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Thuztor

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    Thuztor reacted to lordixi in Example (41.52): ProceduralDistributions, Distributions, VehicleDistributions   
    In 41.51 many mods are broken due new distribution system.
    Here working distribution example for 41.52 for little mod "Siphoning Needs Hoses (build 41)".
    File media\lua\server\Items\RubberHose_Distributions.lua
     
    require "Items/Distributions" require "Items/ProceduralDistributions" require "Vehicles/VehicleDistributions" local i, j, d -- Distributions for ProceduralDistributions.lua local myDistTable = { "CrateMechanics", 100, "CrateTools", 100, "GarageTools", 100, "StoreShelfMechanics", 100, "MechanicShelfTools", 100, "MechanicShelfMisc", 100, "GigamartTools", 100, --"KitchenRandom", 100, --"GarageMechanic", 100, } for i = 1, #myDistTable, 2 do table.insert(ProceduralDistributions.list[myDistTable[i]].items, "Base.RubberHose") table.insert(ProceduralDistributions.list[myDistTable[i]].items, myDistTable[i+1]) end -- Distributions for Distributions.lua. May be broken in next updates due devs going to ProceduralDistributions myDistTable = nil myDistTable = { {"all",{ "metal_shelves",100, "crate",100, "bin",100, } }, {"armyhanger",{ "metal_shelves",100, "counter",100, "locker",100, } }, {"storageunit",{ "all",100, } }, {"toolstore",{ "shelves",100, "counter",100, } }, } for i, d in ipairs(myDistTable) do print(d[1]); for j = 1, #d[2], 2 do table.insert(Distributions[1][d[1]][d[2][j]].items, "Base.RubberHose") table.insert(Distributions[1][d[1]][d[2][j]].items, d[2][j+1]) print(d[1],d[2][j]); end end myDistTable = nil myDistTable = { "Bag_SurvivorBag",100, "Toolbox",100, "Bag_JanitorToolbox",100 } for i = 1, #myDistTable, 2 do table.insert(Distributions[1][myDistTable[i]].items, "Base.RubberHose") table.insert(Distributions[1][myDistTable[i]].items, myDistTable[i+1]) end -- Distributions for VehicleDistributions.lua. May be broken in next updates due devs going to ProceduralDistributions myDistTable = nil myDistTable = { "GloveBox", 100, "TrunkStandard", 100, "TrunkHeavy", 100, "TrunkSports", 100, "SurvivalistTruckBed", 100, "FossoilTruckBed", 100, } for i = 1, #myDistTable, 2 do table.insert(VehicleDistributions[myDistTable[i]].items, "Base.RubberHose") table.insert(VehicleDistributions[myDistTable[i]].items, myDistTable[i+1]) end myDistTable = nil  
  2. Like
    Thuztor reacted to Atoxwarrior in Eerie Country Beta   
    Improvements to the railroad tracks and more details in the farm areas.
    https://www.patreon.com/posts/reforming-54834005
     
  3. Like
    Thuztor reacted to nasKo in PatBrEris   
    Afternoon all. Here’s where we’re at with life and love in Kentucky.
     
    IWBUMS PUBLIC BETA
    Last Monday we released Build 41.51 to the IWBUMS public beta, which was then followed by a 41.52 patch the following Thursday.
    This update was a general mixture of changes, fixes, balance that had been building up over the six months we were working on MP before deciding it needed extra time – while also providing some important foundational updates to the underlying systems that the game runs on and some advances in optimization.
     
    Given the breadth of things covered in the patch and the java/lwjgl upgrades we were expecting a few bugs, and got a few bugs, but overall things went quite smoothly – and a final patch to clear up residual issues is releasing today.
     
    Many thanks also to all the modders who have worked so hard to update their wares alongside the new version – your toil is appreciated by gamers, game developers and everyone in-between.
     
