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kaizokuroof

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  1. Like
    kaizokuroof reacted to MashPotato in Mod Permissions   
    Ask for permission
    This mod can only be added to and extended with the express permission from the original creator. Having received permission, credit must be given to the original creator, both within the files of the mod and wherever the mod roams online.
     
    If no permission is received you may not alter the mod, and it must be treated as a mod that is 'On Lockdown'.
    [url=http://theindiestone.com/forums/index.php/topic/2530-mod-permissions/?p=36478][img=http://projectzomboid.com/images/MODS_03.png][/url]
  2. Like
    kaizokuroof reacted to MashPotato in Mod Permissions   
    On Lockdown
    This mod cannot be modified by anyone else, for anything else, at all, ever. Even if the user disappears, he or she would much rather you didn't touch the fruits of their hard labour.
    [url=http://theindiestone.com/forums/index.php/topic/2530-mod-permissions/?p=36479][img=http://projectzomboid.com/images/MODS_04.png][/url]
  3. Like
    kaizokuroof reacted to MashPotato in Mod Permissions   
    Please note that the above permissions are for other modders, and do not apply to The Indie Stone. The entire EULA can be read here, but the specific parts that pertain to modding are as follows:
     
    By purchasing Project Zomboid or using our forums, this is what you are permitted to do:The golden rule is that you can do what you want with Project Zomboid as long as it is not for commercial purposes (i.e. for your own profit) or for malicious/illegal purposes.  Some examples of what we mean are below.  If you have any doubts or questions about whether you can or can’t do something, contact us first at info@theindiestone.com instead of just doing/not doing it!
    We give you a licence to:Change or distribute the base files or contents in any way you like, provided that those changes do not result in you making Project Zomboid available to play or download , or are for the purposes of cheating, hacking, exploits or griefing other people or are malicious or illegal in intent or practice. Use art, music, video footage or other assets of Project Zomboid for creative purposes in any way you like providing the end result is related in some way to Project Zomboid, is for non-commercial use only and states Project Zomboid as its influence and origin by supplying the following wording prominently with the assets: ”Thanks to The Indie Stone for creating Project Zomboid http://projectzomboid.com/), which made this possible.  This is an unofficial fan production for non-commercial purposes made under the Indie Stone Terms [link to these terms]“ If you use any third party contents, IP, software or tools together with Project Zomboid then it’s your responsibility to make sure you have all the necessary licences and permissions etc.  You can make gameplay footage or “Let’s Play” type videos on YouTube or other online video platforms, and monetise them if you like too. This means that we still own Project Zomboid and everything in it, plus our forums too.  It’s just that we’re giving you the right to play around with the game, as explained above.
    Just in case it wasn’t clear from earlier, you are not permitted to:Modify the base files of Project Zomboid to include malicious code or other naughtiness. Distribute Project Zomboid yourself, or host its download. In order to ensure the game’s integrity we recommend it should only ever be downloaded from established portals on which we’ve placed it (Desura, Steam etc). In terms of the modding of PZ, you also agree that:The Indie Stone reserve the right to implement any features in the game irrespective of whether mods exist that accomplish the same goal. The Indie Stone are free to use any ideas found in user mods, and while we will give credit if we genuinely use ideas directly from mods – we are not required to give credit or remuneration of any kind. (This is purely because people may create mods that are already part of the PZ roadmap, and we don’t want to be dragged into ‘this was my idea’ arguments. The Indie Stone will of course fall over themselves to credit any mod author we genuinely use ideas from.)
  4. Like
    kaizokuroof reacted to Jela331 in "Rebuild" announcement   
    Hello there!
    This is just an announcement of a map project I'm working on. It's called Rebuild.
     
    Set in the city of Drayton, you are a lone survivor. The zombies and the war have taken over the city. Everyone you knew is now dead. The city folks were trying to survive the apocalypse as long as they could. In Drayton, you will find a lot of blown up buildings, burnt buildings, abandoned forts, barricaded buildings, nature taking over the city. The main objective is to clear the city and try to rebuild it.
     
     
     
     
     
     
     
     
     
    I'll make a thread when it's finished.
  5. Like
    kaizokuroof got a reaction from Z3759xy in Delete me   
    Delete me
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    kaizokuroof got a reaction from CzarUltra in Delete me   
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    kaizokuroof reacted to Jela331 in Delete me   
    You don't need to make a veg map, just make it black and the vegetation by hand in Tilezed. Much easier in my opinion.
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    kaizokuroof got a reaction from Atoxwarrior in Delete me   
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    kaizokuroof got a reaction from EnigmaGrey in Delete me   
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    kaizokuroof got a reaction from CzarUltra in Delete me   
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    kaizokuroof got a reaction from Sieben in Delete me   
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    kaizokuroof got a reaction from Atoxwarrior in Delete me   
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    kaizokuroof reacted to mendonca in Random Mapzoid: Random Bitmap Terrain Generator (Python / Win Exe)   
    Random Mapzoid: UNFORTUNATE SUBTITLE v0.60
      

     
    Mapzoid is a little utility provided for the purposes of generating arbitrary, organic looking BMP files to use as the input for the WorldEd BMPtoTMX feature. It works alongside EasyPickins' Mapping Tools, hopefully fairly well.
     
    It's currently in a fairly workable state, but I would appreciate some feedback, bug reports and general feature requests that anybody can think of. I'm personally not exactly swimming in spare time, but I will do what I can to fix any bugs or anything that may be raised.
     
    The Python Code, or Windows Executable Package, can be found in the links below.
     
