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EUDOXIO

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  1. Like
    EUDOXIO got a reaction from xXxFANCYCAPYBARA36xXx in United (micro)States of Merica   
    Marking the distances, but this project kinda reminds me to the Little States map from Pilotwings 64, maybe you can find some more inspiration with that clue
  2. Like
    EUDOXIO reacted to xXxFANCYCAPYBARA36xXx in United (micro)States of Merica   
    update on buildings I made project isnt dead just a loooooot of work and I gotta finish every building before starting map work so i can plan the buildings in 
     
  3. Like
    EUDOXIO reacted to xXxFANCYCAPYBARA36xXx in United (micro)States of Merica   
    Your project looks amazing too + if I recall correctly you were also planning to do Canada and Mexico?
    I had the original idea for this after feeling emotionally obliterated from beating the last of us and seeing my dad play the crew a lot so I started taking notes and reference pictures of all the places in the last of us and making mockups of the crew style city and small town layouts + regional and state zoning.
    My first Idea was pretty much every location of the Last of Us recreated into PZ and then laid out more or less accurately on the USA mainland.
    I never really started working on it until I saw your thread and I thought that it was a great idea and I was bummed out to see you suspending it so I thought in your honor I'd take on this huge project of mapping out an entire map of the USA like that and since I had a lot of american houses and such done for my previous Yukon project, lastly found the "Minimal Maps" project that mapped out different grass and trees growths on the states so I redrew and edited those to PZ's map style and colors and finally decided to merge it all into the USA.
     
    I have been hard at work every single day ever since the announcement, I'm at the point where I can call the Building Editor my home/dojo, I spend most and sometimes all of my computer time on it designing Buildings.
    I got custom categories with the tiles in them all the way with folder like structures that categorize things, such as an empty tab saying "--- H O U S E S ---" with all the seating, tables bedroom and kitchen stuff etc.. under it, and it helps me a lot as I no longer have to browse through the entire list for minutes to place down a table now, I noticed you found the building editor pretty hard to use (it is at first) but all the above ^ helped me a lot and I can now shovel out fully furnished building after building within an hour or two.
     
    Its really hard work and I dont think its anywhere near finished after like 2 weeks of nonstop work but its getting there.
    ---REGION BASED BUILDINGS---
     
    Ever since beginning I wanted to make sure people know what part of the states theyre in, as such buildings will be different across zones.
    I have a lot of craftsman style homes for the west coast area of the map, made ranchhouses and am still figuring out pueblo type architecture for the southwest and mexico border, cape cod houses for the east coast and the north, several typically general american homes for the midwest along with special detroit ones for detroit and special indiana ones for indiana (worked on some barns and farmland stuff too) and I will soon start work on some mountainous looking houses for the mountain states area of the map.
     
    Some areas will not make it into the map sadly, I found new york to be way too difficult to get right so Ill put that on hold and it atleast wont make it into the first release, same for florida.
    The map is really tiny compared to the real deal, the florida keys for example are literally just a few tiles in size and the entire peninsula of michigan is only like a cell big (less than west point) so michigan might not end up getting much nature and Ill have to redesign detroit to prevent the entire peninsula from just being a tiny city.
    Some buildings in the colder areas like the north and the northeast coast will have enclosed porches while buildings in the south and west will have normal porches.
    I also designed some general smalltown layouts which will be personalized to the region theyre in, for example a small town Ive been to in indiana when i was like 10 which is called Roanoke that I found really beautiful will be in the indiana zone of the midwest, and another small town I found pretty called Lake Geneva in Wisconsin will also be in the map (ofcourse both wont be 1:1 recreations, theyll just keep some key buildings and the general road layouts while the suburbs will be filled with the general modular american suburbans I been working on).
    I'm also going to recreate the the last of us, I recreated some buildings of the pittsburgh chapter like the supermarket you crash into at the beginning of alone and forsaken along with the suburbs after the sewer chapter, also recreated the Ranch from the tommys dam chapter and Ill look into recreating the hydro dam from it too. Also got tons of reference pics from the mall of eastern colorado and the science lab + university and already started with designing some key road layouts and suburban + main street buildings from the Bills Town part. (Yup bills town will be recreated into a small town around the boston area.)
    Also worked on Utah, mainly the whitefish lake area recreating some areas from the last of us and making those rural lakeside wooden buildings and planning out salt lake city.
     