    41.53 contains a few things but primarily the following:
     
    A fix to a longstanding bug that has always prevented us from having the mouse cursor disappear when you prepare for a melee strike – leaving only the iso-cursor is visible. We have always wanted this fixed as it will mean that new players find it easier to adjust to PZ’s combat.

    If you find this fix weird/annoying then we have also added a Display option to toggle it back to how it was before: “Show Mouse Cursor While Aiming”.
      Usual curtain/sheet service is now resumed. HOWEVER we reserve the right in future to swap this over to making sheets lootable in more logical locations like on beds, or spawn more readily in bedroom wardrobes. You will now be able to turn off the alarm on your watch via the clock UI. Various items of Mod Support, including a check for a change necessitated by our MP work that should help in terms of getting mods such as SuperSurvivors working again.
      There are a few things that we need from you in terms of feedback from the 41.51 – 41.53 builds also.
     
    Primarily, we would like to hear about loot balance across all the different loot scarcity settings. How have recent changes impacted on your game? Are you finding too much or too little of your required items?
     
    We would also like to hear back from our Mac players – how is the game launching for you? We have improved aspects of your game display but our Mac tester pool is quite shallow so need to hear from some more voices.
     
    NEXT: NOISEWORKS
    Barring any further fixes to the IWBUMS Public beta our next step will be to mix some of our game features that have been kept in a holding pattern over the past few months into our internal test build.
     
    First and foremost in this will be our Noiseworks sound revamp, which you have seen a bunch of over the past few months in blogs – but just in case you’re out of the loop here’s a quick thunderstorm video. (Be sure to spin on to the middle of the video for when the storm really gets going if you choose to watch.)
     

    We anticipate a few weeks of testing, rebalancing and fixing alongside the Noiseworks team once their work is in the internal test build.
    Beyond this we have already arranged for ‘Round two’ of their work in which the Noiseworks crew will adjust anything that needs improving from the initial integration.
     
    They will also work on improving (by a lot) the systemic music integration, and some of the sounds that are still missing like fence climbing, tripping, painting, plastering, farming, improved gear shifts and more in vehicles etc. They will also record some more rabid SFX for sprinters, and many many other things all on our shared spreadsheet.
     
    NEXT: VHS AND ‘WELCOME PAT’
    As mentioned last time, we are expanding our ‘in-game entertainment’ options by moving a lot of our existing TV and radio content onto playable (well, legible) CDs and VHS tapes that can be looted throughout the world.
     
    We hope this will end a reliance on tuning into Life & Living for established players, and also allow those starting at times later than the first week to access any broadcast-based bonuses.

    No new video from Turbo this week, but this also means that we can announce the first of two ‘new people!’ announcements for this blog.
    The resplendent Pat_Bren, famed throughout these lands for his mod blogs, has a writing style and sense of humour that more than matches our existing writer – and as such he has been on-hand writing a wide variety of movies, TV shows, audio books and Kentucky residents recording themselves on camcorder.
     

    This is being mixed in with new content from Will, and a bunch of our existing broadcast content, and should provide some colour for your more idle moments of survival. In all there’s 31 movie VHS tapes, 8 different TV shows with five episode seasons, 22 episodes of ‘Skill TV’, 75 home-recorded VHS tapes, 26 audiobooks and 27 music CDs.
     
    We hope that this will add some colour to your survival adventures, making our 90s VHS rental stores feel a bit more real, and also provide some evidence of the former lives of the zombies that you are murdering.
     
    ALONGSIDE THE ABOVE
    The above two features are dead certs to be mixed into the internal test build once the IWBUMS beta is fully patched up. Here’s a few other items that’ll be going in alongside ‘em.
     
    Zombie Outfit loot distribution system to give modders some new opportunities, and also for us to force-spawn certain items on our costume zeds – revolver, bullets etc. definitely on a cop zed for example. Better light bar and siren functionality for police cars, ambulances etc. to go alongside the new Noiseworks SFX Improved item categorization and sorting in inventory windows Improved fishing menu and fish catch options and catch history
      ALSO INCOMING: 3D ITEMS
    The 3D objects made by Rockstar Mark are currently being implemented by RJ, though there’s still a fair amount of work to go on them so they might not arrive alongside all the above.
     
