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Thuztor

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  1. Spiffo
    Thuztor got a reaction from Atoxwarrior in Gutrot - Vacation Islands (pre-Alpha 1)   
    I've decided, that everybody, who wants to test the map can do it now.
    I would be pleased, if you could give a feedback (if it doesn't works; Oddities in buildings, which I've overlook and so on)
     
    NOTICE: There are a lot of features, which doesn't work in this map with my own textures, for now.
    for example:
    - dig / farm / everything what is related to the grass-textures
    - a right item distribution of the rooms
    - Change of season / correct weather
    - A proper tropical vegetation / no erosion / no vegetation growth
    - taking / placing of my objects
     
    But I hope, you have a bit fun testing my map.
     
    Download here: https://www.dropbox.com/s/m5x3a2u5mk6kqbn/Gutrot_Island_PRE_TEST1.zip?dl=0
     
    Put the folder in your /Users/YOU/Zomboid/mods
    Activate the mod in the main menu!
     



     
  2. Like
    Thuztor got a reaction from Brotherfoot in Gutrot - Vacation Islands (pre-Alpha 1)   
    I've decided, that everybody, who wants to test the map can do it now.
    I would be pleased, if you could give a feedback (if it doesn't works; Oddities in buildings, which I've overlook and so on)
     
    NOTICE: There are a lot of features, which doesn't work in this map with my own textures, for now.
    for example:
    - dig / farm / everything what is related to the grass-textures
    - a right item distribution of the rooms
    - Change of season / correct weather
    - A proper tropical vegetation / no erosion / no vegetation growth
    - taking / placing of my objects
     
    But I hope, you have a bit fun testing my map.
     
    Download here: https://www.dropbox.com/s/m5x3a2u5mk6kqbn/Gutrot_Island_PRE_TEST1.zip?dl=0
     
    Put the folder in your /Users/YOU/Zomboid/mods
    Activate the mod in the main menu!
     



     
  3. Like
    Thuztor got a reaction from Brotherfoot in Gutrot - Vacation Islands (pre-Alpha 1)   
    The newest large tree (rubber tree):

  4. Like
    Thuztor got a reaction from LeftieLori in Need some help with some soup :D   
    You need for every item you convert in something else, even if it's an open can, a recipe for it.
  5. Like
    Thuztor got a reaction from ZombiesLoveBrainiacs in Spray Paint Mod v2.41a   
    Changelog to 2.41a
    - 3D WorldModels of Spraycans and Chalk
    - A lot of new symbols to spray (alphabet, numbers, special characters, special symbols)
    - Every symbol is now drawn in 2x tile size
    - Replacing of the menu button
    - Resizing of symbol menu buttons
    KNOWN ISSUES:
    - Existing colours of e.g. blue will change after spraying the same symbol in e.g. red (after loading save game the colour is back to wanted colour)
    - Because of redesigning the menu I had to remove the ability to draw with chalk (it will back in the next version)
     

     
  6. Like
    Thuztor got a reaction from ManoGihl in Mapping Guide - v.0.2   
    Welcome to Thuztors Mapping Guide Version 0.2.

    With this document I'm trying to teach you in using the Mapping Tools.

    New in this version:
     
    - new BuildingEd tutorial
    - Your building on the original map
    - some other useful stuff.

    or better you look yourself what the guide has been to offer.

    I hope it helps you out to understand the tools.

    Here is the .pdf file: https://www.dropbox.com/s/adkkhrgxots0gn1/Mapping Guide_v0.2.pdf?dl=0



    And sorry, if the english gramma is not as good as it should.
    My native language isn't english.

    You can find a list of planned expansions of the guide in the guide itself.
     
    And here is content you maybe interested in:
     
    The Last Stand Map for playing: https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/MGuideLastStand.zip
    Install: Copy the media folder in your ProjectZomboid game folder.
    Overwrite - yes (the savefiles are in the folder with the name savefiles)
     
    Four Buildings so far (use for free in your map): https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/MGuide_buildings.zip
     
    The Last Stand Map (it maybe has problems to load the textures correct [it's now a bit weird with the tileset path of maps and the programs]): https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/LastStandMapMGuide.zip
  7. Like
    Thuztor got a reaction from Ciber Ninja in Texture Problems with my Vacation Island map mod   
    1. Is not a problem anymore. Except the blends, which doesn't work correctly.
    If you have similar problems with a grid between your own created tiles, give attetion to the transparent pixel around the tile in the 128x256 field, which needs the same RBG colors as its non-transparent tile/object.
     
    2. After I redesigned the corresponding tilesheet, the error is gone, I believe. I don't know why.
     
    3. There is no tile-definition for setting a tile to "grass / dirt" or so... so maybe it's possible with lua.
  8. Like
    Thuztor reacted to nasKo in Build 41 - Released!   
    It felt like the day would never come, but we’re really happy and proud to announce that Build 41 has been released to stable!
     
    If you’ve been out of the loop on the beta, a good place to start would be our new trailer to celebrate the release and show those new to Zomboid what’s in store for them:
     
     
    This build marks a huge step for us, the graphics, gameplay, audio and netcode being significantly remastered and radically improved, Build 41 feels more a sequel than a patch update. As well as a huge map update, new mechanics and systems, its by far our biggest update yet.
     
