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  1. Spiffo
    EUDOXIO reacted to titica in An auto-walk button would be great for players with hand issues like carpal tunnel, arthrosis, arthritis and who are disabled   
    Hello, i searched the forum and didn't find a suggestion like this one, but i found something similar, coming from people with the same problem as me. The toll that walking in zomboid takes in the hands. I have arthrosis and playing the game makes my hand really hurts with all the "wasd" spamming. found people citing this same problem here :
    the suggestion i have is to have a button that toggles walk by following the mouse, it can be a mod too, i know it can be mess up multiplayer because the running skill will be easier to farm, but i used to do that by just jamming a coin into the keys and running along the roads. its more of an acessability issue but really, i can't keep up playing the game like this
    Sorry for the bad english, it's not my first language, love the game, been playing it since 2014 and hope it grows and become greater that it already is
  2. Like
    EUDOXIO got a reaction from Sexual_Zombie in Build 38 and Beyond: Small but Important Suggestions Thread   
    The ability to build wooden fence doors for carpentry and double doors on both building professions

  3. Like
    EUDOXIO got a reaction from ZombiesLoveBrainiacs in Build 38 and Beyond: Small but Important Suggestions Thread   
    The ability to build wooden fence doors for carpentry and double doors on both building professions

  4. Spiffo
    EUDOXIO reacted to Legoland99 in Back to Making Buildings! -Union City Project- Explanation   
    I've been away since I had to finish 12 grades of school and got myself a place at a Physiotherapy Course in Groningen, The Netherlands. I only have a month left until the big exams to get my Bacalaureat Diploma, so I was really busy to finish well in school and study for them. I hope ya'll can understand this. I do have a bit more free time until the last week of the exam and can work on PZ buildings. After that I have even more free time to work on PZ, so get ready peeps!
    Here is an Office Building I've just made.

  5. Spiffo
    EUDOXIO reacted to Connall in When did you join pz   
    Bought the game back when you had to buy another game to get it. Maybe 2011-2012, was only occasionally on the original forums but was on the fringe of the community. Contributed to sites like pz-guides and such, eventually taking a break until I saw a tweet asking for people to contribute to the wiki. Joined the new forums at the end of 2013, contributed to the wiki eventually taking it over. When Multiplayer came out I offered support to people who needed it, writing guides until eventually I was made a moderator. Continued contributing before being made an Administrator, contributing to their site and writing their bug tracker.  Moved to Newcastle and became a dev, a year-year and a half ago now.
  6. Spiffo
    EUDOXIO reacted to B33ware in Death Cab for Zombie   
    Very sexy vid <3
  7. Spiffo
    EUDOXIO reacted to Geras in RELEASED: IWBUMS Build 39.67.3   
    I support this.
    Pretty please.
  8. Spiffo
    EUDOXIO reacted to Ayrton Orio in Custom tiles for Building Editor   
    I would like to know if anyone could point me at a tutorial/other topic that would explain how do you add custom tiles and define them so that you can use them in the building editor?
    On the image I have highlighted in red the living areas and in green the piece i need to define in the building editor to create new sloped roof. The top could be simplified with a 45deg slope.
    and is it possible to make a dormer like this, would the window be working? (see second picture)
    side note: updating the tools for map modders was really rad and motivating!

  9. Spiffo
    EUDOXIO reacted to trombonaught in Bridge of Dies   
  10. Spiffo
    EUDOXIO reacted to Batsphinx in RELEASED: IWBUMS Build 39.67.3   
    Would a 'select all' and 'delete' function work better? I kindof see a 'delete all' button ending in potential calamity
  11. Spiffo
    EUDOXIO reacted to Magic Mark in Cruise Control   
    Ultimately I am pleased with the performance of vehicles, however with plenty of long distance driving one would think it is necessary to add a cruise control button. This prevents the constant fluctuations of acceleration to keep the car at pace, and also save the player from having to spend extra time adjusting their speed. You may read this post and think "who cares" but you'll pick up on the annoyance it is to spam W when you have to drive 15 minutes ingame to reach your destination there and back and do this regularly. 
    When convoy driving in multiplayer, maintaining the same speed among other vehicles is an absolute must to prevent collisions and having cruise control will really make this more manageable.
    As it stands, I would recommend toggling cruise control with the shift key as standard.
  12. Spiffo
    EUDOXIO reacted to Batsphinx in Blindcoder's PZ map updated for Build 39 / Vehicles   
    Quick flag for y'all to say that, in preparation for the vehicles release, the PZ map has been updated with Build 39's countryside additions between Riverside and Rosewood.