    Here are a few WIP screens from our existing Zed Stories to show how things will start looking in future builds.
     

    WELCOME ERIS
    Many players will know Eris from her fabulous mini-map mod, and we’re delighted to say that she will be joining the PZ team.
    Behind the scenes we’ve been seeing her work on an excellent improvement to our existing foraging system – in which players have to actively move between foraging spots in woodland rather than click through the UI.
     
    It’ll take some time to get her hooked up to the PZ mainframe and to convert the mod, but right now it looks a little like this.
     
    It’s our intent that Eris will be joining RJ in future endeavours to bring this kind of interactivity to all the zomboid survival mechanics, which is a direction we’ve wanted to move toward for a long time. At the moment a lot of mechanics involve operating the right click menu and waiting a lot which (while functional) does not offer any real ‘gameplay’.
     
    RJ has made some initial steps toward this with his quality of life improvements to farming, but our plan is to go further in areas like farming, fishing and construction:  mixing some basic player skill and decision making alongside, and augmented by, the character’s skills.
     
    Our overall plan is to make all the individual survival systems have a lot more meat to them: make them more fun, give you more satisfaction and involvement, and make them far less laborious and menu-ey. Eris popping up with her foraging overhaul was perfectly timed and showed she would be a great addition to the team to bring this into the game.
     
    That’s all for now, next week we’ll have another mod blog from the dainty fingertips of Pat_Bren. The Thursday beyond that we’ll have the latest on MP dev alongside where we’re at with all the features mentioned above and maybe a few more. Thanks all!
     
    —————
     
    This week’s desperate last stand from Feiticeira Supervixen. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  4. Like
    Thuztor got a reaction from TrailerParkThor in Bathtub filling with rainwater   
    Only if you get the drain watertight.
  5. Like
    Thuztor got a reaction from TrailerParkThor in Bathtub filling with rainwater   
    yes, at the beginning.
    some are loose, some of them you can tear out easily
  6. Like
    Thuztor reacted to Batsphinx in IWBUMS 41.51 released!   
    IMPORTANT TO NOTE:
     
    Project Zomboid IWBUMS beta update 41.51 contains significant optimizations to our save game system. As such any saved games played in 41.50 will NOT be operational.
     
    A separate Steam beta containing the previous 41.50 build has been provided so that you can continue and finish your current game.
     
    Similarly, in a changelist as big as this some mods WILL become incompatible.
     
    If you enjoy playing modded PZ then please consider using the provided 41.50 beta to allow the creators of your favourite mods some time to update to 41.51.
     
    This version also sees some of the foundational aspects of PZ updated to more recent versions - with it now running on Java 15 and LWJGL 3.2.3. These have, and will in future, give us access to many new optimizations and engine features.
     
    Although any incompatibilities found in our testing group have been fixed, some issues may occur on outlier system set-ups, so please report any misbehaviour to us!
     
    If 41.51 fails to run then please make sure you are not running an non-updated version of Windows 10, as the 64 bit version of 41.51 is incompatible with some older versions. The game should account for this, and choose not to load incompatible optimization features, but this might still be an advisable first step on a failed launch.

    NEW/QOL
     
    Now running on Java 15
    Now running on latest LWJGL (3.2.3)
     
