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Posts
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blindcoder reacted to Flachzang in Kerbal Madness
Look at this giant rover from an old savegame:
It always reminds of an insect. Besides two fuel engines on every side, I think it also had two ION electric engines on its back for forward acceleration That's why it had so many atomic reactors and these big solar panels on board.
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blindcoder got a reaction from EnigmaGrey in Kerbal Madness
That would be much appreciated!
I have downloaded a few of Steve Manleys videos over last night, but Hotel WiFi at ~ 100kB/s make that an excercise in patience.
I _did_, however, manage to land two rovers (woohoo!) on the Mun within 2km of each other.
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blindcoder got a reaction from rorschach in Project Zomboid Map Project
I've changed the map around a bit. There's now a possibility for that. If you have ideas, contact me
Alright, everyone, the map got a major UI overhaul!
I've also added the possibility to expand for more maps, like Vacation Island, the original PZ map and more! Contact me if you have a map that you want to see!
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blindcoder got a reaction from ZedHead in Project Zomboid Map Project
I've changed the map around a bit. There's now a possibility for that. If you have ideas, contact me
Alright, everyone, the map got a major UI overhaul!
I've also added the possibility to expand for more maps, like Vacation Island, the original PZ map and more! Contact me if you have a map that you want to see!
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blindcoder got a reaction from Gammlernoob in Project Zomboid Map Project
I've changed the map around a bit. There's now a possibility for that. If you have ideas, contact me
Alright, everyone, the map got a major UI overhaul!
I've also added the possibility to expand for more maps, like Vacation Island, the original PZ map and more! Contact me if you have a map that you want to see!
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blindcoder got a reaction from aSnowdon in Project Zomboid Map Project
User 'Raspu':
Submitted 300 Screenshots at 1920x1080
Mapped the northern camping ground.
User 'GammelNoob':
Submitted 750 Screenshots at 1920x1080
Mapped northern Muldraugh, the cabin in the woods, train station and tracks, lots of roads and more details on the northwestern trailer park.
Submitted 341 Screenshots at 1920x1080 mapping streets to the west.
User 'Szary_Optymista':
Submitted a highly detailed image (51200x51200 px) of the city of Muldraugh weighing in at 1.5 GB.
Submitted a highly detailed image of the farm.
Submitted two highly detailed image of an area west of Muldraugh.
User 'Miva':
Submitted 145 Screenshots at 1364x706
Mapped part of the street west of the main street leading to the south-western woods.
User 'Kruppski77':
Submitted 1533 Screenshots at 1920x1080 of various areas.
[ reserved for mapping credits ]
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blindcoder got a reaction from Armeretta in What should Kate and Baldspot call them? (if anything)
Well, as the game has it practically in the title, I'd say they should call them Zomboids.
Though ISTR someone suggesting to rename PZ into "This is how you died." because he like that line so much.
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blindcoder got a reaction from Kidlonewolf in Spray Paint Mod v2.41a
As promised, here it is: https://oc.anderdonau.de/public.php?service=files&t=63d416d88866b4681b0d3935e5f3ac1f
This version works for me on Linux.
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blindcoder got a reaction from rorschach in Spray Paint Mod v2.41a
I have fixed the problem in the meantime.
I copied all Item_*png files to the root of the mod (Zomboid/mods/SprayPaint) and, removed the path from the Icon = attributes (including Item_) and checked that the getTexture() calls have only the full filename including Item_ as parameter. That worked for me.
The thing is, the existing Spraycans will keep their ? icon in savegames, but sprayed icons appear.
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blindcoder got a reaction from Thuztor in Spray Paint Mod v2.41a
As promised, here it is: https://oc.anderdonau.de/public.php?service=files&t=63d416d88866b4681b0d3935e5f3ac1f
This version works for me on Linux.
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blindcoder reacted to Aricane in User-created Maps Overview
The map section on http://pz-mods.net has been reactivated. Hopefully we'll see some awesome maps alongside with all the awesome mods that's already there.
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blindcoder reacted to Pjuux in Trailer park: A big project! (canceled)
Trailer park: A big project!
(canceled)
Im sorry to say that my harddrive crashed and i wasn´t able to save my project
But dont worry, a new project is coming.
"Updated the stream link to my new stream"
Hi everone, This is my first post on the forum, but i´w been here for a while now.
I´m a big fan of Project Zomboid (clyde)and i´w been playing since build 1.5.
This is my map: Trailer park (Working title)
The lay out is 4x4 Tiles in worldED
Cell:1.1 (updated 2014/1/23)
If you like to watch me create building or have any questions
try and catch my live on www.Twitch.tv/Theslapman
WIP = Work in progress
The pavement houses: WIP (updated 2014/1/23)
The Park:
The Power supply:
The Tiny shop: WIP
Trailers:
There will be alot more to come, Stay tuned /PjuuX
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blindcoder reacted to Japer in Resident Evil / Biohazard Map Project
Resident Evil's Raccoon City
This map is created along side it's corresponding mod
I will be re-creating Racoon City based on the game series, it will feature many different 'landmark' buildings such as the mansion, police station, clock tower etc. Some locations from the movies e.g The Hive may be implemented, so if there's anything you would like to see, feel free to suggest putting them in.