    Our thanks to @blindcoder for his work on this (especially when he has his hands full with happy small child life stuff currently!) and to @Kirrus for helping out with all the various clever stuff required server-side.
  13. Spiffo
    EUDOXIO reacted to EasyPickins in RELEASED: IWBUMS Build 39.67.3   
    Build 39.58
    Fixed Linux and Mac builds missing the updated physics library. Added better zoom in / zoom out radial-menu icons. Fixed vehicles being thrown when surrounded by many zombies.  There might be too much of a slow-down when driving through crowds in multiplayer. Fixed zombie sprite being set to null when creating corpses.  This could cause errors when the same zombie was reused later. Adjusted position of Luxury Car wheels. Fixed server throwing endless exceptions when started without a SandboxVars.lua file and a vehicle was running. Add a vertical scrollbar to the Server Toolbox and debug console windows. Added OnRefreshInventoryWindowContainers event that modders can use to hook into ISInventoryPage.refreshBackpacks(). Added ErosionDays sandbox setting.  -1 means no erosion. 0 means use the existing ErosionSpeed option.  Any other value is the number of days until 100% growth.  The maximum value is 36,500 days (100 years).  
  14. Spiffo
    EUDOXIO reacted to Magic Mark in RELEASED: IWBUMS Build 39.67.3   
    Can we get some more information about what exactly was added to the settings regarding erosion? I don't see it in the patch notes and haven't noticed any added options in our server settings.
  15. Spiffo
    EUDOXIO reacted to Batsphinx in RELEASED: IWBUMS Build 39.67.3   
    You make some excellent points here - and these ones stood out as they could be included in @turbotutone's current work with precipitation and weather. Can you add these to the list please Turbo? [And also look at the other Erosion tweaks suggested?]
  16. pillow
    EUDOXIO reacted to Batsphinx in Bug Tracker being decommissioned   
    After many years of diligent service @Connall's Bug Tracker increasingly difficult to maintain and fix up whenever an important forum upgrade comes down the pipe.
    As such, soon we'll be powering the old girl down - for now we'll continue with bugs being reported in build threads and then transferring over to our internal system, but if needs be we'll look into other options for a replacement or a new section of the forum.
    If you see activity in the tracker today, things being closed off or cancelled, then that's me and @Pandorea going through it to make sure we've stripped the meat from its bones, before consigning it to oblivion. If we've marked it as a duplicate, or fixed or... anything really it doesn't mean it's actually being scrapped or has actually been fixed. We're just marking what's already known in the internal system in green.
    Good night, sweet Bug Tracker.
  17. Spiffo
    EUDOXIO reacted to Icy Motto in RELEASED: IWBUMS Build 39.67.3   
    Follow up:
    IMPORTANT- There are issues that I will only specify in text below this notation since they are easily findable if you where to search for this issue in-game. Since I can't upload more than 4MB of pictures.
    -No lightswitch/lights at the Riverside Spiffos kitchen.
    -Entrance doors at the Charms R Us icecream shop are placed wrong.

    I made a whole bunch of marking in the gated community area in Riverside, it's really broken. Also sorry about the many pictures, I've had to make 3 comments now. But that's all I got. Thanks for your time. I hope the devs notice the errors.
  18. Spiffo
    EUDOXIO reacted to TheRealXeonyx in New Denver, BC (V2.1)   
    Alrighty, I've been working on the whole of the map, adding vehicle spawns,  graphical touch ups where necessary, and am finally getting the forage map built for everything outside of New Denver.  Because the map encompasses 3 towns now, I'll eventually be renaming the map mod from "New Denver BC" to "Slocan Lake BC" as to make sense.  Another thing I'm doing is I'll be adding Rosebery BC and Silverton BC as separate towns to spawn in, instead of having to trek to them. 
    Anywho, The next update will take a little while because I want to make sure everything is copacetic before I release it, just thought I'd let you all know.
  19. Spiffo
    EUDOXIO reacted to Blackbeard06 in How to make and load a 3d model (weapon) in game (Video series)   
    I have learned enough to pass on the knowledge on how to make your own custom 3D models for Project Zomboid. This is mainly for weapons, but can be used for any model. I have created a video series showing you everything from designing, color, importing, and programming the model to work in game. In time I will release many more tutorial videos on anything and everything with Project Zomboid. I hope you guys can enjoy and more importantly benefit from my videos. If you have any suggestions on things that I have not covered please let me know!
    (3D Modeling playlist)
  20. Like
    EUDOXIO reacted to Dr_Cox1911 in Coxis ServerMessage (MOTD-like)   
    another little mod from me and again, only useful in multiplayer.
    What does Coxis ServerMessage do?
    With Coxis ServerMessage (short: CSM) you, as in the serveradmin can display any text-information for your players that you want. This text will be displayed for every connecting player in a modal window. The player can still play the game, but the window will stay atop. If the player clicks the OK-button the window will close.
    How do I (=Serveradmin) edit the text?
    That's pretty simple: With the mod ships a CSMrules.txt, you can add your text there. Be careful to not make this to long at the moment (will get changed in a future update).
    Example preview:
    Sourcecode on Github
    Steam Workshop