    Under normal circumstances, we may have done a little more polish and fixing before releasing to stable, but the truth is next to no one are playing Build 40 now, apart from those that didn’t know of the beta branch. It’s presence if anything has been damaging to Project Zomboid’s first impressions and we were only waiting for multiplayer to drop in a somewhat stable fashion to allow us to move on, as we feel strongly that Build 41 even with the remaining bugs and issues that need weeding out, casts a far superior first impression for new players.
     
    Build 40 will forever live on in a branch, access the beta branch “legacy40 – Classic Zomboid” at any point to continue playing, or if your specs aren’t capable of running build 41 comfortably.
     
    So what’s new in this build?
     
    Massive animation and character overhaul, more immersive animations and smoother gameplay and combat, highly customizable character that shows clothing and equipment in the world. Visibly ripped and damaged clothing. Visible Backpacks and Bags. In-game map system to allow the player to chart their exploration and find their way around the huge map. New animations and new movement systems. Sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more. New multiplayer built from the ground up for smooth, immersive and low latency player and zombie movement. New combat, new weapons, new difficulty balance. New tutorial teaching you the very basics of the new movement and combat. New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies. New city to explore, the gargantuan Louisville, as well as many improvements across the entire map, including new buildings, decoration, and curved roads for easier driving. New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc. Blood and dirt system that progressively bloodies bodies and clothing of survivors and zombies New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches. Improved gunplay: green/red target outline while aiming, increased gun loot spawn. Randomized environmental storytelling elements. Death Scenes, zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc, vehicle crashes and blockades. Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc. Clothing protection: different clothing provides different levels of protection from zombie attacks. New Sims-style cutaway vision system. Vehicle handling improvements, resizing and appearance tweaks. Updated, remastered and expanded Kentucky-themed soundtrack. Complete soundscape overhaul – All new sounds, building a more immersive and compelling sonic landscape. Items now have placeable 3D models in the world, for all your decorative needs. New Gameplay Styles
    Apocalypse: Stealth focus. Short lifespan. Combat best avoided and picked selectively.
    Survivor: Powerful combat. Longer Lifespan. A challenging playstyle based on PZ’s previous Survival mode of Build 40.
    Builder: Construction, Exploration, and Farming focus. A more relaxed experience. New Challenges
    Kingsmouth – A separate challenge map, Kingsmouth puts you on a paradise island vacation resort.
    Studio – Try to survive as the Knox Infection hits the dream factory. Some of these zombies are not like the others. Entirely new foraging system. New inventory slots – belts and holsters now give quick equip slots. Weapons can be attached to the character’s back. New thermal / body temperature system. New Tailoring system for clothing repairs. New Fitness / Exercise system. New emote system – Hold Q to bring up the Radial Menu for Emotes. New water visuals – including visible flow direction. New puddle system during heavy rain. New fog visuals. New levelling system. New VHS, and CDs system. Broken glass and related injuries. 3D Store Mannequins – can be dressed however you like Working washing machines and driers Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages. New radial menu for reloading firearms. New game cursor New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble. Isometric aiming cursor that shows where you’re aiming in iso space to aid in combat. A gigantic list of fixes and QoL improvements.  
     
    Thank you
    A huge thanks everyone for the wonderful experience we’ve had since releasing multiplayer, seeing such a wave of positivity has been wild and made this long journey for this build more than worth it! Seeing the player numbers dwarf our previous record has been crazy:
     

     
    We’re over the moon over the success the multiplayer has seen and we vow to continue and expand on that.
     
    We’re so proud of everyone on our team, we know we wouldn’t be here today if we didn’t have such dedicated devs working on all these features, often under intense external pressure, and the support team for helping us keep the sometimes chaotic wheels spinning. Every one of them is wonderful and deserving of all our thanks.
     
    Finally, a huge specific thank you to General Arcade, in particular Yuri and Andrei who have put such amazing work into bringing a quality to Zomboid’s multiplayer we simply would never have (and indeed, hadn’t) achieved without them. They’ve put huge amounts of work into this, and we’re thankful to them for helping Zomboid multiplayer come to the vision we had for it.
     
    That’s all for this update. See you all after the new year where we’ll talk about what comes next!
  9. Like
    Thuztor got a reaction from Хибити\Hibiti [BLR] in Gutrot - Vacation Islands (pre-Alpha 1)   
    The newest large tree (rubber tree):

  10. Like
    Thuztor got a reaction from RingoD123 in Gutrot - Vacation Islands (pre-Alpha 1)   
    The newest large tree (rubber tree):

  11. Pie
    Thuztor got a reaction from Delirio in Gutrot - Vacation Islands (pre-Alpha 1)   
    I've decided, that everybody, who wants to test the map can do it now.
    I would be pleased, if you could give a feedback (if it doesn't works; Oddities in buildings, which I've overlook and so on)
     
    NOTICE: There are a lot of features, which doesn't work in this map with my own textures, for now.
    for example:
    - dig / farm / everything what is related to the grass-textures
    - a right item distribution of the rooms
    - Change of season / correct weather
    - A proper tropical vegetation / no erosion / no vegetation growth
    - taking / placing of my objects
     
    But I hope, you have a bit fun testing my map.
     
    Download here: https://www.dropbox.com/s/m5x3a2u5mk6kqbn/Gutrot_Island_PRE_TEST1.zip?dl=0
     
    Put the folder in your /Users/YOU/Zomboid/mods
    Activate the mod in the main menu!
     



