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blindcoder

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  1. Like
    blindcoder reacted to Batsphinx in Project Zomboid Map Project   
  2. Like
    blindcoder got a reaction from RoboMat in Project Zomboid Map Project   
    UPDATE
     
    Another big update. The new tiles now almost reach the TIS construction site.
  3. Like
    blindcoder reacted to Cl0nec0mmand0 in Project Zomboid Map Project   
    fantastic job dude you get my thumbs up
    ........................,,-~*~,,
    ......................./:.:.:.:.:.|
    ......................|;.;.;.;.;./
    ......................|.;.;.;.;.|
    ............._,,,,,_.).;.;.;.;.|
    .........,,-":.:.:.:."~-,;.;.;.|
    ........(_,,,,---,,_:.:.);.;.;..",,
    ......,-":.:.:.:.:.""-,,/;.;.;.;.;.",
    .....(:.__,,,,,,,,,___);.;.;.;.;.;|
    ...../"":.:.:.:.:.:.:¯""\;.;.;.;.;.,"
    ....\",__,,,,,,,,,,,__/;;;;;;;;;/\
    .....\.::.:.:.:.:.:.:.;.);;;;;;;;;/:\
    .......\,,,,,---~~~~;;;;;;;;,"::::\
    .........."""~~--,,,,,,,,,,-"::::::::::\
    ...................\::::::::::::::::::::::\
    you do not know how long this took me like literally an hour and a half
  4. Like
    blindcoder got a reaction from Aricane in Project Zomboid Map Project   
    Another update from the top left. We're getting close to the farm now
  5. Like
    blindcoder reacted to harakka in Project Zomboid Map Project   
    The file doesn't exist on Windows. There's a bunch of lines with the word screenshot and coordinates, you'd need to copypaste them from there to a new file.
  6. Like
    blindcoder reacted to Massivekills in Project Zomboid Map Project   
    the trainyard is changed a bit, I was there yesterday and it didnt look like the map anymore, forgot to make screenies
  7. Like
    blindcoder reacted to drNovikov in Living in a land of rotten food: food preservation and refurbishing   
    Hi, guys.
     
    I've found a way to survive in a land of rotten food. Even if refrigerators don't work anymore or your crops were left unattended for too long, you are not completely screwed! Of course, this needs some additional tests.
     
    1. Making your own tinned soup 
     
    You can preserve food by cooking pots of soup! Put all the ingredients, even rotten, into a cooking pot filled with water, then cook it. Temperature will sterilize it's contents. According to game files, pots of soup don't have a "DaysTotallyRotten" parameter. If I am right, that means you can cook and make your own tinned soup! Collect cooking pots!
     
    But beware! As soon as you open it and make 4 bowls of soup (adds a bonus to it's nutritional value and allows to eat 4 smaller portions instead of a whole pot), it will become susceptible to rotting again. Bowls of soup have a "DaysTotallyRotten" parameter.
     
    Hint: if your chicken, salmon of steak became burnt, don't eat it and don't throw it away! You can use it as a soup ingredient. Just cut the bad pieces out and leave some good meat =) Adding more ingredients (meat, peas, butter, flour, sugar, eggs) increase nutritional value even more!
     
    +  +  +  =  (salvation!)
     
    Farmers! Grow broccoli and carrot! Each can decrease hunger by 15 points, but if you combine them, make a pot of simple soup, cook it and pour into bowls, each bowl can decrease hunger by 45 points, providing additional bonus against boredom and unhappiness. If you make 4 bowls, each bowl will make you 14 points less hungry. Also, you can cook this soup in a campfire, increasing it's value even more. Growing your own cookable crops provides great sustainability!
     
     +  +  + =  (non-perishable)
     
     + 4x  = 4x  (more yummy, but perishable)

    Very soon I will make an little mod allowing to use potatoes and tomatoes in a soup as a third ingredient, so survivors will have a reason to grow more crops and be able to make better soups.
     
    2. Refurbishing other food 
     
    So you've got a watermelon, but it's rotten? Don't eat the rotten parts! It still got some fresh parts inside! Smash it or slice it, and you will get some fresh watermelon slices (I prefer slices) or chunks. They, in turn, will rot after some time, but right after slicing it's still edible.
     
    I still have to double-check this, but it seems like rotten chicken, salmon and steak can be cooked. Temperature seems to kill bacteria =)
     
    3. Bugs 
     
    While making tinned soup and cutting the fresh pieces of food is legit, there are other ways to get some fresh food from garbage.
     