  21. Like
    EUDOXIO reacted to Neutz in RELEASED: Vehicle Test 41   
    Why not just have an actual slot for the key on the dashboard, when you click it the key appears (Inserts) it would also give a quick visualization if a car has a key or not and is fairly obvious to new players.
    Here is a very quick Photoshop i did using Shinjitsu's Screenshot, you get the idea.
    Perhaps you could have the graphic change when a car has been hot wired/broken ignition etc

  22. Like
    EUDOXIO reacted to Ayrton Orio in Map of Normandy, France   
    Hello everybody,
      I have been a big fan of project zomboid for quite a while now and since the beginning I have been fantasizing about a PZ in a European environment. I tried to create a small part of the coastline near Cherbourg. It's my first map on PZ.   Eventually I would like to cover the whole area around Cherbourg with the nuclear power plant in the West (La Haie) and the more rural and fishing area in the East. But that's something that will be possible only when the creative mod is avaiale as the region covered is too big for manual editing.   I had several objectives while creating this map: - Fun roads. I have been very impressed by the vehicle update and it is clear that vehicles will become an essential part of the gameplay. But in the current maps, roads are straight, and not very varied, so I tried to bring the spirit of small French roads, with many branches. Also I have reproduced the "boccage" structure of the fields so when you drive around you can't necessarily see inside the crop fields which I think gives incentive to stop from the car and have a look around by feet.   - Interesting coastline. I went for a "lande"-ish coastline as it is hard to give a sense of elevation. For now it looks very empty but I'm planning to make new vegetation for this specifically.   I'm planning on adding new tiles also, the goals is to use the vanilla tileset as much as possible but I have started making a new tileset.   I'm also planning, but for much later, to make boats. I already have one or two models that are close to completion. (sail yacht and motor yacht) I guess it should be doable to create one out of the template from the vehicle. (big assumption, I could be very wrong)   I had a few questions for people used to mod maps:   - Is it possible to apply a vegetation biome using WorldEd? For now I have only pine trees, which are not really adequate for my environment. I would like to have fruit trees and such. Is it something I have to do manually? - I had seen a while ago a video where you could see a developer scatter vegetation on the fly, is it something that exists within tilezed or it's a future feature of the creative mod? - Is there a centralized DB with all .tmx building created by the comumnity? I wish to consult and contribute! - Is there any "populate" tool in Tilezed that I should know about before getting started? Like for roads for instance? - Do you have any piece of advice for me? Remarks, suggestions...?   TLDR: I'm making a new map based on Normandy, France   Thank you for reading

  23. Like
    EUDOXIO reacted to sadpickle in Build 38 and Beyond: Small but Important Suggestions Thread   
    I would like some more cohesiveness to how bags and inventory function. For example, if I have a saw in a bag, I can saw logs without removing it (odd). But if I have nails in a bag and I want to add a sheet rope to a window, I can't use nails in my bag or even a nail lying on the ground. It's a basic QOL thing that would make the game a lot smoother. And I think that's tremendously important in a game with a lot of menu inventory management.
  24. Like
    EUDOXIO reacted to TheRealXeonyx in New Denver, BC (V2.1)   
    Silverton has just been added; the last of the expansions, it lies south of New Denver.   Still have to add the forage map to the map but having to define over 600 map files sounds like a nightmare so I'll get to it when I can.  Also haven't added the vehicle spawn system yet as I don't know how to.   And yes, I still have to remove the road blocks, just having problems loading the map files with them.

  25. Like
    EUDOXIO reacted to Batsphinx in RELEASED: Vehicle Test 41   
    What the new dash looks like:

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