     
  12. pillow
    Thuztor got a reaction from Akahoshi in Waffles vs Pancakes   
    unbeatable:
    Fresh self-made waffles with hot cherry sauce and whipped cream.
  13. Spiffo
    Thuztor got a reaction from EUDOXIO in Gutrot - Vacation Islands (pre-Alpha 1)   
    Tropical Breakfast with the new 3D coconut items.
    And some guests, who have made themselves comfortable on the floor.

  14. Like
    Thuztor got a reaction from MrTrololo in baseball bat crafting   
    For a proper baseball bat you also need a lathe, otherwise it will take forever to carve it as it should.
  15. Like
    Thuztor got a reaction from Хибити\Hibiti [BLR] in Gutrot - Vacation Islands (pre-Alpha 1)   
    Tropical Breakfast with the new 3D coconut items.
    And some guests, who have made themselves comfortable on the floor.

  16. Spiffo
    Thuztor reacted to zakarum in [MOD] Are We There Yet? - A "navigation" mod   
    You woke up. Zombies are outside. The apocalypse is here. Wait - where is "here", exactly?

    The purpose of this mod is to help with navigation. Currently in the vanilla game there are a few road signs near a few localities but they are easy to miss - and you get no help if that happens. If you forget your spawn city, or if you spawn in a trailer park, chances are you have no idea where you are. Veteran players will have an easier time but I still find myself getting lost. Without a "whole game world map" map mod, the best way to navigate is to use the Project Zomboid Map Project - very useful, but can spoil natural discovery, and is currently a bit outdated. Using a minimap or GPS mod can also be "vanilla unfriendly" so I made this mod.


     
    Currently, not a lot!  Quite a bit, actually. What this mod adds is a small, "current location" indicator in the screen. It appears and disappears when pressing the 'F8' key and it shows where you are, if it's one of the currently supported locations. And now it has pretty and immersive graphics! The current version, however, only natively supports 1920x1080 - anything else and you will see just a road sign with no text. This is a known issue, trying to figure out how to fix it. Meanwhile you can read the FAQ to learn how to try and fix the resolution problem to your specific resolution.


    This is what the mod looks like in-game as of version 0.2. I'm assuming you passed through a few road signs on your way here and still remember where you are, right?
     
    The mod supports all vanilla locations (except stuff that's meant to be hidden and farmlands), as well as all paved roads. Sand and gravel roads are not supported (intended). All roads have names - meaning you can know where you are better. Crossroads usually have signs like the picture above, indicating the rough direction of points of interest. If you don't know what direction you are facing in-game, I recommend using a Compass Mod. 
     

    The above map is a EZ Country Map with crudely painted roads to show the roads layout. You can click it to make it bigger.
     
    There's also some supported mods - meaning they add new locations in the map and they will be named in the game. The currently supported mods are:
    Fort Redstone Fort Knox (huge work - 99% of the streets have names. Localities also have names, so you know if you are in a theater or barracks) West Point Expansion (Name in the game is West Point - Salt Ridge) Snake's Mods South Muldraugh Factory - known in-game for lore reasons as Brandenburg Control Point - Factory Riverside Gunstore - known in-game for lore reasons as South Riverside Military Complex All 3 locations of "Pimp My Ride" (aka Taller Mecanico) - they are known in game as Snake's Auto Garage  

     
    The "current location" indicator will show "outskirts" for any non-defined areas. If you are deep in the forest or that farm upstate, or if you are in a city from a (unsupported) map mod, you will have no clue where you are.
     

     
    Using a heavily modified (read: my code is spaghetti) Coordinate Viewer and Horizon Clock lua code (all credit to RoboMat & Turbotutone (& Mist) & Thuztor) I define areas based on X and Y coordinates. Once you step inside one of pre-defined area "squares" (sometimes rectangles) your location is updated and shown. If you step out, you are back in the "outskirts". Areas are usually a bit bigger than their built area and usually encompass a bit of the highway/local road, so the player has a better idea when to turn and enter the city or what place they are approaching.
     

     
    The mod is currently somewhat visual - there's a sign in the bottom left of your screen. I would like to improve that, adding different graphics that change depending on the type of road you are (such as highway, road, street). Before this, however, I need to figure out to make everything re-sizable and not use different "functions" to draw text and image.

    Something else that would be nice is figuring out how to use the game "zones" in this mod - so if you are deep in the forest, it would tell you. If you are in the rural lands, it would tell you. It could also mean making things more "dynamic" so we could have "Riverside (Industrial)" as a region and add dynamic, generic support for map mods.


    No one really asked me anything, just trying to anticipate questions here.
     