    - Previously, to seed/water/harvest, you needed to right click on every plant and select an action. Now once you selected seeds, water or harvest, you'll have a cursor to water multiple plants easily.
    - Shift+double click can now be used on clothing items in the inventory to wear the item
    - Newest earned skill level is now highlighted when the skill panel is opened
    - Added filter icon to inventory panel to add additional filter/sorting options, currently has 'weight'
    - Water source now displayed in parentheses for the Drink/Wash option (partially to diagnose issues with puddles and rain)
    - Analog watches no longer have alarms
    - Digital watch display now has alarm button that can be pressed on the UI
    - 'Saliva only' transmission option - player is immune to scratch infection
    - Added tooltip to show which gun magazine will be filled
    - Required items to cure plants and crops now shown.
    - Zombies faceplanting on broken glass now get lots of blood on head/neck, and some on upper torso.
    - Alarm clocks now display the same bell as digital watches when an alarm is set.
    - When trying to repair a door on a vehicle through the mechanics menu, a tooltip appears telling the player that they need to uninstall the door before they can repair it. They can also then repair the doors from their inventory.
    - When pressing Shift+E from any passenger door you will then move straight through to the driver's side if no one is already there.
    - Added more smashed car models.
    - Zombies can now pathfind through destroyable objects. They prefer to go around, but if there is no other path, they'll thump on walls and crates, etc.
    - Added brazilian portugese radio translations
    - Added hair gel. Mohawk will now be flatten if you wear a hat. Now need hair gel to fix it.
    - Added new options to add padding/patch holes on garments. This will patch any holes if there are some and then add padding to the other parts.
    - Added a remove all padding/patches option.
    - Added small XP gain when ripping clothing/sheets. Gaining small amounts of XP when you recieve some thread back from items so it can't be abused.
    - Added sandbox option for decay of items that are knocked off / fall off zombies
    - Added some variety to crashed cars
    - Use a cursor to choose which walls or objects to paint or plaster, when using the mouse and keyboard. This cursor was already used when playing with a controller.
    - Added a combobox to Items List Viewer to choose which splitscreen player to give items to.
    - Hats/Gloves added to the remove/decay list. Default also now set to 24 hours.
    - Updated Korean fonts and translations, and updated community translations.
    - Added "Please check PZ Steam betas for version 41.50." for WorldVersion 175 saves.
    - Require Windows 10 version 1803 (build 17134) or greater to enable the newer garbage collector, earlier versions will just run without it and not receive the optimization.
    - Added TrailerCover to VehicleDistributions.
    - Allow trailer bodywork to be repaired by welding.
    - Added a cursor for removing bushes, plants and wall-vines.
    - Replace north-west corner wallframes with two separate wallframe objects (the first time they are loaded). The player can't upgrade the north-west corner objects.
    - Car stories can now spawn decomposed zombies corpses.
     
    MODELS AND ANIMS

    - Added long hair style for when wearing hats
    - Adjusted some clothes to accommodate new long hat hairstyles
    - Adjusted a couple of female hats
    - Tweaked female long hat hair to stop pixel flickering
    - Added some new hairstyles
    - Added some Braided hairstyles
    - Adjusted some hairstyle definitions as they were pointing to a non-existent hairstyle and subsequently were invisible when wearing some hats.
    - replaced the 'land gentle' anim with the heavier landing
    - tweaks to turn 180 anims, first pass
    - adjusted Zombie_Idle_FloorOnBack.X pose to match zombie death anim
     