Here is my progress so far;
Full Scale Map - The map is currently 1200 x 900 pixels, that is 4 x 3 game cells
Spencer Mansion
Raccoon Police Department (RPD)
Kendo's Gun Shop
RE3 Start Warehouse
RE3 Bar Jack (Bar Where You Meet Brad)
Stagla Gas Station (Waiting on custom signs + detail to be added in tiled)
Will update this when I do each new area, so please give some feedback on what you think so far as I will continue to work on this regularly.
Up Next;
- Spencer Mansion exterior buildings (Guardhouse, lab etc)
- Racoon City Police Department (RPD)
- Kendo's Gun Shop
- Hospitals, schools etc
Ideally this will slowly piece together to create one large recreation or Racoon City, and if anyone is a fan of the series and would like to help out with ideas, mapping, sprites etc feel free to pm me.
Some misc. houses;
There will be a Spiffo hunt, where you must find hidden Spiffos throughout the map, and we can see who can find the most. Some will be a bit of a challange to find, and if you remember any hidden areas from the original games then you should find them with no problems.
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blindcoder reacted to bobheckling in Original zomboid map
BUILDINGS MOVED TO RINGOD MAP...
(Finished)
Bringing the old map back....
The original project zomboid map but with extra additions such as new
buildings,location, retexture...
(EX:the tower/skyscraper and some others will have a rooftop entrance)
(burned down building on the north of the map will be enterable and look better)
(lake,camps,ect)
So basically adding new things that will make it more interesting/challenging when exploring Muldraugh
Ingame
Spoiler
*Update*
THX for the support...
WIP: Last stand map:maldraugh
Remember this is a test version of it not the final version:
It currently has the default last stand zombie spawn also it has wall bugs that i cant fix,just gota wait until next patch (burned apartments/bar/grocerystore/bedstore)
The final version will be much harder than this one and:
will include 2 other cells
new landscape
Mooore buildings (fire station,prison,town,quarantine zone,militarybase,hospital,ect)
Last stand WIP:https://www.dropbox.com/sh/0hcfcueius1l4wy/QAe_k9uM2y
Burned appartments
WIP:
Motel
Small store
Construction site
Anything you want me to add/build let me know
open to suggestions....
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blindcoder reacted to Thuztor in Vacation Islands (Bug-Report and General Discussion)
GUTROT ISLAND
http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/
Preview:
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blindcoder reacted to Suomiboi in How to draw maps for the PZ Mapping tools
EDIT: Until I find the time to update this a bit, after checking this go see Thuztor's Mapping Guide! It explains this process in a bit more organized way
Hi guys! Here's a little tutorial on how to draw "handmade" maps for the PZ mapping tools.
So, let's start!
1. Software
You need somekind of a photo editing software. Paint will do, but I would recommend something with a bit more options. You could go with Photoshop or similar, but I like to use Gimp as it's free and has many similarities with Photoshop, but it's a bit more simple. Also as we're only editing a few colors we won't be needing anything too fancy.
2. Maps
There are two maps we will be drawing. The "main map", which has roads, streets and lighter grass areas. Then we have the more intricate vegetation map. We will start by drawing the "main map". The image has to be sized by the amount of cells you want to have on your map. one cell is 300x300pixels which means that if you want to have a 3x3 cell map the image has to be 900x900 pixels. (I'm not sure which way the pixels have to be if you'd want a 3x5 map for example, but it is either 900x1500 or 1500x900 I'll update when I get the info...)
3. Drawing the "main map"
When drawing a map 1 pixel = 1 tile
Ok as said, we'll start by drawing the "main map". We have 6 colors to use in doing the map as follows:
4. Drawing the vegetation map
We'll start drawing the _veg map over your existing main map. This is where it comes handy to have a little more than paint in your disposal as you'll be able to create layers and add those on top of the main map. There's another six colors that will define the vegetation. (If you're using paint or a program that overwrites the .png file, save this after a different name for now.)
5. Adding the maps to WorldEd
Now that you have the two files, whateveryouwant.png and whateveryouwant_veg.png, make sure they are in the same folder. Then open WorldEd and from the top left click File, New... Then input the cell amount that responds with your map. Remember 1 cell = 300x300pixels.
6. Start editing!
Here are the .png Files I used in making this tutorial:
http://i767.photobucket.com/albums/xx319/elmosyrjalainen/MyfirstPNG_zpsb42a622f.png
http://i767.photobucket.com/albums/xx319/elmosyrjalainen/MyfirstPNG_veg_zps7f4b8629.png
Feel free to use them in your learning! If you use them as a part of your mods or something else please add proper credit.