    Q: Any known conflicts?  A: Not that I know of. It might conflict with any mod that uses Coordinate Viewer/Horizon Clock code but I'm not sure. Tried my best to differentiate so they wouldn't clash, but I'm shit at Lua. Needs testing.  
    Q: How did you decide on the names for the roads/streets? A: I use the names of real roads and streets in the region, as well as highways. As the map isn't a perfect reproduction of the current Knox county, sometimes roads don't exactly match their IRL counterparts.  
    Q: Help, I can see the sign but not any text! A: There's 2 known reasons for this - either you are playing in a resolution different than 1920x1080 or you pressed F8, disabled the sign and reactivated again. If the problem is the latter, in that case, pressing F8 a few more times will solve it - eventually text and image will be back. If the problem is the former (non 1080p resolutions)  then the only solution is going to the AWTY.lua file and changing the values in SCREEN_X and SCREEN_Y until the text appears in the game. Sorry, it's a bother, but I don't know how to fix it and I'm still working on a solution.  
    Q: Does this mod support MP/Split-screen Co-op? A: Likely no. I don't know how to add support to either. Sorry.   
    Q: Are you adding this to the Steam Workshop? A: Not in a million years. I own the game on GoG, not on Steam. I don't have access there and I'm forced to pirate mods from Steam.  
    Q: Can I use this in my mod? A: Yes! Feel free to. Just remember to credit RoboMat & Turbotutone & Thuztor too, since I'm mostly basing my code on theirs. And me.  
    Q: Can I add this mid-game? A: Yep, should be safe to add and/or remove mid game.  
    Q: How to disable the "current location" indicator? A: Press F8 on your keyboard. Pressing F8 again will show the current location again. Note this is a bit buggy in the current (0.2) version for reasons so you might need to press it some 3 times for everything to reappear.   
    Q: How to install this mod? A: Unpack the AWTY folder in your [your OS drive letter]:\Users\[yourusernamehere]\Zomboid\mods   
    Thank you for coming to my TED Talk. If you know Lua and can help me improve my code, feel free to post it here. Hope this helps somebody!

    Non-forums Download:
    https://www.dropbox.com/s/i7vb02rveo0axbs/AWTY v0.2.7z?dl=0
     
     
    AWTY v0.2.7z
  17. Spiffo
    Thuztor reacted to Blackbeard06 in Soo close, but stumped for months. Weapon mods to show on firearms - SOLVED -   
    Finally the issue has been resolved! I'll post the solution here for others. The issue was not related to blender. Just export the models and get them into the game. Then use the debug tool and use the attachment editor to help fine tune the attachment. Save the results which should generate the offset and rotate coords for you.   
     
    I'll polish up this proof of concept and make an updated video tutorial for making firearms.

     
     
  18. Like
    Thuztor reacted to DavidBlane in Raven Creek   
    ---Raven Creek---

     
     
    This adds the city of Raven Creek to the vanilla game world.
     
    The map has the following parameters
    - size 8*8 (64 cells)
    - more than 1400+ buildings (WorldEd), and most of them are multi-storey 
    - more than 23000+ rooms (WorldEd)
    _____________________________________________________
     
    There are three zones of different difficulty on the map. Each zone has its own characteristics, number of infected and amount of loot. Also affects how long you survive (standart +50%), there will be more zombies every day (unless you changed this in the sandbox settings).
     
    На карте три зоны разной сложности. У каждой свои особенности, и количество зараженных. Также влияет и то, как долго вы выживаете, с каждым днем зомби будет больше (если вы не изменили это в настройках песочницы).
     
     

    _________________________________________________________________________________________________________________________________________________________
     

    Urban zone (red) Городская зона (красная)
    - A lot of loot (max) / Кол-во лута (макс)
    - a lot of zombies (max) / Кол-во зомби (макс)
    - a lot of weapons and ammo (max) / Кол-во огнестрела и амуниции (макс)
    - little space, alleyway tight (especially in buildings) / Узкие переулки и коридоры, особенно в зданиях
    - better not to shoot, no matter how much ammo u have / Лучше подумать, прежде чем стрелять
    - stealth can help a lot here/ Скрытность может хорошо помочь здесь
    - a lot of traffic jams(car will useless here) / Много пробок и аварий, передвижение на транспорте осложнено
    - high difficulty/ Высокая сложность
     

    Residential zone (green) Частный сектор (зеленая)
    - medium loot / Кол-во лута (среднее)
    - medium zombies / Немного зомби (только вначале)
    - medium weapons and ammo / Огнестрела меньше чем в других зонах
    - almost empty roads (you can use the car) / Пустые дороги и много пространства
    - medium difficulty / Средняя сложность
     

    Port zone (yellow) Портовая зона (желтая)
    (for PVP) (для ПВП)
    - A lot of loot (high) / Много лута
    - low-medium zombies / Мало зомби
    - a lot of weapons and ammo (high-max) / Много оружия
    - difficult to get here / Сложно добраться сюда
    - on this side of the coast there are several secret places with awards / Есть секретные места с наградой
    - low difficulty (the main threat in this zone is other players) / Без мультиплеера - низкая сложность
    - most loot in containers (you need a sledgehammer and luck) / Большинство лута находиться в контейнерах, нужна кувалда
     
    FAQ / Часто задаваемые вопросы
     
    Why do I have to start over after updating the map? 
    For new content to appear, you need to start the game again, except if you have NOT BEEN in the city (RC), and started, for example, in Rosewood, and the update came out. Then when you come to RC there will be new content, even if you started playing on the old version. In general, as long as you have not appeared in the place where the city is, and updated in the process, you can safely continue to play.
     
    Почему мне нужно начинать заново после обновления карты? 
    Чтобы появился новый контент, вам необходимо начать игру заново, исключение только если вы ЕЩЕ НЕ БЫЛИ в городе (RC), а начали например в Роузвуде, и вышло обновление. Тогда когда вы прибудете в RC там будет новый контент, даже если вы начали играть на старой версии. В общем пока вы не появлялись в месте где находится город, и обновились в процессе, вы спокойно можете продолжать играть.
     