    ----------------------------------------------------------------------------
    I have 42 different buildings including some others that arent in the map folder yet, mainly suburban homes that are all furnished and map ready.
    Suburbs will be a big part of this map as one of my favorite things about the states are the beautiful wooden home rows with the front yards and the porches and all that, and I'm not really good at making stuffs like office buildings and warehouses and such.
     
  4. Like
    EUDOXIO reacted to cardenaglo in Gaia Alpha 3 "A New Beginning"   
    Small update on progress, I've started filling in Anabasis with bot semi-"cleaned" buildings and fully "cleaned" buildings. By cleaned I mean that I've gone into the file and removed the red question marks and made the buildings fit what I need. This will then allow me to release a working version of the map and then go back and make changes as necessary and continue the cleaning. 
    On another note I have here a POI. My question to you all is whether or not to make it a POI or if I should make a spawnpoint for players nearby. In its current location zombies are not that big of a threat and could very well make a nice base out of it. However the downside to a POI is many people may never come across (though no one will probably ever come across everything in-game). As a spawnpoint the downside is it'd make the beginning a bit to easy and also might cause spawn camping from griefers. One thing that will be happening though regardless of which way we choose is that it will tie into the lore. Its actually going to be one of several pieces in the beginning so you better hope you have a radio early on.

  5. Like
    EUDOXIO reacted to Blake81 in The Toaster: More of them and more uses for them   
    The toaster. Alone and forgotten on that clearance table at the MUL electronics store. It works just like a normal oven.... until the moment you move it to somewhere else which somehow breaks it.
     
    So, I was thinking, now that we're getting all these improvements for microwaves and ovens, why not give the toaster a bit of a limelight as well?
     
    For starters, a few more of them would be nice; finding some of them on random kitchens across the map.
     
    Secondly, using them to toast bread would also be epic, not just being some malfunctioning oven.
  6. Like
    EUDOXIO reacted to cardenaglo in Gaia Alpha 3 "A New Beginning"   
    Updates are going to be less frequent over the next week as I'm currently fixing up buildings by replacing or deleting items with missing textures and also making the buildings fit in the current constraints. Of the towns. One other thing of mention is that camps are not going to be really camps in the way I pictured it but rather small collections of trailers or cabins. If you plan on building at them you'll need to bring up your own tools. Many may need to be cleared of zombies and a few will be there for just a night's rest as the surrounding woods may still have large amounts of zombies.
     
  7. Like
    EUDOXIO reacted to Batsphinx in Pinboards   
    Something like this was always on the table, but it's only just really sunk into me through this post that the new maps system is a really good gateway into it - and it could also feed well into the SP specific Character Spawning idea I'm currently working with too.
     
    As such, if you guys want to spitball ideas here then please do  It'll all help.
  8. Like
    EUDOXIO reacted to Batsphinx in Map files not loading properly   
    Thanks EP!
     
    Also Xeonyx - if you want your old TIS forum account back I'm sure the mods could sort it for you?
  9. Like
    EUDOXIO reacted to blindcoder in Mod presets   
    This is a tiny mod that lets you save presets of mods for later use. Not much else to say about it.
     
    Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=842935811
    Github: https://github.com/blind-coder/pz-bcModPreset
     

     
    Enjoy
  10. Like
    EUDOXIO reacted to Onkeen in Handmade Wooden Dowels - Realistic Nails Alternative   
    I just realized it's been a while, sorry about the delay, but it's here now !
     
    Mod update compatible with build 36 !
     