Sorry if I forgot something or left something out. This went on a bit longer than I expected and I'm a bit tired. (It's about 4am here now and I have to wake up in 3 hours)
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blindcoder reacted to Connall in Seemed like a much better idea at 3AM. [T-Shirt]
I don't actually quite remember buying this, since I was absolutely shattered, but I remembered toying around with the idea of getting a shirt for rezzed, just to be so identifiable but I don't remember actually going through with the order...
In any case, I still like it, probably wear it around Rezzed.
So turned up in the post today to my surprise, so now I got to go check my bank account to see how much it was.
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blindcoder reacted to Highlander in Canning Mod
Food Canning Mod
By: Highlander Nothing is worse than the feeling you get after you grow your own crops only to see them start to rot. It's absolutely devastating when 30+ rot all at once. Wouldn't it be nice if there was some way to preserve your hard work? With this simple Canning Mod you're able to put your blood, sweat, and tears into a little jar for later. Don't let all your hard work turn to dust; preserve your efforts! In version 1.1.0 you have eight new items to can and preserve. “Canning Salt” and “Pectin” have a low spawn rates and are only found in a few places, so we reduced the use per can to make them last longer. It also made more sense to require “Mason Jars” be filled with water before they can be used to can. The mod is now mod loader ready; just drop it in the mods folder. Feedback and ideas are always welcome. Download List of Recipes Future Plans
Version 2.0.0
Hand Juicer Watermelon Juice Orange Juice Apple Juice Grape Juice Lemonade Carrot Juice Tomato Juice V8 Juice Strawberry Banana Juice Version 3.0.0Dehydrating Rack Dried Tomato Dried Potato Dried Strawberry Dried Banana Dried Apple Dried Carrots Corn Nuts Raisins Rat Jerky Beef Jerky Chicken Jerky Zombie Jerky Change Log:Version 1.1.0Canning Mod is now mod loader ready Canning process will now requre to fill Mason Jar with water Canning process now uses less Canning Salt & Pectin Shortened Display Names Added Canned Horseradish Added Canned Eggplant Added Canned Peas Added Canned Rat Added Apple Butter Added Grape Jam Added Watermelon Jam Added Orange Jam Bug fixes Version 1.0.1Bug fixes Code Optimization Version 1.0.0Initial Release -
blindcoder reacted to lemmy101 in Welcome to the fold! Tim Baker aka EasyPickins
The mighty and ridiculously talented Tim Baker, aka EasyPickins, is now a fully fledged member of the PZ dev team. Hurrah! It's been on the cards for a while, since he's done such wonderous work on the tools (that you lot have yet to see but you'll be amazed), but after he revealed his 'side project' which basically amounts to PORTING THE MAJORITY OF PROJECT ZOMBOID TO C++ (missing the lua integration particularly which mean in itself this isn't something we can run with without abandoning the modding) his ridiculous talent and genius needed snaffling up proper immediately. I mean, I was literally just playing a C++ version of PZ (missing UI / farming / loot and all the other stuff that comes from lua)
He'll be the official tool and engine honcho at Indie Stone towers, and will be working toward making a C++ native rendering engine using the stuff he's been working on, that in the short (ish) term will hopefully provide a tasty FPS boost, and in the long term will pave the way to the new 3D engine, as well as continuing his amazing tool support, and hopefully generally contributing to the usual bug fixery and additions to the game if it tickles his fancy.
Congrats EasyPickins! Or should we say, congrats Indie Stone! Our bad luck with events and set backs with the game are more than compensated for our ridiculously good luck when it comes to talented people falling onto our lap, from Zach, Paul, Romain, Kirrus, nasKo and now Tim, and that's before mentioning all the modders and moderators and everyone else who make us what we are. Love you all!
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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 got a reaction from Fj45 in Project Zomboid Map Project
No, from what I can tell, the trailer park in Muldraugh has seen some changes, but the rest looks like lots of interior and walk-through-walls errors.
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blindcoder got a reaction from Fj45 in Project Zomboid Map Project
UPDATE
I just updated the map with new images from Build 19. If you spot any errors / inconsistencies, please report them here!
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blindcoder got a reaction from d00de in Project Zomboid Map Project
I'm back from my vacation and currently stitching another 2000 screenshots to improve the quality of the Muldraugh city area.
I'll also try to create a smaller version of the map for offline use, but don't expect that this week.
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blindcoder reacted to Fj45 in Project Zomboid Map Project
Just like to thank you for making such a great utility, games need more people like you.
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blindcoder got a reaction from LeoIvanov in Project Zomboid Map Project
UPDATE
The trainyard has been updated to .17 (0014): http://pzmap.crash-override.net/#0.574498143275403,0.23865685397760428,8.916100448255998