    Why do I need to turn off the *Randomized house* chance option in sandbox?
    This feature causes bugs, and makes the overall appearance of the map worse. If you see a bug when one half of the garage door is open, the other half is closed, it is from this option. Also burned, or completely covered with curtains skyscrapers (which this option can do) look unpleasant.
     
    Почему мне нужно отключить опцию *Шанс найти убежище* в песочнице?
    Эта функция вызывает баги, и делает хуже общий вид карты. Если вы видите баг, когда одна половина гаражных ворот открыта, другая закрыта, это именно от этой опции. Также сгоревшие, или полностью покрытые шторами небоскребы (что также может делать эта опция) выглядят неприятно.
     
    Why do I need to enable the double-sized textures option in the game settings?
    Without this, ANY custom texture added to the map, will cause bugs, this applies not only to my mod, but in general any map except vanilla.
     
    Почему мне нужно включить двойной размер текстур в настройках игры?
    Без этого ЛЮБАЯ пользовательская текстура, добавленная на карту , будет вызывать баги, это касается не только моего мода, а вообще любой карты кроме ванильной.
     
    After a while, my fps drops and the game begins to glitch. 
    Try restarting the computer.
     
    Через какое то время, фпс начинает падать, игра тормозить.
    Попробуйте перезагрузить компьютер.
     
    Is there an lootable in-game map for this mod?
    Not yet.
     
    Есть ли какая-нибудь внутриигровая карта, для этого мода?
    Пока еще нет.
     
    Why is there so much traffic jam on the map?
    This was done not only for immersion in the game, but also for balance, so that players would have difficulty destroying hordes with vehicles. 
     
    Почему так много пробок на карте?
    Это было сделано не только для большего погружения, но и для баланса, чтобы игрокам было трудно уничтожать орды с помощью транспортных средств.

    FOR THOSE WHO DO NOT APPEAR RESPAWN ON MOD MAPS, OR MISSING TRANSPORT ON THESE MAPS, REINSTALL THE STEAM TO THE MAIN DISK (C: STANDARD) OR MOVE THE FOLDER WITH MAPS IN THE DIRECTORY OF THE GAME MANUALLY
    У ТЕХ У КОГО НЕ ПОЯВЛЯЮТСЯ РЕСПАВН НА МОДОВСКИХ КАРТАХ, ИЛИ ОТСУТСТВУЕТ ТРАНСПОРТ НА ЭТИХ КАРТАХ, ПЕРЕУСТАНОВИТЕ СТИМ НА ОСНОВНОЙ ДИСК (С ПО СТАНДАРТУ) ИЛИ ПЕРЕКИНЬТЕ ПАПКУ С КАРТОИ В КАТАЛОГ ИГРЫ ВРУЧНУЮ
     
     
    The main point of creating the city was to gain a different experience. Vanilla PZ is more based on survival where it's hard to find weapons, food, etc., but I tried to add more action - there is a lot of loot in Raven Сreek, a lot of weapons, but the difficulty is in the number of infected. There are a lot of narrow lanes where you will be eaten no matter how much loot you have, if you get too much attention. This requires a different approach. Therefore, the original idea of the city was in a huge number of everything, from weapons to the infected. 

    Another reason why there is so much loot on the map. I don’t know about you, but I didn’t like empty towns in multiplayer, when after a short time of creating a server there was nothing left on the map, I hope that Raven Creek will improve this situation. In any case, the city was created specifically for multiplayer, where the city will have a lot of loot, a lot of zombies, and a lot of players (not always friendly).
     
    Don't forget to move things around in the game. Sometimes it can help.  Although I reduced the total number of loot, it's still a lot, the map is not designed for one player, keep this in mind. You can show up at any of the 57 spawn points, some can be tough, especially on rooftops. Use balconies, fire exits to get down safely or if the exit from the roof is blocked.
     
     
     
    Основной идеей создания города было получение другого типа опыта. Ванильный PZ - это в основном сложности с поиском всего необходимого, создание базы и накопление ресурсов. Но мне хотелось добавить сюда больше активности. В Raven Сreek очень много лута и оружия, но сложность тут как в кол-ве зараженных, так и в неизвестном кол-ве их в зданиях, в сражениях в узких и тесных пространствах. Нужен другой подход - включать скрытность, качать огнестрел, использовать окружающую обстановку. Город планировался для быстрых рейдов, поэтому безопасных зон для базы нет и не будет (кроме одной). Крайне советую играть с бегунами.
     
    Вторая причина почему в городе так много лута - карта создана специально для мультиплеера. Думаю все помнят как быстро опустошали от лута ванильные города в мультиплеере. Надеюсь Raven Сreek улучшит эту ситуацию.
     
    Не забывайте двигать вещи в игре. Иногда это может помочь.  Хоть я и уменьшил общее кол-во лута, его все равно много, карта не рассчитана на одного игрока, помните об этом. Вы можете появиться в любом из 57 точек спавна, некоторые могут быть жесткими, особенно на крышах. Используйте балконы, пожарные выходы, чтобы безопасно спуститься или если выход с крыши заблокирован.

    _________________________________________________
     
    This map project uses some buildings from the Forum so I have got to give credit to the amazing people who upload their buildings.
    Эта карта использует многие здания с форума PZ, хочу выразить огромную благодарность людям чьи работы я использовал.
     
