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blindcoder got a reaction from uberevan in Kerbal Madness
Serious is no fun
Even thuogh I'm currently building a space station for re-fueling in orbit, seriously.
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blindcoder got a reaction from uberevan in Kerbal Madness
So, I've now also installed a shit-ton of mods. Aaaand yeah, made the game much more fun
Currently I'm deploying communication satellites everywhere. Got 8 of them in a 500 km orbit around Kerbin and 7 in 400 km orbit around Mun.
I can carry 8 satellites with any one launch and successfully deployed the 7 Mun satellites in one launch. The eigth was taken back to Kerbin, but disintegrated in the atmosphere due to a staging mistake (whoops, staged all but the cockpit and its parachutes...).
Now I'm trying to actually land something at the Mun so I can do science while I science.
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blindcoder got a reaction from MXXIV in Project Zomboid Map Project
While I personally feel that a HUD-Map would be detrimental to my PZ-experience, i still think that an external map is a very useful tool. So, I present to you: The Project Zomboid Map Project:
http://pzmap.crash-override.net/
New page: http://map.projectzomboid.com/
This is a zoomable and panable map (using the OpenSeadragon javascript library) of Muldraugh.
Total size: 136 GB
Dimensions: 1075200px * 396800px (426.639.360.000 or roughly 426 Gigapixels)
The site is currently not available for offline viewing. A new download version will be available in the near future.
Currently there are maps of:
- Muldraugh, West Point and The Mall Knox County (Survival mode, Builds 30 and 35)
- The Challenge Maps
- Bedford Falls
- Dreadwood
- New Denver
- Phoenix
- Radcliffe
- Drayton (Rebuild)
- TWD Prison
- Vacation Island
To help manage the POIs of the maps, have a look at the POI Manager (see an explanation here).
IMPORTANT: I AM NOT A TIS DEVELOPER!
If you find bugs in the map, please report them in the Map Bugs Tracker!
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blindcoder reacted to EnigmaGrey in Kerbal Madness
I think my Kerbal was a bit tispy this go around . . . but at least it made for a pretty shot as I slowly accelerated towards the ground. D'aw, look how happy that little guy is.
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blindcoder got a reaction from AliceCooper in Bedford Falls (Test V2)
Seriously, I _have_ considered it, but tiling the entire Survival map (which would obviously be part of this) takes at _least_ 12 hours and has to be redone entirely with each updated cell. While it's still under construction that's just a waste of time and resources.
The cell coordinates map correctly to the survival map, though, which means that this road http://pzmap.crash-override.net/?desc=BedfordFalls#0.12704634980238605,0.17523383531788733,33.10236907636869 is exactly here on the Survival map: http://pzmap.crash-override.net/#0.7687846867807273,0.23388812559549008,18.48842588950363
It's possible to extrapolate from that.
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blindcoder got a reaction from Sieben in Bedford Falls (Test V2)
Seriously, I _have_ considered it, but tiling the entire Survival map (which would obviously be part of this) takes at _least_ 12 hours and has to be redone entirely with each updated cell. While it's still under construction that's just a waste of time and resources.
The cell coordinates map correctly to the survival map, though, which means that this road http://pzmap.crash-override.net/?desc=BedfordFalls#0.12704634980238605,0.17523383531788733,33.10236907636869 is exactly here on the Survival map: http://pzmap.crash-override.net/#0.7687846867807273,0.23388812559549008,18.48842588950363
It's possible to extrapolate from that.
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blindcoder got a reaction from syfy in Dreadwood
I just added Dreadwood to the PZMap project: http://pzmap.crash-override.net/?desc=Dreadwood
Have fun and go wild with POIs
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blindcoder got a reaction from Jela331 in Dreadwood
I just added Dreadwood to the PZMap project: http://pzmap.crash-override.net/?desc=Dreadwood
Have fun and go wild with POIs
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blindcoder reacted to syfy in Dreadwood
interesting map. i am currently walking around in a building surrounded by a yellow/orange wall, seems to be a mansion. there are a lot of walk thru walls and windows in this building, but not a single weapon.....not even a kitchen knife (loot setting on normal) EDIT: just found the armory at the white prison, weapons a'plenty
lol, gotten so used to Blindcoders map i have no clue where i am or where to go on this map
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blindcoder got a reaction from Nightsinger in Bedford Falls (Test V2)
I've just finished adding Bedford Falls to the PZMap Project. Have fun and go nuts with POIs:
http://pzmap.crash-override.net/?desc=BedfordFalls
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blindcoder reacted to AliceCooper in Bedford Falls (Test V2)
Many thanks Blindcoder!, POI`s coming asap!
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blindcoder got a reaction from i3loodyMoon in Bedford Falls (Test V2)
I've just finished adding Bedford Falls to the PZMap Project. Have fun and go nuts with POIs:
http://pzmap.crash-override.net/?desc=BedfordFalls
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blindcoder got a reaction from bobheckling in Bedford Falls (Test V2)
I've just finished adding Bedford Falls to the PZMap Project. Have fun and go nuts with POIs:
http://pzmap.crash-override.net/?desc=BedfordFalls
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blindcoder got a reaction from AliceCooper in Bedford Falls (Test V2)
I've just finished adding Bedford Falls to the PZMap Project. Have fun and go nuts with POIs:
http://pzmap.crash-override.net/?desc=BedfordFalls
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blindcoder got a reaction from Daman453 in Project Zomboid Map Project
While I personally feel that a HUD-Map would be detrimental to my PZ-experience, i still think that an external map is a very useful tool. So, I present to you: The Project Zomboid Map Project:
http://pzmap.crash-override.net/
New page: http://map.projectzomboid.com/
This is a zoomable and panable map (using the OpenSeadragon javascript library) of Muldraugh.
