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Phuket

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  1. Like
    Phuket got a reaction from Kashiro in Forest Map   
    As far as I know there is not. However unless you managed to make it where you spawned in with gear. You would need to have items you can only obtain through homes. Like a saw, Axe, Nails, Hammer. If you wanna live off the land I suggest spending a few days running around town collecting all the items you need to do it. Then head on out into the deep wilderness and enjoy! 
  2. Like
    Phuket got a reaction from Some Clever Username in Forest Map   
    As far as I know there is not. However unless you managed to make it where you spawned in with gear. You would need to have items you can only obtain through homes. Like a saw, Axe, Nails, Hammer. If you wanna live off the land I suggest spending a few days running around town collecting all the items you need to do it. Then head on out into the deep wilderness and enjoy! 
  3. Like
    Phuket got a reaction from 123Imirish in Forest Map   
    As far as I know there is not. However unless you managed to make it where you spawned in with gear. You would need to have items you can only obtain through homes. Like a saw, Axe, Nails, Hammer. If you wanna live off the land I suggest spending a few days running around town collecting all the items you need to do it. Then head on out into the deep wilderness and enjoy! 
  4. Like
    Phuket reacted to nasKo in Mondoid Reposts   
    Mondoid, 21st of April, 2014
     
    Hello Zomboiders! First of all, we have an I WILL BACKUP MY SAVE branch of Project Zomboid available as of right now!
     
    Build 26!
    Build 26 is ‘kinda’ here and we’re hoping to push this one to official if at all possible, so please let us know how you get on. As usual, you can read how to get in on the IWBUMS branch as well as read the changelist here. And as usual, remember to backup your saves, and if you partake in testing this build you accept the consequences.
     
    Where did the branch go?
    When we ‘retired’ an IWBUMS version, to save people having server incompatibilities or losing their games, we started making new branches for them such as build25a, build25b etc.
    Problem is we forgot to password those ones, so a bunch of people found these branches and did not know they were unstable (despite the description ‘UNSTABLE’) and got a bit angry. As such we were forced to push these branches into the same password as IWBUMS to try and stem the complaints from those who happened upon the branch without typing in the password. If you have found your build has reverted to default and are wondering why, then this is why. Please go here and read on how to get at the branch again and apologies for the inconvenience.
     
    What are people up to?
    The usual. Lemmy be NPC’in, Mash be mappin’, Binky be animatin’ and toolin’ (and it’ll be his birthday tomorrow! weeee!), Romain be trappin’ and Easy be fixin’. At the moment we’re all just plugging away, so sorry if some of us have been a bit quiet on the forums as of late. We’re really eager to make some big pushes forward, and there’s some very exciting stuff in the distance that we’re eager to get closer to.
    Here’s a little list of stuff we want to get in in the near, medium and long term future. A lot of these we’ve experimented or started. Some we’re close to finishing, some we’re not so close, and some are just an idea:
     
     
    NPCS – Obv. As usual these are the most complex and the most anticipated, so they will be out when they are out. We’ll try get them to you ASAP but it’ll take as long as it takes.
     
    Professions Overhaul – These have remained static for so long now, it’s about time we started filling out the character creation with more professions.
     
    Trapping - Very very much in progress by Romain and probably not long until its out there.
     
    Hunting - A little more complex than the above, but Chris has written a lua driven library for use with NPCs that will hopefully make this a quick one to implement.
     
    Vehicles - We’re making plans and have done a few experiments, and there is very little except time to implement to get in our way of implementing these. This will likely be the off ‘break’ task by Chris and Andy to be done in bits and pieces over the next couple of months.
     
    Final UI Overhaul - As much as we’d love to just call the UI done, it still draws way too many criticisms and frustrations. We have some big plans for the inventory which should make the game both more in-depth inventory management, yet more intuitive to use. We’ll see how it goes. It’s still in the design stage at the moment, as we don’t want to risk falling into any of the same traps we fell into with the last UI revamp.
     
    New Combat - With 3D models, we’ll be able to do a lot more with the combat system. Think different swing angles, physics based hit mechanics, better hit reactions, potentially rag-doll etc, less focus on ‘charging’ and more on positional and timing to keep depth but make more intuitive and visceral / attractive combat.
     
    Sneaking - The planned sneaking mechanics will transform the looting gameplay dramatically. Imagine back to wall, peeking around corners, crouching behind walls, running between cover, all to avoid the horde’s attention.
     
    Map Expansion - The next map expansion is going quite the distance to the north! After this massive expansion is done, we will be finishing off all the blank or road layouty sections of the map, and try and get the entire map feeling complete, and with plenty of stuff to discover in every direction.
     