    Atoxwarrior
    BeastlyBean
    Blackbeard06
    cmseter
    dko112
    DoctahWong
    Doublebrain
    EUDOXIO
    EnvyDemon
    fluffe9911
    GothicGhost
    grivcin
    Jela331
    kaizokuroof
    Kennethdio
    LegoLand
    Leolvanov
    Maklane
    mads232
    Mainulainen
    Neutz
    Neutralnz1
    Project Zomboid (for example some buildings)
    rsdworker
    Sieben
    srandiny
    The googlator
    Traya Aclus
    Valindil
    Veged
    VikiDikRUS
    Way2sp00ky
    IndigoRebel
    zoeyflower
    956Texas
     
     
    Especially thanks:
    -Z3759xy 
    -Union city team
    -Jela331 (including for inspiration)
     
    For all your hard work and dedication!
    Hope I not forgotten someone
     
    I also want to thank policeBoi for his tutorial from Youtube
    _______________________________________________________
     
    Download full map in 22K (OLD VERSION)
    Скачать карту в 22К (СТАРАЯ ВЕРСИЯ)
    https://ibb.co/TtkPX86
     
     
    NEW VERSION (IN PROCESS) НОВАЯ ВЕРСИЯ (В ПРОЦЕССЕ)
     
     
    2D Map (Карта)

     
    __________________________________________________
     
    ДЛЯ ТОГО ЧТОБЫ НОРМАЛЬНО РАБОТАЛИ СТАРЫЕ СОХРАНЕНИЯ, ВАМ НУЖНО СКАЧАТЬ СТАРУЮ ВЕРСИЮ
    Чтобы поиграть в старую версию, нужно удалить папку по этому пути (из стима)
    C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\2196102849
    (у вас может отличаться, тогда используйте поиск)
    Далее скачиваете и кидаете туда же папку ниже (ссылка)
    https://www.dropbox.com/s/nthc13vis35ctql/RavenCreek.zip?dl=0
     
     
    FOR THE OLD SAVINGS TO WORK CORRECTLY, YOU NEED TO DOWNLOAD THE OLD VERSION
    To play the old version, you need to delete the folder along this path (from Steam)
    C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\2196102849
    (it may differ for you, then use search)
    Then download and drop the folder below (link)
    https://www.dropbox.com/s/nthc13vis35ctql/RavenCreek.zip?dl=0

    __________________________________________________
     
    Disclaimer:
     
    If you are interested in playing this map give it a download and give me some feedback. Its still a working project so there might be a some bugs here. 
     
     
    Thanks and enjoy the map.
     
    P.S. Bad english...
     
     
  19. Like
    Thuztor reacted to The_Crismaster in RACCOON CITY MAP / RESIDENT EVIL / BIOHAZARD   
    RACCOON CITY MAP /PROJECT/
     
    Welcome Leon!



    Update: Thanks for all the support and I'm sorry for staying silent all this long. I loved the idea of recreating this amazing city but at the time; school, work, some PZ updates, and my old laptop's old hardware made me lost motivation to keep working on this project. I just put everything away just to collect dust. But not anymore, after trying Project Zomboid's new animations for a couple of months, it brought me back that motivation I had when I worked in RC. I always loved the idea to experiment surviving in a city in PZ. And I knew RC would be one of the best cities where people can both recognize iconic buildings and have the feeling of being in a urban city. Thanks a lot and I will bring more updates in a couple of days, but at the time. I exported the map and tested multiple buildings as a Police Officer, I wonder who's Leon and if he at least had a nice first day?


    Old Post:
     
    How you doing survivors, I´ll hope you are doing great. This new post was made to separate the old with the new.
    I have been working in the project pretty slowly but without stopping.

    I´m planning to make a big map, with all Raccoon City´s forests and two little towns called "Stoneville" and "Arklay City". I have many ideas for building the main city and too many tasks to do but I wont stop until the project is done. At the moment, I have the basis of the map as png files and are about 15 chunks for the city.
     
    I'm using this map as reference:

             
    I'm currently working in one chunk with iconic buildings from RE2 and a couple from RE3. I will show pictures of these places but at the same time try to avoid "spoiling" too much about the project. I'd rather have you guys experience it than being spoiled. I'll limit it for places that people already know for the moment.

     
     
    Spanish/Español:
     
    Que tal supervivientes, Espero que esten de lo mejor. Hice este post para separar lo antiguo de lo nuevo.
     
    He estado trabajando en el proyecto algo lento pero sin detenerme.
    Estoy planeando hacer un mapa muy grande, con todos los bosques de Racoon city y 2 pueblos pequeños llamados "Stoneville" y "Arklay City". Tengo muchos planes y mucho trabajo que hacer, pero no voy a parar hasta que termine. Por el momento el mapa base esta terminado (archivos png y tmx). Son 15 chunks en total para la ciudad.
    (Estoy basandome en el mapa que esta arriba)
     
    Por el momento Estoy trabajando en solo 1 chunk con los lugares mas famosos de RE2, y algunos de RE3. Voy a mostrat algunas imagenes acerca de estos lugares, pero No voy a mostrar muchos Spilers acerca de la ciudad. En realidad no me gusta Spoilear gente, Por lo tanto solo voy a mostrar imagenes acerca de lugares que fanes de RE conocen.
             Estoy pensando en pedir ayuda, Tendria que medir una cuadra antes de preguntar por un edificio. Por el momento voy a hacerlo por mi cuenta. Gracias por leer el post y espero que disfruten las imagenes.
    (Si te gusta el proyecto, puedes dejar un Like y seguir el post para que te lleguen notificaciones cuando hago una actualizacion)
     
    Personalized tiles/Tiles personalizados
     
    BUILDING/CONSTRUCCIONS O EDIFICIOS
     
     
    Have a nice day Survivors (y)
     
     
     
     
     
  20. Like
    Thuztor got a reaction from Suomiboi in Gutrot - Vacation Islands (pre-Alpha 1)   
    Tropical Breakfast with the new 3D coconut items.
    And some guests, who have made themselves comfortable on the floor.

