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RedAegis

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  1. Thank you EasyPickins. You are a legend man.
  2. Could you elaborate? I'm completely lost XD Find a map already made with the custom ones integrated. Are they around the forums? I may have missed it, but I've been lurking quite a lot and haven't come across it. If you don't mind, any assistance (links to the said thread) or files of it would be much appreciated. Unfortunately I can't give you links. But the best direction I can send you in is to a YouTuber named ManBearPigGaming who does lots of PZs lps with custom map integration and he usually responds to comments. Sorry but I can't help you farther than that. He is on the forms as ManBearPig87. My mistake. Any possible way you can get me more information? He's the same guy I contacted on Youtube and I've already commented on his video asking for help. Waiting on his response, but really... There must be some form of documentation on this. If not, someone else must know how to do this. I simply want to try a integrated map with Vanilla + Bedford + Dreadwood + TWD Prison (More is better, but those will suffice) Download the maps In each zip you downloaded you will see a folder with xx_xx.lotheader files, lot's of them. You will also see a folder that is labeled to the name of the map. Navigate to: C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid\media\maps You will see a few folders in here: challengemaps Muldraugh, KY West Point, KY You want to take ALL of the .lotheader/.lot files from all the mods and put them in "Muldraugh, KY" folder. This is overwriting the squares where they overlay on the pz map. Then you want to take the folders labeled "New Denver, BC" "Bedford Falls, KY" etc and put them in the folder holding the folders called Muldraugh and West Point so it will look like this now in the \maps folder: Bedford Falls, KY challengemaps Muldraugh, KY New Denver, KY West Point, KY So now you have all these areas installed, you can load up the game and see how it goes. All spawnpoint, zoning, and map description/info is in it's respective folders. Only the Muldraugh folder can hold the .lotheader/.lot files.
  3. Step 1. Open Steam Step 2. Right click Project Zomboid in your library Step 3. Go to Betas tab and type into the code box: hailkingspiffo Step 4. Get the ok text below box, then use drop down menu above the code box to select the one that says "31.12" in it Step 5. Re-open Steam to make sure the game updates to this version. Step 6. Open game and join server.
  4. Damnit, Red! :s Haha Thanks Zeek... It's true, I changed an option and it put a secret character into the option. Not sure how to report it effectively but have learned my lesson Sorry for freezing you guys up!
  5. It is normal. Only thing a wipe doesn't touch is your character. Everything else gets completely reset.
  6. Pfft. His group is weak. They barely wander from Mul and have no power in west point. And still you offer a trial to people who want to join your group, like it's some privilege? Heh. You want respect, Tobias? Bring your Arse to west point. A petty admin may have banned Suede because someone called me a n***er and I got upset and angry, but I'll always be there to fight you, Tobias. Just with a different name. Suede the forums is not the place to discuss this. If you have a problem or issue please join our teamspeak and talk to the admins directly.
  7. Or those cap with the to cans and straw... Yea, the ability to mod a hat with a cup holster and a straw so you can automatically drink whatever you put in it Like the beer hats. That would be pretty kentucky-ish too wouldnt it? I like this! Would you guys care if it was a mod? Might be possible to do with a bit of tweaking. I am a fan of not having to carry water bottles because they are sorta heavy. Would love to just wear a hat, carry 6 sodas, and be able to right click the hat in inventory and use something like "Put Can In...." UI command to put the soda pops in. Still think it should be drank automatically when it is used in this fashion.
  8. Jab had mentioned updating his scripts (the ones that remove all corpses and extinguish fires) Although he said he wanted to wait for a stable update since we are updating at such an extreme rate. I will see if he might incorporate your suggestion as well. I agree that it is needed and will be sure to ask him.
  9. You are correct, but other things can apply spiking to the server, like scrolling through the server console or attempting multiple commands as an admin (our tools do this) but not enough lag to really worry. I think most of our spiking as of the last few days is due to the server not behaving normally because of these invisible players. I went ahead and upped some more info to the bug report Kirrus. (Not much more info then previously said, but better than nothing) http://theindiestone.com/forums/index.php/tracker/issue-1520-multiplayer-invisible-players/?gopid=4464#entry4464
  10. We will let you know when we report the issue, we do not think it is a hack due to the fact that admins and donators are also being turned "invisible" Keep in mind, when things are "invisible" it's very hard to report it. We are keeping track of everything that is going on including who's been shot and from where and we are noticing patterns between what is happening. But we honestly don't think it's something is going to be quickly evaluated since it's happening unpredictably and impossible to recreate at this point in time. I have been coming on very often to teleport around to players and kick them when they are invisible, but the issue is that person might be visible to some people but not me or you. So, again, the bug is very hard to pin and track or even properly report. If you have any info on this please let us know as we would love to file a proper report to get it fixed asap.
  11. I did post on it as well. Again I am sorry if it seems hostile - it's more a reference post for others to read and understand as well. If you feel I have attacked you in the post then please let me know. I do not wish to offend you
  12. I think it will work, I will have to test it today - it seems like the pushing animation does either 0% or a float that end up rounding down to < 1% of damage. Not sure how much durability a window has, but Zeds can sit there and bang their heads on it awhile before it breaks so I would say enough for you to knock on it the same way I mentioned above.
  13. Just tested this. Spawned zombies inside the gun store, went outside and used *no weapon* melee attack on the door, once was enough to get 4/5 zombies onto the door banging on it. I also tested how many time you can hit the door before it breaks when you have no weapon. It's larger than 155 times. So knock away It should work, but the sound is the effect of a melee attack, so expect others to think you are attacking them if you play multiplayer.
  14. What seems to be happening is your WorldEd is not loading the thumbnails properly. or WorldEd is not finding your TMX files after the "Finished" window pops up after you click "Ok" on the Bmp to Tmx option. My suggestion is to make sure you have a folder just for your tmx files. ---- For my maps its setup like this: /PzMods/maps/mymap/map.png /PzMods/maps/mymap/map_veg.png /PzMods/maps/mymap/map_zambies.png /PzMods/maps/mymap/tmx/*.tmx files /PzMods/maps/mymap/lot/*.lot files in each of the folders you should see a ".pzeditor" folder. Open this folder wherever you generated the TMX files to and it should show something like: mapname_0_1.png mapname_0_1.dat (These are your thumbnail data, also what WorldEd uses to overlay your "worldMap" and uses the TMX files to populate the cells you look into, which is all that grey you see now) If all that fails, Open your mapname.pzw, which is generated by worldEd when you save. Find this line: <cell x="0" y="0" map="folder/mapname_0_0.tmx"/>make sure the folder is the "tmx" folder I mentioned, and that folder has the .pzeditor folder within it. In the code you might just see "map=mapname_0_0.tmx" this means you don't have a folder below the pzw file. Which you may have to do to keep it all organized and bug free. Again just look at how I structure my mod folder and you should be golden. Let me know how this all suits you.
  15. Veteran + Fast Learner = 20 min to get Lvl 10 aiming
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