Total size: 136 GB
Dimensions: 1075200px * 396800px (426.639.360.000 or roughly 426 Gigapixels)
The site is currently not available for offline viewing. A new download version will be available in the near future.
Currently there are maps of:
- Muldraugh, West Point and The Mall Knox County (Survival mode, Builds 30 and 35)
- The Challenge Maps
- Bedford Falls
- Dreadwood
- New Denver
- Phoenix
- Radcliffe
- Drayton (Rebuild)
- TWD Prison
- Vacation Island
To help manage the POIs of the maps, have a look at the POI Manager (see an explanation here).
IMPORTANT: I AM NOT A TIS DEVELOPER!
If you find bugs in the map, please report them in the Map Bugs Tracker!
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blindcoder got a reaction from Kurruk in Project Zomboid Map Project
This is now fixed with todays...
UPDATE
All of Muldraugh has now been recreated using screenshots from the PZWorldEd. That means that there should (SHOULD!) be no more stitching errors and no more survivor or zombie artifacts in the map.
You might need to force refresh (Ctrl-R in FF).
http://pzmap.crash-override.net/
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blindcoder got a reaction from Kurruk in Project Zomboid Map Project
Noted, I'll add an option to 'lock' the coords.
Also, I'm currently upgrading the map anyway, so this'll be fixed soon(-ish).
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blindcoder reacted to Kurruk in Project Zomboid Map Project
If there would be a way to by clicking locking the cell information (in case someone would like to copy it to clipboard) then I think it would be even better.
For the time being you have to right click to bring up browser context menu, then move mouse away to the site menu on left and hit LMB to close browser context menu and have an option to copy text with data still pointing to the old cursor location (kind of hacking the system, but it works ).
For example to show you the big stitch:
Coords: 11118x10113
Cell: 37x33
Rel: 18x213
Unless you can't reverse it easily, so here you go:
http://pzmap.crash-override.net/#0.5155167306726005,0.2298998710757186,455.4900095147479
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blindcoder reacted to syfy in Project Zomboid Map Project
don't know if it has been said in this thread before, but thank you for doing this.
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blindcoder reacted to Rikashey in So I won Project Zomboid.
Build 25
Originally, I wanted to build my safehouse on the lake but the game wouldn't let me. Besides, the water tiles are very ugly. (No offense to the devs)
I built my safehouse on top of Giga Mart. The highest point is 6 stories off the ground... I think.
I'm safe from all zombies and I'm self-sustaining.
Images of my stockpile can be found here: http://imgur.com/a/9KJYF
Summary of my stockpile:
70 Anti-Depressants 50 Beta Blockers 69 Painkillers 55 Sleeping Tablets 114 Bandages 103 Bandaids 60 Vitamins 68 Bags of chips 32 Orange Sodas 79 9mm Rounds 10 Boxes of 9mm Rounds 18 Boxes of Shotgun Shells 3 Pistols 3 Shotguns 3 Axes
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blindcoder reacted to RingoD123 in Bedford Falls (Test V2)
Hey guys, so here it is, Bedford Falls Version 2!
Whats New?
Well, lots of buildings bugs have been fixed, a lot of duplicated buildings have been swapped out for previously unused ones, a large military area and water treatment facility has been added to the north of Bedford Falls, the town itself has been placed in its final (until the vanilla map expands this far) place and just needs a bit more love to join it up with the vanilla map properly. Bedford Falls is now also its own spawn location alongside West Point and Muldraugh (it no longer replaces Muldraugh as a spawn) and also has a variety of random spawn locations.
Zombie numbers have also been significantly increased across Bedford Falls.
There may still be some buildings with bugged walls etc.
Unzip the file into your "Project Zomboid" install folder, overwriting all files etc as you go.
Load the game up and select your starting location. You can now choose between Muldraugh, West Point and Bedford Falls. Bedford Falls also includes random spawn points now too.
Report any/all bugs in this thread. Use the pic above to note down the Cell the bug appears in, and provide a picture of the problem area if possible. I will be going through all the lots/world and fixing all these bugs for the Final release of Bedford Falls.
Original Contributors:
Current Contributors:
Download:
OLD VERSION - NO FORAGING OR ZOMBIE RESPAWN!
BedfordFallsV2.zip NEW VERSION - STEAM WORKSHOPhttp://theindiestone.com/forums/index.php/topic/16546-bedford-falls-v3-steam-workshop/ ENJOY! <3
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blindcoder reacted to PlasmaMan in How this game broke me...
*EDIT*
This is somehow my most liked post ever. Thanks guys!
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blindcoder got a reaction from daorkboypl in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
Also, you can use google maps imagery for reference: http://goo.gl/maps/fcESR
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blindcoder got a reaction from unsaved_progress in Map Specific Problems
There's a floating brick wall here: http://pzmap.crash-override.net/#0.3862959310075398,0.2299588652819511,284.8515765597235
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blindcoder reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
OVERHAULED, New version (Done by different forum member): http://theindiestone.com/forums/index.php/topic/16405-the-walking-dead-prison-map-now-on-steam-v12/
Here we go. I was waiting for it long enough, but nobody seemed to start making it so, I thought : "Why the hell not?".
Right now I'm working on the exterior look of the prison, will be adding interior details fairly soon.
Images of progress for older versions :
The prison is pretty much finished!
Download link (IWBUMS 32.17+) v3.3 (Mod support)
Screenshot :
link to screenshot on steam : http://steamcommunity.com/sharedfiles/filedetails/?id=467338783
Boring copyright bollocks v
PLEASE don't forget to make backups!
If you ever want to return to the old map and fully "delete" the prison, verify your game cache through steam.