    Version 1.5 (release)
    - Carpentry level scaled angain to fit all crafts (new values & new crafts)
    - Compatible with Build 36 
    - Compatible with the new wall system
    - Compatible with the new dismantle system 
    - Sawing dowels now makes the saw noise
    - New recipe ! You can now manage to craft one dowel from a treebrach
    - In order to make the mod more realistic, you can now use alternatives to the screwdriver to carve your dowels (Kitchen or Hunting knife
  11. Like
    EUDOXIO reacted to nasKo in You Survived 2016, You Have Killed 0 Zombies   
    Happy new year everyone!
    Indie Stone Towers is still in the process of warming up and switching on after a Christmas and New Year break, after the year that will be forever remembered as 2016, with everything powering up fully tomorrow (today being a public holiday in the UK). As such this is a hastily written last minute Mondoid from a not quite 100% organized Indie Stone, so sorry about that!
    Despite the holidays, a few of the workaholics amongst us have continued beavering away, and in particular RJ has been working on some cool additions. We’re trying to have a few quick builds to make up for the longer wait people have had on the run up to 35, and a IWBUMS build of build 36 should be alive today featuring a few cool additions, primarily a trading UI to safely trade items in multiplayer!

    This serves as the first version of what will expand into a more comprehensive system for trading that will allow for players to display a number of their wares for those they trade with to choose from, as well as those they own from their vicinity, which will allow for players to act as shopkeepers to other factions etc, and will also have applications in single player when the time comes.
    Other changes to the build can be seen in the new ‘build update’ screen we’ve added to make it easier to track what is new to PZ builds, which will appear when the game is first run, as well as be accessible from the main menu:

    In other news, Blindcoder’s awesome map project has had an update, adding all the new map areas that were added into build 35, so you can start planning out your survival in these new areas. Hurrah!
    To GOG users, we will be looking to get build 36 up ASAP, however things were delayed a bit due to the holidays. We’ll be looking to get GOG users involved in beta builds too ASAP in the New Year.
    That is all for this week, we’ll be back in full force next week. Happy new year everyone!
  12. Like
    EUDOXIO reacted to blindcoder in Project Zomboid Map Project   
    And we're live with the Build 35 map:
    https://map.projectzomboid.com/
     
    Enjoy!
  13. Like
    EUDOXIO reacted to RobertJohnson in RELEASED: Build 36.4   
    Build IWBUMS 36.2:
     
    [New]
    [MODDERS] Changed how overriding a recipe is done, you now need to have the same name as the recipe you want to override and ass an "Override:true" property to your recipe.
    Improve the "Invite Friends UI": added colors to friend's status, better sorting: online first, then busy/away, then offline, also added a name filtering.
     
    [Balance]
    Changed lot of server options text thanks to ButterBot (who not just pass the butter...)
     
    [Bug Fix]
    Fixed various bug on safehouses:
    Being able to transfer a safehouse to someone who owns a safehouse
    Owner wasn't taking in the "last time visited" calcul
    Fixed composter respawning items
    Fixed not being able to rip sheets from your clothings (only underwear)
  14. Like
    EUDOXIO reacted to RobertJohnson in RELEASED: Build 36.4   
    Build IWBUMS 36.1:
     
    [New]
    Added a tradingUI for MP: Right click a player, select "Trade" to open the new window. Drag & drop items from your main inventory to your offer, once you're done click "Seal Offer" When both player sealed their offer, you can click "Finalize Deal" Added watering can to items that can be on ground & filled with rain water Add a break sound when failing to fix an item Added a mini scoreboard in the admin panel: Little UI showing all players connected (self updating), right click any player to bring a context menu to either teleport to him, teleport him to you, make him invisible or enable godmode [MODDERS] You can now override recipes, just make a new recipe with the same name than the one you want to override. [MODDERS] Added an "Obsolete:true" property to recipes, using this will make them not in game Added an item editor for admins in MP: Right click an item (not a stack of item!) and click "Edit Item" to access the new UI. You can modify various properties like color, name, damage, range, hunger reduction, etc... Large furniture placing now checks tiles on floor for parts, however atleast 1 part must be in inventory. Radio items can be dropped on floor as item (when draggin them into container panel) Added description to every server options for the ServerOptionsUI  
    [Balance]
    Added nutrition values on home made bread dough Made walk to timed actions still work for Fast Forward x1 Decreased time needed for food to create compost in the composter  
    [Bug Fix]
    Fixed game crashing with option 'nosound' Added missing "break sound" on some items Another attempt to fix the non-stop ringing alarm clock Fixed stuck mute volume bug for radio/tv's after chunk unload/reload Fixed antique oven not working after move Fixed bug that broke dismantling Fixed certain cartboxes that werent being able to be placed on floor. Fixed not being able to sleep with a controller Fixed not being able to interact with player's made item with a controller (painting, barricading...) Fixed not being able to interact with multi stage item with a controller
  15. Like
    EUDOXIO reacted to Magic Mark in RELEASED: Build 36.4   
    KJ1's search for missing furniture and other oddities continues. I hope this helps.
     