    A cheese sandwich (not grilled) does not have a "DaysTotallyRotten" parameter. I believe (haven't checked yet) it is possible to craft a fresh cheese sandwich from rotten cheese and rotten bread.
  8. Like
    blindcoder got a reaction from harakka in Gone Home Indie Game Review: Is it worth the price?   
    Honestly, these days I'm not buying most games on a whim, but instead put them on the steam wishlist and wait for the "a game on your wishlist is discounted" mail.
  9. Like
    blindcoder reacted to lemmy101 in How I run PZ through Steam on Ubuntu 12.04 64Bit   
    Yeah I'll get to it. Just was a very very very painful complete day to install 32bit Ubuntu on a Virtual Box, install a dev environment, figure out how to set up the project, compile it up, then finally I get it working and find out I have to repeat the entire process using 64bit linux :Pi
     
    sorry but at the moment the Steam version for all three platforms is very wobbly, and my attention needs to be on getting the game stable. As soon as it is, I'll look into doing this
  10. Like
    blindcoder got a reaction from nasKo in How I run PZ through Steam on Ubuntu 12.04 64Bit   
    Hello fellow survivors. This is how I got PZ to start through Steam on Ubuntu 12.04 64Bit.
     
    First, install the 32Bit Java:
    sudo apt-get install openjdk-7-jre:i386Then set it as your default java:
    sudo update-alternatives --config javaIn the upcoming menu, select /usr/lib/jvm/java-7-openjdk-i386/jre/bin/java
     
    I then copied all the files containing "lwjgl" from the game Towns to ~/.local/share/Steam/SteamApps/common/ProjectZomboid/projectzomboid:
    cd ~/.local/share/Steam/SteamAppscp common/towns/lib/native/*liblwjgl*so common/ProjectZomboid/projectzomboid/I have attached the relevant .so files in bz2 compressed format. Rename as needed, uncompress and put into PZs directory.
     
    This way, PZ is now launching for me via Steam.
    liblwjgl.so.bz2.txt
    liblwjgl64.so.bz2.txt
  11. Like
    blindcoder got a reaction from Aricane in How I run PZ through Steam on Ubuntu 12.04 64Bit   
    Hello fellow survivors. This is how I got PZ to start through Steam on Ubuntu 12.04 64Bit.
     
    First, install the 32Bit Java:
    sudo apt-get install openjdk-7-jre:i386Then set it as your default java:
    sudo update-alternatives --config javaIn the upcoming menu, select /usr/lib/jvm/java-7-openjdk-i386/jre/bin/java
     
    I then copied all the files containing "lwjgl" from the game Towns to ~/.local/share/Steam/SteamApps/common/ProjectZomboid/projectzomboid:
    cd ~/.local/share/Steam/SteamAppscp common/towns/lib/native/*liblwjgl*so common/ProjectZomboid/projectzomboid/I have attached the relevant .so files in bz2 compressed format. Rename as needed, uncompress and put into PZs directory.
     
    This way, PZ is now launching for me via Steam.
    liblwjgl.so.bz2.txt
    liblwjgl64.so.bz2.txt
  12. Like
    blindcoder got a reaction from harakka in How I run PZ through Steam on Ubuntu 12.04 64Bit   
    Hello fellow survivors. This is how I got PZ to start through Steam on Ubuntu 12.04 64Bit.
     
    First, install the 32Bit Java:
    sudo apt-get install openjdk-7-jre:i386Then set it as your default java:
    sudo update-alternatives --config javaIn the upcoming menu, select /usr/lib/jvm/java-7-openjdk-i386/jre/bin/java
     
    I then copied all the files containing "lwjgl" from the game Towns to ~/.local/share/Steam/SteamApps/common/ProjectZomboid/projectzomboid:
    cd ~/.local/share/Steam/SteamAppscp common/towns/lib/native/*liblwjgl*so common/ProjectZomboid/projectzomboid/I have attached the relevant .so files in bz2 compressed format. Rename as needed, uncompress and put into PZs directory.
     
    This way, PZ is now launching for me via Steam.
    liblwjgl.so.bz2.txt
    liblwjgl64.so.bz2.txt
  13. Like
    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!
  14. Like
    blindcoder got a reaction from ExcentriCreation in Disable Fog-of-War   
    Actually, I have a godmode in my Mapping scripts, so there.
     
    OTOH, no, I'm not talking about making all zeds / items visible. Just the terrain.
  15. Like
    blindcoder got a reaction from Gingerdick in Disable Fog-of-War   
    Just a short question, since it's something I do with every new release:
    Would it be prudent to ask for a toggle to disable fog-of-war in sandbox?
     
    Also, while we're at it, a LUA binding for making a screenshot would rock
  16. Like
    blindcoder reacted to lemmy101 in [ANNOUNCE] Turn Based Zomboid Mod   
    So since I was a kid, I've always wanted to make a turn-based tactical game with Fallout / XCom / Laser Squad mechanics. My best bud growing up (since I was 5) and myself spent many many an night splitting XCom teams in half to make an improvised multiplayer version and even with the awesome new XCOM we still have an itch to scratch. He'll likely be co-designing this with me.
     
    In fact, prior to zomboid, I actually did want to make one, even started dabbling, but it appealed less to Binky, and that led to our decision to do Zomboid since it needed to be something we were both passionate about. (ironically since the new XCOM his interests in the genre have risen, so who knows for the future!)
     
    Well, now the proper modding system is in, I figured I'd make one as a mod! 
     