    That’s all for this week, so why not give build 26 a try?
    Oh wait, you did. Hello? Anyone there?
  5. Like
    Phuket got a reaction from 123Imirish in RELEASED Build 26   
    Great to see the next steps already coming forward!   Is there any word yet on if the map will be updated during this build? For example adding Bedford falls and linking it with roads. That would be amazing! 
  6. Like
    Phuket got a reaction from Sergeantbm in New corpse moving could be abused   
    I can only imagine walking into my safehouse and there's just piles of zombies in all the rooms "Damn it not again!" 
  7. Like
    Phuket reacted to Kubastach in Kraków replica map   
    It depends
    if you want actual map pictures - close to Half life 3 release
    Buildings pictures etc. - maybe even today my pc refuse to launch those tools. It will take some time.
  8. Like
    Phuket got a reaction from Sieben in Buildings - Sieben   
    You work is amazing!   I especially enjoy all of the military buildings you have made! Motivates me to try and get as good as I possibly can with the the building editor so I can make some awesome things like this! Ill be looking forward to using alot of these in some future mapping plans I have! Keep up the work! 
  9. Like
    Phuket reacted to Suomiboi in Community project: Radcliff [beta released] v0.2   
    Good, slightly early Mondoid, people! I'm here with a small update and a teaser picture for you guys!
     
    First let's amp up the building count! We now have a whopping 75 buildings! The new buildings include a gas station, A baseball field! lots of tiny, small and medium sized homes and a quaint little gazebo. Thanks to all who have contributed so far!
     
    The mapping has gone slightly slower due to mainly me drinking too much in the weekend and suffering from that subsequently. Regardless, I've finished 3 new cells and started plotting some buildings into the world map. I've also made a small description for the map for when it will be put in the world. I've included that in the beginning of the OP. Check it out and tell me what you think.
     
    I've updated the png and _veg maps in the OP so check 'em out! Also as before I've tried to put the accurate amounts of the buildings (some might be missing, I'm a bit tired now ).
     
    Here's the pic as promised!
     
    Happy Mondoid everyone!
  10. Like
    Phuket got a reaction from Kajin in New corpse moving could be abused   
    I can only imagine walking into my safehouse and there's just piles of zombies in all the rooms "Damn it not again!" 
  11. Like
    Phuket reacted to Kajin in Campfire Modifications   
    Old Embers. It should be possible to reignite a fire using old embers from the previous day's fire. Old embers hide underneath the ashes, staying warm because of the ash blanketing them. Stir the ash around a bit to expose them and add some dry grass, some ripped bandages or torn up papers to get it going. Then add your choice of fuel and boom! Fire ready to go without an ignition source. Should be viable for up to a day or two since the previous fire, but no longer than that.
     
    Chopping Firewood. After you get the log into your inventory, right click it and select "Split Wood". If you've got an axe on your character, it splits the wood into four smaller pieces of firewood that should burn for a fair length of time. I suggest this because putting a whole log onto a fire is a bit wasteful. It burns bright and hot but goes through the fuel faster as a result. By splitting the log into firewood, you can get smaller, more manageable fires that last for a longer time. Should also be easier to cook on them because the heat output is more manageable. Less likely to burn food.
     
    Stacks of Firewood. After you split logs into firewood, you should be able to use them to build a "Stack of Firewood". It's pretty much a storage unit, but exclusively for firewood. Place it a space or two away from your source of fire (right now that's just a campfire, but may expand to include other things like brick ovens, fireplaces, and smokehouses). If you have a" Stack of Firewood" within a couple blocks of a source of fire, you can then right click an ongoing fire and select the option "Add Firewood from Stack". This makes your character pull a piece of firewood from the nearby stack and throw it on the fire without having to juggle it around your inventory. Make things easier and more streamlined.
  12. Like
    Phuket got a reaction from parishkl in Compost   
    Id love to see something like this added. I like the thought of nothing in the game being useless and everything having a purpose such as rotten food. I'm sure somewhere down the line someone or one of the Devs have brought this up. Itll probably be implemented during a build where farming has more of an upgrade/overhall. 
  13. Like
    Phuket reacted to Vagrant in Compost   
    This is a more elaborate post about compost. In future upcoming Build 26, we will be able to use Rotten Food to make recipes. Well, why not introduce Compost in a future update?
     
    http://en.wikipedia.org/wiki/Compost
     
    I've given it some thoughts. Here's how I'd do it.
     
    Requirements:
    - Carpentry lvl1 (to make the compost box)
    - Farming lvl2 (noob farmers don't know what compost is, so you'd read up on it in skill books)
    - A Spade (to stir up the compost)
    - Any water container (to periodically add water before stirring)
    - A Bucket (to pick up and drop compost)
    - and of course, Rotten Food
     
    So, you build up your compost box back in your farm. You put your stack of rotten food inside. Add some water, stir it up with a Spade. Then you wait and come back the next day and stir it again with your Spade. I imagine a fancy infobox displaying the humidity level inside the compost box, so you'd know if it's time to add some water or not.
     
    After around 1-2 weeks of wating and stirring, the Rotten Food inside the compost would merge into 1 item, Compost. Depending on how much you checked up on it, it would have differently level of power (dry compost, compost, rich compost).
     