    @turbotutone
     

     
    This kind of bed is bugged. The whole bed does not highlight and when you attempt to pick it up nothing appears in your inventory. Instead the model remains, as if nothing was done.
     
    2. No screenshot - magazine shelves (like the kinds in gas stations) cannot be picked up or rotated.
     
    3. And I am saying this because it's an awesome yet missed opportunity, but playground equipment cannot be interacted with, either. The slide (2 tile) and carousel (if that is the right term - 4 tile square). There is also the swingset but due to it being a more complicated model I'd understand if it was avoided. (And think about that scrap metal as well)
     
    4. The shelves, like those in corner stores and gas stations (usually 3 tiles long) can be seen longer than that but similar to the low bookshelves all of them act as the 3 tile version.
     
    5. While many signs can be picked up, chalkboards, whiteboards and multi-tile corkboards cannot be picked up.
  16. Like
    EUDOXIO reacted to turbotutone in RELEASED: Build 36.4   
    thanks @Kim Jong Un! gonna look into those.
  17. Like
    EUDOXIO reacted to xXxFANCYCAPYBARA36xXx in United (micro)States of Merica   
    its 9000x7000 if i remember correctly, if my calculations were correct it would cover a few cells more than the entire current map
  18. Like
    EUDOXIO got a reaction from xXxFANCYCAPYBARA36xXx in United (micro)States of Merica   
    WOW, how many tiles is going to use this lovely awesome map?
  19. Like
    EUDOXIO reacted to xXxFANCYCAPYBARA36xXx in United (micro)States of Merica   
    Didn't wanna call this USA since its tiny compared to the real US but I found some cool minimal maps thing that mapped out the different types of forests and water bodies and grass cover of the states so I edited them into pixels and recolored them to the PZ palette then I resized them so that they fit into a mainland USA I worked on here's the result:
    http://imgur.com/a/AWm7S
    Ive been on and off working on this map for the past 4 weeks mainly editing some shapes on it because of the resizing I had to do to make it big and playable the edges were all weird looking and  I smoothed them out and added sandy beaches on most of the corners along with adjusting the rivers to be denser and more noticable, I also spent weeks making buildings for this map so that I can place stuff like craftsman homes prominently into the west coast and cape cod style houses largely into the east coast along with thinking of how I can do indiana farmland buildings vs for example nebraska farmland buildings which I found to be a bit easier to do as I can't find the roof accents for the 45 degree roofs that are found here for example http://map.projectzomboid.com/?#0.46611062331493297,0.16197466571656363,492.2235242952022 the ones in tilezed (atleast the ones i got in roof_accents) dont line up correctly like that
    Ive also made some cool midwest buildings and rundown ones for detroit, I'm trying to figure out how I can make decidious forests appear on the east and evergreens on the west right now then I'll look into making more buildings and starting the road layouts.
    This wont be 1:1 or 10:1 or whatever I'll allow myself a LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT of creative freedom on this dude to the map scale I won't be able to map out new york correctly with its boroughs so Imma see what I can do with it.
    I also deleted a lot of water especially in the desert to balance the gameplay and make the player move a bit more around the states and not camp out in the east which had A TON of water compared to the west when I started ou t.
    Canada, mexico and alaska didnt make the cut cause I didnt find cool minimal maps for those places that have decidious and evergreens and shrublands and farmlands and urban density and all that mapped out on single images that can be pixelized recolored and overlayed, I may include rough lesser accurate versions of those later on so I settled with making it look like a giant island in the middle of water it has a GTA feel to it like that.
  20. Like
    EUDOXIO reacted to Demonic_Kat in Enable Tab to Hop to Surname   
    During character creation, you can type out your name, however when you hit tab (to tab down to the surname) nothing happens. Would be nice if it tabbed down to the surname.
  21. Like
    EUDOXIO reacted to Blasted_Taco in 35-Alive   
    For what is worth.
     