  21. Like
    Thuztor got a reaction from zakarum in Spray Paint Mod v2.41a   
    If someone wants to play with the mod, the new update and before the mod is updated, you can.
    Just replace the lua code in the file which is in /MODFOLDER(ID: 499153179)/media/lua/server/Items with the follow code and you will find Spray cans and chalk in the listed container:
     
    --******************************************************** --** THUZTOR ** --******************************************************** require "Conf/sprayCanConf" require "Items/ProceduralDistributions" -- Distributions for ProceduralDistributions.lua local sprayPaintTable = { "SchoolLockers", 1, "ClassroomDesk", 0.5, "CratePaint", 4, "CrateTools", 6, "GarageTools", 4, "MechanicShelfTools", 8, } local chalkPaintTable = { "SchoolLockers", 2, "ClassroomDesk", 1, "ClassroomMisc", 8, "CratePaint", 4, "CrateTools", 4, "GarageTools", 3, "GigamartSchool", 15, "CrateOfficeSupplies", 2, } local chalkWHITESchoolTable = { "SchoolLockers", 3, "ClassroomDesk", 2, "ClassroomMisc", 15, "GigamartSchool", 15, "CrateOfficeSupplies", 3, } for i = 1, #sprayPaintTable, 2 do for _,v in ipairs(sprayCanConf.list) do table.insert(ProceduralDistributions.list[sprayPaintTable[i]].items, "spraypaint."..v.name) table.insert(ProceduralDistributions.list[sprayPaintTable[i]].items, sprayPaintTable[i+1]) end end for i = 1, #chalkPaintTable, 2 do for _,v in ipairs(sprayCanConf.listChalk) do table.insert(ProceduralDistributions.list[chalkPaintTable[i]].items, "spraypaint."..v.name) table.insert(ProceduralDistributions.list[chalkPaintTable[i]].items, chalkPaintTable[i+1]) end end for i = 1, #chalkWHITESchoolTable, 2 do table.insert(ProceduralDistributions.list[chalkWHITESchoolTable[i]].items, "spraypaint.ChalkWhite") table.insert(ProceduralDistributions.list[chalkWHITESchoolTable[i]].items, chalkWHITESchoolTable[i+1]) end
     
  22. Like
    Thuztor got a reaction from zakarum in Spray Paint Mod v2.41a   
    for sure in the next update:
    3D Objects of Spray Cans and Chalk From 17 to 11 special symbols, 26 alphabetic symbols, 0-9 and 28 special character symbols (75) Same new symbols on walls Three different spraying speeds (Fine, Normal, Fast)  

  23. Like
    Thuztor got a reaction from zakarum in Spray Paint Mod v2.41a   
    After the game changed the distribution of the items, which is important for this mod, I've decided, that it will get an update in that. But in addition, I will change the textures and add something new. Here is a preview of some new symbols, which the player can spray or draw.



  24. Like
    Thuztor got a reaction from zakarum in Spray Paint Mod v2.41a   
    3D Objects are also planned.
     

  25. Like
    Thuztor reacted to MadDan in Mod Spotlight: Filibuster Rhymes’ Used Cars   
    Howdy, pardnerz! This time, we’re taking a look at one of the most subscribed Project Zomboid mods of all time: Filibuster Rhymes’ Used Cars (a version of the mod for Build 40 can be found here.) The mod’s description promises a “handful” of new vehicles, but you’d have to have pretty big hands to fit all 90+ new vehicles! 
     

     
    The vehicles all spawn naturally within the base game’s “traffic” and replicate the simple but beautiful graphical style of our existing cars.
    Along with a variety of new sedans, compacts, SUVs, police cars, and pick-up trucks similar to the vehicles we’re used to, the mod adds heavy box trucks and flatbeds, fuel trucks, big yellow school buses, military Humvees, and some more retro cars like rusted pick-ups and a certain famous rear-engined German car from the 1960s. Filibuster even went to the bother of creating fictional lore-friendly names for his vehicles, so they fit even more snugly into our game. 
     

     
    Each of the vehicles have unique handling characteristics and add more options for vehicle strategies. Should you pick the reliable old compact, the speedy sports car, or the huge and roomy but tediously slow truck? (You should choose the nippy Pazuzu truck, objectively the best vehicle in the mod).
     

     

     
    We headed on down to Filibuster’s lot and, after agreeing to a sweet deal on a 3-wheeled Chevalier Dart, got him to answer a few questions for us about himself and his mod.
     
    Filibuster

     
    Hello Filibuster! Who are you in real life?
     
    I’m pretty much just a slacker with a fat diabetic cat. Nothing too exciting, honestly.
     
    How did you first discover PZ? Why do you like it?
     