    Things to bear in mind:
     
    1) The MetaCombatSystem I'm writing demands a lot of the functionality that could be leveraged for a turn-based stuff. A lot of the work is required anyway and directly benefits NPCs and the meta-game.
     
    2) This is a strictly out of hours thing, no one get mad.
     
    3) There will be no version of this until NPCs are out, as a lot of the code it depends on can't be put into the main dev branch until NPCs go in.
     
    So what's the plan?
     
    Zomboid plays as usual, until the moment you get aggro (or combat with NPCs start), at which point it'll go into a combat mode (using just slightly tweaked (literally two lines of code) the system I'm currently working on for the combat in the vanilla game)
     
    At that point you'll be moving your dudes one by one, you and any npcs in your party, proper Fallout style.
     
    Other planned features = 
     
    * Aim for body locations
    * Cover system (ahem in vanilla, not sure why adding this as a feature)
    * Multiplayer hotseat mode (with replays for next player) - to turn into over net once we have internet mp. Truth be told it may even beat vanilla to being online since it's about 100000000000 times simpler with turn based games.
    * All the things I want in a turn based squad tactics game but have never got.
    * Deep mechanics. Basically want this to be really deep and geeky.
  17. Like
    blindcoder reacted to Aricane in Lua Debugger   
    To fix it on Linux, open projectzomboid.sh and put in
    -Ddebug \like this
    #!/bin/bash## projectzomboid.sh################################################################################SCRIPT="`basename $0`"GAMEDIR="${HOME}/.project_zomboid_2.9.9.17"LOGFILE="${GAMEDIR}/${SCRIPT}.log"INSTDIR="`dirname $0`" ; cd "${INSTDIR}" ; INSTDIR="`pwd`"[[ ! -d "${GAMEDIR}" ]] && mkdir -m 0755 "${GAMEDIR}"JARPATH=".:lwjgl.jar:lwjgl_util.jar:jinput.jar"# XMODIFIERS is cleared here to prevent SCIM screwing up keyboard inputXMODIFIERS= java \ -Djava.library.path="${INSTDIR}" \ -Dorg.lwjgl.util.NoChecks=true \ -Dorg.lwjgl.librarypath="${INSTDIR}" \ -Ddebug \ -Xms768m \ -Xmx768m \ -XX:-UseSplitVerifier \ -cp "${JARPATH}" \ zombie.core.LaunchDialog \ "$@" \ >"${LOGFILE}"exit 0## EOF################################################################################
  18. Like
    blindcoder reacted to Gingerdick in Project Zomboid Map Project   
    Amazing idea to do such a detailed map with zoom/unzoom function.From your map i am already learned bunch of useful places.Good work. Btw offline map will be just great.
  19. Like
    blindcoder reacted to k12314 in Project Zomboid Map Project   
    I added the Kate and Baldspot house, chapel, and storage lots to the list of POIs.
     
    YAY I'M HELPING.
  20. Like
    blindcoder reacted to TinnedEpic in My Proud Moment   
    I just had probably one of the most epic moments playing Project Zomboid... and now I'm sharing it with you guys .
     
    So my most recent game I said "I'm gonna live in the heart of the city, where all the zombies are". Most people live on the outskirts of the city, or on the farms away from heavy zombie populations I wanted to see if it was possible to not only survive but even thrive.
     
    Everything is going great, I fortified the Sunstar Hotel to be my castle and I had an abundance of food, weapons, water (electricity and water has stopped in my game) & building tools. I experience from time to time minor zombie invasions but nothing I couldn't handle. But just now I experienced my first full all out zombie invasion; Hundreds of zombies.
     
    And I survived...
     
    I could have fled, but after I had spent so mush time and effort into building my fort I wasn't about to let zombies get the better of me and force me out of my home just like they had so many times before. I stood my ground. In total I expended just over 200 shotgun shells and think killed just under 1000 zombies (not sure how many zombies I had killed before this happened). Naturally using the shotgun draw more zombies from around the area thus increasing the number of zombies attacking.
     
    This was one of those moments, Instead of fleeing I fought and I prevailed. It's moments like this that make project zomboid a rewarding game. Unfortunately I was bitten in the process. So now I'm hoping that I become the lucky 0.1% chance of No infection. So far 1 night has passed with no sickness moodle.
     
    So I ask, has anyone here had a moment where they feel proud they were able to overcome an extreme challenge in PZ?
  21. Like
    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!
  22. Like
    blindcoder got a reaction from RegularX in Project Zomboid Map Project   
    UPDATE
     
    I've remapped part of Muldraugh and mapped some of the surrounding wood up to McCoy, vastly improving image quality:
    Updated area: http://pzmap.crash-override.net/#0.5333758133807337,0.4015709320385438,2.2079060110883706
    You can see the improvement of image quality very nicely around McCoy: http://pzmap.crash-override.net/#0.4445744735876103,0.36646910062112925,23.62309413020655
  23. Like
    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.
  24. Like
    blindcoder got a reaction from loserking 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!
  25. Like
    blindcoder got a reaction from SpaceJunk 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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