    The devs knows that the game needs to be finished, so lets put that aside.
     
    Project Zomboid has the reputation of slow development speed and for good reasons, shit happens, some features take less time than others and builds start going crazy, some features need to be pushed back so the completed features go forward and all that good stuff. Hiring new staff wont fix the development speed.
     
     
    So what would be a small feature or update?
    Right now to be finished, the game needs NPCs, hunting, the map with Louisville or al least Fort Knox and vehicles.
     
    Now, NPCs, hunting and Vehicles are tied to the animation system that has been going for a long time, you cant make any advances on those features because well, like you said, you would need to rewrite everything.
     
    As far as i can tell,  we are in a place where there is no smaller thing, that would be something similar to what happen in Build 35 where they pumped out features the community wanted to fill in the gaps while waiting for the animations, look at how that turned out because the animations kept begin delayed because shit kept happening, we just need to accept that the features will take a long ass time to get completed, i know in my heart that the animations wont get into the game until February or something like that and it hurts, but there is nothing you or i can do to speed up the process.
     
    Project Zomboid was out even when early access was a thing,  back then was a tech demo out and the promise of "If you liked what you saw, you will get this and more if you buy our game", it was a promise between customer and dev and it still stands, even after the robbery, the bomb squad shit and everything that has happen to TIS, they still push forward to finish the damn game.
     
    You just need to accept that TIS wont be any faster than it was right now, but its faster than it was way before, it cant get worse than this and the final product can only get better.
     
     
  22. Like
    EUDOXIO reacted to Jatta Pake in Build 36 Small But Important Suggestions   
    I loved the previous thread so I hope I'm not out of line creating this new one.
     
    1. Spawn all new characters with a pen and notebook in their inventory.
    It won't unbalance anything and gives us RPG fans the ability to immediately start journal-ing. The tag line is "This is how you died". Give us the ability to record it! I think it would be fascinating finding a corpse in multiplayer with a long history written down in a notebook.
     
    2. Allow some useless items to be re-named like bags.
    Again, it should not unbalance anything but will enhance immersion. Rings and lockets that can be inscribed with messages would be very cool to find. Glenn's pocket-watch in "The Walking Dead" has powerful in story meaning.
     
    3. Spiffo Variants.
    What is the point of survival without the ability to collect Spiffos? Life has no meaning without variant collectible Spiffos.
  23. Like
    EUDOXIO reacted to RobertJohnson in Overwriting Base Game Recipes?   
    Coolio, gonna work on this for next IWBUMS
  24. Like
    EUDOXIO reacted to RobertJohnson in RELEASED: Build 36.4   
    Build 36.4:
     
