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Xeonyx

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Everything posted by Xeonyx

  1. Sorry for the disappearing act, just so happened to have a full hand of lazy cards. I'm still working on the object.lua ATM, I thought I had it, but nay, so needless to say, it'll be a little more time yet before the V1.4 gets released. Sorry for the hiatus y'all, I'mma get back on the bandwagon and finish what needs to be finished.
  2. Yea I'd also like to know too; New Denver needs to be zoned accordingly, and if I can overlap zones, it'd save me alot of time.
  3. A couple of spectators recording the world edited together like a movie or show would make for some seriously awesome YouTube videos!
  4. Haven't fallen off the grid, just been taking it easy for a few days. I've started working on the objects.lua for the map, and am still exterminating bugs around town. Just an update to let y'all know where I'm at and what the good word is.
  5. In the back room of the shops at 5252x8125 (Cell 27x27, Rel 152x25), you cannot reach the bookshelf in the top left corner to loot it unless you sledgehammer out the washing machine or the bed. The exterior door at 8257x8142 (Cell 27x27, Rel 157x42) doesn't go anywhere. If you open it (or destroy it), you are facing the building wall with no opening and no way to walk through. In the library at 8351x8156 (Cell 27x27, Rel 251x56), the inside stairs do not work properly. You cannot go up them from the main room. You can go down them from the upper level once you travel to the second floor via the outside staircases. I also cannot find a light switch for the main ground floor library, so it's always dark in there. In fact, there do not seem to be any light switches in any of the rooms of this building. This may be a design decision on your part, but it seems odd to me. At the bookstore located at 8177x8116 (Cell 27x27, Rel 77x16), the number of the basic "Book" items found is extremely high. I found 20, 30, even 40 or more in various containers. The first time I looted this store, I found over 800 of the "Book" item, plus about another 200 of the various training books. The character did have the Lucky trait, if that makes a difference in checking your loot tables. On the second floor of the shops at 8130x8140 (Cell 27x27, Rel 30x40), there is a set of stairs that seem to lead up to the third floor. However, you cannot climb all the way to the top and get to that long room which is the third floor. I also just noticed when trying to turn on the light in the room at the bottom of those stairs to get a brighter quality screenshot that the light switch does not seem to do anything. The light switch in side the storage building at 8085x8138 (Cell 26x27, Rel 285x38) does not turn on the lights inside that building. The light switch in the cafe at 8048x8133 (Cell 26x27, Rel 248x33) also does not turn on the lights. I do really like the look of that cafe, and it's outdoor area. If I had to point out any overall problems, it would be the same problem that I have with the two original Project Zomboid maps: I keep finding rooms without any light switches, as well as some where the light switches don't do anything. Maybe it's just me, but this bothers my sense of order within the three maps. (One of the starting houses in an official map has no working lights in any room. I moved out immediately so that I could turn things on and see at night.) I recognize this may be due to some limitation within Project Zomboid itself. I have not looked into the map making tools that are available. Again, thank you for all your hard work on this map. It's a very impressive project. Thanks for the info, I'll have an update ready today, I killed enough bugs to make the update worth it now. I'm not too sure of the specifics required to make the map run in a server, sorry, someone else may know though
  6. Thanks again y'all; in terms of update, I've been knocking out the next update for the past few days, (exterminating bugs, mowing the yards down, touch ups, and polishing) and it's coming along. (Pro Tip: Don't place the grass textures in building ed, it takes forever to open every individual lot file to clear the grass, FYI; I did the grass originally before the erosion mod was integrated, when it got added, I continued to add the grass, oy, bad idea, let the erosion mod take care of the growing.) Needless to say, the next update (1.3) will be around within the next couple of days, have fun until then!
  7. definitely not my intention, but like Spartanz920 mentioned, we should compile lists of bug reports (~5-10 bugs or so) as to not clutter the forum too much, and have multiple small version fixes, but I do appreciate the help, don't get me wrong, I'm going to do everything in my power to make sure this map is up to par for everyone .
  8. yea sure, and thanks for helping out. But yea it makes more sense to make a list, it helps me not having to make multiple updated versions, and helps Blindcoder's map project out too, he mentioned how each update to the map takes around 3-4 hours to update. But yea thanks though
  9. Yea I noticed, it's getting fixed up atm
  10. It's no problem, instead of" all", I set all the professions to have the same spawn points; dirty, but effective
  11. Like Don't Starve right? Makes sense
  12. Yea I copied the way its done with the map.info, thumb.png, spawnpoints.lua, and description files; New Denver appears on the list on when I start a new game, but when I try to start, the system runs into an error and I am forced back to the main menu. This is the spawnpoint.lua file in case the mistake is in there
  13. sorry to drag this topic out, but I need to ask one more question; Now that I finished writing out the coordinates for the spawn points, how would I add New Denver to the list of towns to start in? I couldn't find anything on it so I figured I'd extend the topic a little longer.