    Then you take a Bucket, pick up the compost from the box and sprinkle it over your crops like fertilizer. It wouldn't be as powerful as the NPK Fertilizer but you'd still see a noticable growth rate.
     
    I'm sure all of y'all farmers would like this idea. Discuss.
  14. Like
    Phuket got a reaction from Vagrant in Compost   
    Id love to see something like this added. I like the thought of nothing in the game being useless and everything having a purpose such as rotten food. I'm sure somewhere down the line someone or one of the Devs have brought this up. Itll probably be implemented during a build where farming has more of an upgrade/overhall. 
  15. Like
    Phuket got a reaction from Kajin in Compost   
    Id love to see something like this added. I like the thought of nothing in the game being useless and everything having a purpose such as rotten food. I'm sure somewhere down the line someone or one of the Devs have brought this up. Itll probably be implemented during a build where farming has more of an upgrade/overhall. 
  16. Like
    Phuket got a reaction from Clarkimedes in Community project: Radcliff [beta released] v0.2   
    I want to take part in this project! Just tell me where to sign up and what I need to help with! 
  17. Like
    Phuket reacted to Suomiboi in Community project: Radcliff [beta released] v0.2   
    Hi! I'm welcoming you to join the first unofficial real world map expansion for Project Zomboid!
     
    Community project:
    Radcliff


    Now in blindcoder's PZ Map project!
    http://pzmap.crash-override.net/?desc=Radcliff0dot2L0
     
    Map description:

     
    '''''''''''''''''''''''''''''''''''
     
    Radcliff Beta v0.2
    Disclaimer:
    I can not and will not support any MP versions of the map and can not commit bug fixes in the forseeable nearTM future. The map is a beta version and does have bugs. If you're willing to live with this knowledge without complaint here's something for you:
     
    DOWNLOAD
     
    Installation directions: just extract the files in your %username%/zomboid/mods -folder and enable the mod from the pz mods options window (you might have to restart the game).
     
    '''''''''''''''''''''''''''''''''''''
     
    As many of us know the developers have been hard at work with the mapping and Mash is pounding away in secrecy and deciding what will be the next big things added to the map. Also much hasn't been confirmed about how big the map will actually be and what it will eventually cover. We have had word that the map will be expanded, and some rumors that we'll likely see the impassable Fort Knox and the swarming city of Louisville implemented in the future. That is all we know. This project is here with that knowledge to be added south of the future Fort Knox and maybe even work as an encouragement for Mash and TIS on their great work.
     
    So, what is this about? I am creating (with hopefully some help ) a 10x10 cell map with accurate (as close to real life size and placing, as I have the fortitude) road mapping, forests, rivers, railways, paths and buildings of the town of Radcliff which is south of Fort Knox.
     
    Where do I fit in? Your job, if you wish to join and/or contribute to the project, is quite simple at the moment. I will need hundreds of buildings for this project and you as a budding Zob the Builder shall do my bidding , wait... no... can help <3 by making as real life accurate buildings as you can in the style of what is already existing in game (ie.no own tilesets, at least for now). More accurately, you can check google maps for the area covered and try to copy buildings as good as you possibly can. We are also trying to imitate the style that has already been established in the game by our wonderful MashPotato. If you wish to do more than that, have some mapping required (simple) skills and are ready to dedicate yourself, you can contact me by PM and we'll discuss your future role on the project. (Read on for more accurate info on the buildings...)
     
    Why are you doing this? Because, I love Project Zomboid and the community and wish to help make this the best zombie survival game it already is! Also I have been doing a fairly large project on my own which includes my home city, but I have decided to put it on the background for a while and do something where the whole community will benefit. As to the purpose of this map, it is to be as good as (or even better  )  than the original, existing map, expanding the playable area enormously and maybe even be incorporated to the vanilla map when it is fully fledged out. Only TIS knows!
     
    When will this be out? I wan't to play! I'm sorry to say that this being such a huge and intricate project, you're going to have to wait quite a while until it will be in any fully playable state. As in the Indie Stone fashion: No ETAs! That being said the ones contributing most can of course always make test versions for themselves and with agreement, share some versions with friends and others for testing/streaming etc. purposes. Once we get there I will publish larger alpha/beta tests for the public, but I'll say that as I'm quite the perfectionist, the map should be very much near completion at that point. Mainly this is a slow and steady project and I'm in no rush of finishing it tomorrow or the day after.
     
    Questions, comments, ideas? Post them below or PM me personally, but as always keep it civil, constructive and lovely, above all!
     
    Ok! to the pics yayyyy!!!:
     
    Full map plus roads:

     
    Roads:

     
    A finished cell (1,3):

     
    The most typical buildings in the area:

     
    png map:

     
    _veg map:

     
    Plan:
     
    Finished areas, buildings etc:
     
    Important for sending houses:
     
    Contributors, thanks and active members:
     
    Stay lovely <3
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