    SOURCE (Python 2.7)
    EXECUTABLE
     
    SOURCE NOTES:

     
    Current Change List:
     

     
    Read the readme.txt for some instructions on how to work the program, or just ask here.
     
    Alternatively check out the following youtube video:
     

     

     
    EXAMPLE OUTPUT:
     

     
    IN WORLDED:

     
    This program is released open source under a permissive BSD license. Contributions or wholesale rip-offs are more than welcome, if you should so desire to join in.
  14. Like
    kaizokuroof got a reaction from Suomiboi in Delete me   
    Delete me
  15. Like
    kaizokuroof reacted to Xeonyx in New Denver, BC (V2.1)   
    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?
  16. Like
    kaizokuroof reacted to Valindil in Castle.   
    With the decline of Radcliff, I started work on some structures not native to Kentucky. I decided to share it with the community!
     
    Image:
     

     
    (I'd post the images directly on here if I knew how) 
     
     
     
     
    Download: https://www.dropbox.com/s/nxv5nvytric50sk/Castle.tbx?dl=0
  17. Like
    kaizokuroof reacted to nightmare in Spiffo's Zomboid Server Service Center   
    tested & works on
     
    - "Debian 8 jessie"
     
    - "Ubuntu 14.04.1 LTS trusty"
     
     
    NOTE:
    for PZ-Version 32.2x and above
     
     
     
    DOWNLAOD
     
     
    How to use?
     
    1. ) download "spiffo-service.sh"
     
    2. ) put the script into your root account folder
     
    3. ) open the script with "nano" or "vim" and add your steam account details
     
    4. ) execute  "./spiffo-service.sh" or with "sudo ./spiffo-service.sh"   ** script must be run as root!
     
     
     
    enjoy  &&  have fun
     
     
     
    ****** Spiffo's Zomboid Server Service Center  ******
     
    Author: Nightmare @ http://n8m4re.de
     

  18. Like
    kaizokuroof reacted to lancety in [Au_Sydney][24x7][PvE/RP]BuildOurWorld   
    Well come to this server, running 24 hours 7 days a week.
     
    Just make sure server IP is 108.61.185.167
     
    we moved to a larger RAM server,
     
    Server name  [Au_Sydney][24x7][PvE/RP]BuildOurWorld
     
    IP is 108.61.213.63
  19. Like
    kaizokuroof reacted to Riddim in [24/7][PvE][Aus][Hydrocraft][ApCom]Australian Zomboid Server[IWBUMS]   
    Hello everyone
     
    Just recently purchased a copy of Project Zomboid. Is this server still available to play on? And if so, anyone willing to team up with me for some co-op survival? I'd appreciate any help as I'm a complete newbie and need someone to show me the ropes. Thanks!
     
    Steam: http://steamcommunity.com/id/RiddimGames
  20. Like
  21. Like
    kaizokuroof reacted to lan-online in Proper restart-script for server   
    start server
    screen -S prz_zombi ./servers/projectzomboid/projectzomboid-dedi-server.sh
     
    cron
    * */3 * * * /root/zomboid_restart.sh
     
     
    zomboid_restart.sh
     
    #!/bin/bash screen -rd prz_zombiscreen -S prz_zombi -X stuff 'servermsg restart after 1 min\r'sleep 45sscreen -S prz_zombi -X stuff 'save\r'screen -S prz_zombi -X stuff 'Please disconnect for 30 sec\r'sleep 5s DATE=`date +%Y-%m-%d_%H-%M-%S`DIR=/root/backups/zomboidmkdir backupsmkdir $DIRcd $DIR  # create backuptar -czf configs_$DATE.tar.gz -P /root/Zomboid /root/servers/projectzomboid/media/lua/shared/Sandbox # delete old backupfind $DIR -name "*.gz" -mtime 2 -exec rm -f {} \; screen -S prz_zombi -X stuff 'servermsg restart after 10 sec\r'sleep 5sscreen -S prz_zombi -X stuff 'servermsg 5 sec\r'sleep 1sscreen -S prz_zombi -X stuff 'servermsg 4 sec\r'sleep 1sscreen -S prz_zombi -X stuff 'servermsg 3 sec\r'sleep 1s screen -S prz_zombi -X stuff 'servermsg 2 sec\r'sleep 1sscreen -S prz_zombi -X stuff 'servermsg 1 sec\r'sleep 1sscreen -S prz_zombi -X stuff 'servermsg RESTART\r'sleep 1sscreen -X -S prz_zombi quitscreen -wipesleep 5s # restart/usr/bin/screen -dmS prz_zombi /root/servers/projectzomboid/projectzomboid-dedi-server.sh  Use
  22. Like
  23. Like
    kaizokuroof reacted to Connall in Buying & Running a Linux Project Zomboid Server   
    The guide used to be updated for IWBUMS but then they got rid of the branch, so I removed it from the tutorial as it was throwing up errors and causing problems. I think I'll just include both now since it seems to be constantly changing, that I think IWBUMY seems like it will be a regular branch.
     
    Steamcmd seemed to have problems with branches and passwords and I found a fix for that, which is:
    "app_update 108600 -beta iwillbackupmysave -betapassword iaccepttheconsequences" validate +exitIt's what I used before. Thanks for pointing out that we're back on the IWBUMS branch though, helps keep the guide up to date.
     
    However I will keep the original code this time around, since originally IWBUMS was absoloutely necessary for the multiplayer component, which is why I used to use it. Since it's not the case though I will let the user decide whether they want beta capabilities since not all players would be able to connect.
     
    Betas by their nature can be a bit unstable so I don't want to force people onto this branch and would rather inform them of the choice.
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