    I got it way back on Desura. I really like more slow-paced hardcore survival games, stuff where you’ve gotta plan a little bit instead of just going buck wild. I rarely stick with a game for more than a few weeks, but me and my friends played Build 40 multiplayer for like three months straight!
     
    How did you get into PZ modding? Did you have experience making or modding other games previously?
     
    The most experience I had with Blender was smashing together two models like a caveman beating on rocks to add some arms to the gun models in System Shock 2. Most of my modding in other games has been simple stuff like changing weapon damage in config files.
     
    When did you start developing your used car mod? How long have you spent making it? How has it changed and developed over time?
     
    I sometimes get into creative phases that last a while. I used to just waste time in games like Space Engineers or Interstellar Rift, then get disgusted with myself for wasting so much time. When I started modelling a few cars sometime in 2018, I just kinda went wild, ignored my girlfriend for like two months and threw a buncha models together into a pack. I can’t really tell ya how much time’s gone into it all together, but it was definitely a lotta fun.
     
    It all started with a boxy, torn looking model that didn’t even light up and snowballed into 70 or 90 something vehicles and trailers. I’ve lost count! Most other stuff has just been keeping up with the game’s new features. I’m really not looking forward to vehicle interiors and animated doors and stuff, oh man…
     
    Your car mod is one of the most popular PZ mods of all time. Do you have an interest in cars in real life? If so, what’s your dream car?
     
    Man, I never expected the mod to blow up like it did! It’s crazy to think that something like 90k people are using it. 
     
    I used to be super into older muscle cars. I had a 1971 Impala for a good few years. It was beat to shit, had a rusted-through leaky vinyl roof filled with Great Stuff™ foam, no working AC, but I loved it (still do) and wanted to add it to the game. I also had an ‘83 El Camino and a ‘68 Bonneville, but I think I’ve gotten to the point where I prefer the ease and comfort of modern stuff. Old stuff is so much easier to work on, though. (Like, the engine compartment of my Impala was an empty aircraft hangar compared to my Corolla!) 
     
    As for my dream car? I used to really want a 1968 Buick Wildcat or LeSabre convertible. Now I’m thinkin’ I’d like another El Camino.
     
    Do you have a favourite from your own vehicles in the mod? Have players given feedback on their favourites? Or least favourite?
     
    Shoot, that’s kinda a hard choice. I guess I’m more drawn to the Suburban and the Blazer when I’m playing. I’m pretty happy about some of the references I’ve put on stuff, like the moving truck or Pazuzu box trucks. A lot of people seem really thrilled over the military stuff and easter egg vehicles I’ve thrown in there.
     
    How difficult is it for you to model new cars, and keep them consistent with the style of the base game’s graphics? How long does it take you to debug them?
     
    Making new cars has gotten a LOT easier since I first started. I still have to Google half the stuff I’m trying to do on Blender. I’ve never been super artistic, so the texturing was more of a science than an art to me. I tried to copy the vanilla style as much as possible and it worked out somehow. If the game didn’t go for the low poly style, there’s definitely no way I could match it.
     
    Scripting and debugging the vehicles was actually more difficult than modelling them when I first started. You’d have to change a few settings for, like, tire locations, start the game, test, close it, change, start, test, repeat. Thankfully, TIS added some tools to debug mode that make it super simple now!
     
    How have you found the PZ community? How helpful has their feedback been? Is there anyone in the PZ community you would like to give a shout-out/thanks to?
     
    I’m not really the most social dude, but I’ve had lots of helpful bug reports. Sometimes when I add in a buncha stuff, I miss some really small, stupid little thing that screws something big up. It’s definitely nice when someone catches that.
     
    And heck yeah, I’ve got some people to thank! Super early on, Soul Filcher helped me out with getting the models to load. Then Fenris Wolf wrote pretty much ALL the code for the old model loading system and made it super-efficient and simple for even someone like me to understand!
     
    My buddy Blair (Planet Algol) has been helping me with fuel trailers recently. And by helping me out, I mean he literally wrote all the code for it!
     
    Shout-out too to Hurley who helped test the last version, and MrDanny who’s been really nice and helpful to people in my Discord who are learning to mod.
     
    And Charger? You get a shout out just for being Charger.
     
    Finally, an obvious one, but I’d like to thank the devs for everything, ESPECIALLY the debug tools!
     
    What vehicles or vehicle features would you most like to see added to the base game?
     
    Repainting vehicles and customising parts would be great. Like, some having carburettors and others having fuel injection, some having a manual and others having automatic transmission. I think it’s probably already in the works, but being able to add like a luggage rack or big f-off bumper would be awesome too
     
    Other than your own, which mods/maps do you enjoy or find interesting?
     
    Besides testing, I haven’t actually played much in the last few years! Back in Build 40, ORGM was/is a must. Clearing out Fort Redstone was super memorable, too. The hospital there was packed to the brim with zombarinos. We had to go outside because we kept getting sick from all the bodies! Wild times, man.
     
    What’s next in your modding plans? What’s the dream?
     
    Blair and I have a gun mod in the works. It’s mostly modelled and planned out, we’re just waiting for changes to the vanilla game to get a little more stable so he doesn’t have to redo a bunch of code. We’ve had another idea floating around for a long while too, but we’re gonna keep that under wraps for now. It’s not gonna be a roadside picnic, so it might not even pan out. But I gotta admit, my ultimate creative dream is to make my own game!
     
    Thanks to Filibuster for taking time to answer our questions! You can find his car mod here.
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