us in finding remaining issues before it is rolled out to eveyone.
     
    Anyone who wants to share details on how to get on this branch, please respect our wishes and forward people to this post and insist it is read in full before any downloading commences.
     
    Before participating, please read the following bullet-points and scream I AGREE at the top of your voice at the screen:
     
    I accept by playing the game on this branch, at some point I am almost certainly going to hit crippling bugs, and potentially lose progress or worlds. I will therefore back up any saves I deem important (located in C:/Users/<Username>/Zomboid on windows systems, HD:/Users/<Username>/Zomboid on Mac, and /home/<Username>/Zomboid/ on linux. I will not get angry or complain of any bugs, or balance, or changes, or remark that 'this build is more buggy than the last one!' or similar - That is the entire reason it's on this branch. If I have problems with the final build as released to the main branch, then of course a bad review is perfectly valid if the game has not lived up to my expectations. However, I accept that negative reviews with justification based on the stability, or otherwise non-final status of IWBUMS builds will be justifiably flagged. If I encounter problems, I will either wait until the final build, or discuss my thoughts and concerns civilly on the forums so the final build has the opportunity to address my concerns. I will title my streams and/or videos accordingly, stating that the shown build is a work in progress and part of the IWBUMS beta branch. I know what the console log is, and on the event of a crash I know to post the text therein on this forum, and not just say 'it crashed!' Right. We good?
     
    Right click Project Zomboid in your Steam library and select "Properties". Navigate to the Steam Beta tab and select the "iwillbackupmysave" beta branch from the dropdown.

    No password is required.

    GIF Instruction for Steam:

    For Build 41, it does not matter if you subscribe to the "build41" beta or "iwillbackupmysave". The two are identical.

    GIF Instructions for GOG Galaxy:


    The Linux users of GOG will be able to access beta branches through the offline installers in the Downloads section for PZ in your library.

     
     
    The IWBUMS branch allows us to have much wider and faster feedback on general updates, while allowing us to concentrate on wider more in-depth, focused and crucially less time-pressured/demanding testing with the testing team. Hurrah!
          Extra reading
    Still here? Awesome! So, if you run into a bug, the best thing to do is to either report it on our bug forum. If you've a spare 10 minutes, give this a read. It explains how to report problems in a way that can let us help you easily. (Seriously, please read it. Please. Pretty please. With Pink sugar icing on top.)
     
    If you can, always post your console.txt file. On Windows, you can find this in C:\Users\Username\Zomboid (Where Username is your windows username). On Mac and Linux it'll be in your /home/username/Zomboid/ folder.
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