  14. Gotta do whatcha gotta do I guess, thanks, might as well get started
  15. So I placed spawn points under the profession all so that any profession would spawn the player in any of the spawn points. I finished placing them and clicked "write spawn points" and selected the folder to write the lua in, but the lua only writes: function SpawnPoints()return {}end What foolish mistake have I made? is the name of the profession supposed to be all, or "all"? I'm kinda rookie at this
  16. That easy eh? Thanks! I'mma get on it
  17. As you may know, I released a map of New Denver to the Community; http://theindiestone.com/forums/index.php/topic/12110-new-denver-bc-v106/ I spent many a month building the town, but now I've hit a snag; I've been trying to figure out how to add spawn points to New Denver, but I can't figure out how and where to start. I checked Thuztor's mapping guide and video tutorials, but still can't figure it out. I open MainCreationMethods.lua from the Zomboid folder. I bring up: BaseGameCharacterDetails.DoSpawnPoint = function()endIts the only one in the list, and does not have any of the additional lines that Thuztor's video tutorial does. I'm not sure what the problem is, and I'm sure I'm not the only one who wants to spawn in New Denver (The long Haul gets tiresome for me and "me")
  18. Wow! thanks for pointing that out, that one must have slipped my mind, I'mma fix that asap happy to help Edit: I remebered there being another house I had problems with, i finally found it. http://pzmap.crash-override.net/?desc=New_Denver_v1L0#0.6989330207860041,0.18299697229965614,237.3763137997696 I was able to walk through the front window like there was no wall there. Not sure if it's a map or zomboid problem though. Curious, not sure about that; it' supposed to be an empty window (so one can climb through) Not sure what to say about walking through it :/
  19. Wow! thanks for pointing that out, that one must have slipped my mind, I'mma fix that asap
  20. asti spumante! I thought I did it right! It should be under the "furniture (1-4)" right? Also, I've been working the zombie spawn map all day, I made the name right and brightened the gray scale several times, each time I went to the parts that are full white, and it's no different from the gray to black scale parts in the zombie map,each time didn't work. Any ideas? Also, Should I remove the generous amounts of grass around the map in yards?
  21. Thanks, and thanks everyone for your condolences, but yea, I did do it all by myself; and I left 1000 hours in the rear view mirror long ago
  22. Yea not really; I've been adjusting the zombie spawn map, but It hasn't been changing much, plus the long haul to New Denver from Muldraugh can be a pain in the arse doing it over and over. Frankly I may be doing it wrong, but I don't know...
  23. New Denver British Columbia Canada (Now with Non-Steam download link...Again!) http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar Yea, I updated the map to 2.0 now; increasing the size from a 5x5 map to a whopping 22x16 map. With this latest update (2.0), you can now explore North of New Denver to the Slocan Lake Golf Course, South to the Farmlands, and the world East of New Denver, with houses, farms, and more. More bug fixes have been addressed, so the game should play more smoothly now. Update 2.0 does NOT have foragable land outside of the original map size (I'm only one person!!! but I will update this ASAP) Note the 2.0 Update will require you to start a new game as the exact location of New Denver has increased the distance to Muldraugh Behold! For 11 months I secretly worked on map accurately depicting my hometown. In this 22x16 cell map, each building is unique and comparable to the real-life New Denver, down to (almost) every house, shed, etc. I`d add the amount of buildings I created but I lost count long ago. During the creation of the map, a horrible canoe accident claimed 4 of my friends; Skye Donnet, Jule Wiltshire-Padfield, Hayden Kyle, and Lily Harmer-Taylor, so this map is dedicated to their memory. (2.0) - Added "The Back Forty" update, have fun... (1.75) - Added Friday Market! This consists of a bunch stands set up by locals found: http://pzmap.crash-override.net/?desc=New_Denver_v1_31L0#0.47111386928726384,0.21069731021245483,41.11783324647789 some more bugfixes, etc. (1.7) - Over 75 bugfixes from unaccessable stairs, and blocked rooms, to others, and some additional objects added. (1.6) - Updated map compatability to build 32, bugfixes, etc. (1.5) - Roads have been detailed with potholes, cracks and grime, added street signs and street lights, and some more changes (1.4) - Added object.lua for trapping and foraging; it's mostly finished and will get updated soon, and some more bug fixes (v1.31) - Multiple bug fixes, thanks to SiderisAnon for the good word. (v1.3) - Removed the unsightly grass patches and updated the forest grass, multiple bug fixes, connected the road to Muldraugh (V1.2) - Fixed up mentioned bugs and a few I found. A handful of graphical updates, road lines, missing blends, etc. (V1.11) - Fixed the invisible wall problem at the museum that Marinus had pointed out, thanks bro! (V1.1) - Added spawn points to New Denver, now it'll be like you actually lived there (v1.06) - Fixed the house Spartanz920 mentioned, no one likes a house with bugs in it (v1.05) - Now with a working Zombie Spawn Map; Now you can enjoy New Denver in fear! (v1.0) - At the moment, the map is ready and playable. There are no spawn points yet, and certain details (mostly road accents) have not been added yet. There has been some bug testing, but bugs still exist. Screenshots: Edit: Quickly added in a brief location map; kinda helps Download Links: Steam Workshop http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar Enjoy my neck of the woods why dontcha?
  24. Horses would really be beneficial after the gas runs out for carrying goods too, though it'd suck to have it get spooked and run off with all your goods
  25. Wahh! Not my cat you won't! But I can see where your coming from, people hunt cougars 'round here, never tried it myself but the difference couldn't be too far off methinks.
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