     
    [New]
    Added SteamID to PVP's log Added DisplayName column in whitelist table in the database Now dump the server's console into users/YOU/zomboid/server-console.txt Added more zones to Rosewood and March Ridge for respawn/forage Switched dll compiller to VS 2013 + rebuild all dll's (should no more require VCredist 2015 to work) Items can now use the RequireInHandOrInventory properties (list, separated by /) For now used only on Cigarettes which will require either a lighhter or matches Added multi sprite objects to movables (max 4x4 grid) Multi Sprite Movables: Some multi sprite movables can appear as a single item and are added to inventory like the other movables (for example a 2 tile painting) Most multi sprite movables however need to be broken down into parts. For example beds and big cabinets etc. They require a tool and when performing a 'pick up' action the object is broken down into several heavy parts, one part for each tile, which are spawned on ground. The parts are named "Object name 1/2" etc. Electrician will now start with create various radios recipes Added tooltip on various Radios "Equip as primary or secondary item to operate radio." Added a tradingUI for MP: Right click a player, select "Trade" to open the new window. Drag & drop items from your main inventory to your offer, once you're done click "Seal Offer" When both player sealed their offer, you can click "Finalize Deal" Added watering can to items that can be on ground & filled with rain water Add a break sound when failing to fix an item Added a mini scoreboard in the admin panel: Little UI showing all players connected (self updating), right click any player to bring a context menu to either teleport to him, teleport him to you, make him invisible or enable godmode [MODDERS] You can now override recipes, just make a new recipe with the same name than the one you want to override and add a Override:true. [MODDERS] Added an "Obsolete:true" property to recipes, using this will make them not in game Added an item editor for admins in MP: Right click an item (not a stack of item!) and click "Edit Item" to access the new UI. You can modify various properties like color, name, damage, range, hunger reduction, etc... Large furniture placing now checks tiles on floor for parts, however atleast 1 part must be in inventory. Radio items can be dropped on floor as item (when draggin them into container panel) Added description to every server options for the ServerOptionsUI Improve the "Invite Friends UI": added colors to friend's status, better sorting: online first, then busy/away, then offline, also added a name filtering. Added a disclaimer on main screen to show what's new in the version (will be mostly used for public branch, but adding it here so translators can translate it to be ready for public)  
    [Balance]
    Removed nightmares when sleeping in MP Lowered water dispenser waterAmount from 400 to 250 Added nutrition values on home made bread dough Made walk to timed actions still work for Fast Forward x1 Decreased time needed for food to create compost in the composter Lowered the berries calories (mostly from 70 to 20) Lowered the mushroom calories Increase *3 rabbit nutrition values Various increase in trapping animals nutrition Lower the health regen when sleeping if you're starving. Reduced the health loss done by starving.  
    [Bug Fix]
    Fixed MaxAccountPerUser server option not working correctly Removed moderators being able to alter the database in the dbviewer Fixed bug with display name and factions Players in faction will now have the updated list of players in their faction Fixed a bug in the zone export making all the new zone non appears (need a new game) Can now sterilize water mug using fire/oven Boredom will increase way slower if you're reading (can still get bored after a while) Changed movable item icons to reflect the actual object rather then category icons Changed movable items can no longer be dropped on floors (other containers still possible) Changed dragging movable item to world now activates the movable cursor for that item Fixed tents not using the new sleeping code (didn't check if you were tired, etc.) Crafted radios won't have battery inside it Walk to action will be stopped if you fast forward (avoid anti-colision bug) Fixed game crashing with option 'nosound' Added missing "break sound" on some items Another attempt to fix the non-stop ringing alarm clock Fixed stuck mute volume bug for radio/tv's after chunk unload/reload Fixed antique oven not working after move Fixed bug that broke dismantling Fixed certain cartboxes that werent being able to be placed on floor. Fixed not being able to sleep with a controller Fixed not being able to interact with player's made item with a controller (painting, barricading...) Fixed not being able to interact with multi stage item with a controller Fixed various bug on safehouses: Being able to transfer a safehouse to someone who owns a safehouse Owner wasn't taking in the "last time visited" calcul Fixed composter respawning items You now can't add frozen food to your evolved recipe Fixed recipes using wrong Alarm Clock/Digital Watch Fixed "SleepAllowed" server options not working for sleeping in tent Fixed being able to upgrade wall without having the required materials Fixed "Fruit Salad" being "Salad". Fixed "Add" ingredient for evolved recipe being "From" Fixed creating a new character keeping your previous traits for free. Fixed translation errors in UI_EN.txt  
     
    Patches:
  25. Like
    EUDOXIO reacted to Paul Redeker in Help! Loading Modded Maps on Dedicated Server   
    Guess I'll start from scratch tomorrow night.  
    California Loaded
    South Muld loaded
    TWD buildings in the shadow realm
    Drayton Half good, Half in the shadow realm
    Bedford Shadow realm, black abyss, some buildings
    Phoenix Shadow realm. 
     
    I've deleted the chunk for TWD prison to no effect. 
     
    What if I just delete them all (Chunks) and reload the server?
     
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