    BALANCE

    - Added butter knives stuck in zombies.
    - Reduced number of hunting knives stuck in zombies.
    - Lowered zombie survivor in horde spawning rate.
    - Lowered chance of alice pack on survivor zombies.
    - Increased beef jerky nutrition values.
    - Balanced weight of ammo/ammo box to be more consistent/logical (box weight is bit less than the full bullets stack)
    - Dead animals (except rat/mouse) give unhappiness when you eat them raw, just cook them to remove that (tooltip was added to explain).
    - White display counter (mainly in butcher shop) now also acts as fridge
    - Added more tailoring books to kitchen.
    - Added rifles in shed/garage.
    - Zombies now do more damage to fences when crowding against/over them
    - Now possible to recover and repair a weapon used in Spear creation
    - M36 Revolver now only has capacity for five rounds
    - Character can now auto-open nail boxes
    - Beer can now returns an empty can after it's drunk
    - Cockroaches and Grasshoppers can now be used to bait the StickTrap
    - Tuna Can no longer requires a Can opener to be opened
    - Increased health points of player built walls.
    - Reduced the engine force & total speed of going in reverse with a car.
    - Adding more items to partially consumed crafted foods will add new food values to original food, not partially consumed one
    - Berries salad now reduces thirst
    - Lowered amount of water in a bleach bottle.
    - Increased recoil of pistols/revolver.
    - Increased chance of creating crawler when hitting zombies with cars.
    - Park Ranger/Lumberjack profession now gives a bonus to walking through trees.
    - Leg fractures now reduce speed according to their severity.
    - Splints increase walk speed with a fracture, depending on the doctor's Medical level.
    - Can now add salt and pepper to sandwiches.
    - Zombies spawning on vehicles stories now have high chance of having a key to a related vehicle.
    - Increased the effect of injuries on sprint speed.
    - Increased "wash vehicle" time.
    - Crashing a car into objects can now damage the engine if hood condition is too low.
    - Bags in hands/equipped now reduce run speed and walk speed. The more full the bag is, the bigger the slow down. Equipped bags in 2nd hand can also reduce combat speed.
    - Fuel stations no longer have unlimited fuel.
    - Added sandbox option under World category "initial fuel station gas", ranging from "Empty" to "Full" with "Low/Very High" etc. in between
    - It takes a minimum of two zombies climbing over a fence at the same time to damage the fence. Metal fences take half the damage as wooden fences.
    - Made firefighter clothing slightly heavier and increased their Run and Combat Speed Modifier accordingly.
    - Lowered fanny pack capacity
    - Increased empty gas can weight from 0.3 to 1.5.
    - Added bullet defense in clothing tooltip.
    - Some knives (mainly Stone Knife) slightly reduced in damage.
    - Athletic trait now excluded when selecting Very Underweight.
    - Adjusted weight of ammo boxes.
    - Made tents thumpable so zombies can destroy them.
    - Wooden wall frames placed by the mapper become IsoThumpables that can be upgraded, like user-placed ones.
    - Did some balance on sneak/lightfoot exp gain: you now need to be rather close (15 tiles) from a zombie to gain exp, you also need to not be targetted by a zombie.
    - Decreased damage done to feet when walking barefoot.
    - Decreased damage done by trees when walking through them.
    - Increased chance of spawning feeding zeds.
    - Decreased chance of feeding zeds spotting you
    - Set all bandana weight to 0.1.

    PRE NOISEWORKS SOUND CHANGES

    - Preload sample data ahead of time so that sounds can play immediately when started.
    - Fixed some sounds randomly starting muted due to the Occlusion parameter not being re-initialized to the correct value.
    - Don't set Occlusion to 1.0 as that seems to completely mute some sounds.
    - Pause music when the game is paused.
    - Fixed the BreakObject sound not playing when destroying carpentry objects.
     
    DEBUG

    - Added context menu option "[DEBUG] UIs > Spawn Points" for teleporting the player to various spawn points to check their positions.
    - Added a context-menu to the "[DEBUG] UIs > Spawn Points" editor.  This can be used to reposition and remove existing points.
     To save the changes, use the "Copy All To Clipboard" menu option and paste in the appropriate spawnpoints.lua file.
    - Added a separate menu "[DEBUG] Vehicle > Set Script (Smashed)" for smashed vehicles.
    - Allow deleting map_zone.bin from the "More..." load-game ui in debug mode.

    LOOT DISTRIBUTION CHANGES
     
    Partially implemented new system - as yet untouched loot tables remain the same as before.
     
    New more handcrafted loot placement / container system used for places like Giga-Mart and residential kitchens now applied to the rest of the map. Locations that previously spawned random grab-bags of loot (like Spiffo’s) should have their contents sorted into relevant lists: If you’re looking for a bladed weapon or some fresh-cut chops, try looking around the kitchen of any place that sells meat (i.e, not a bakery) for the meat-cutting station. If it’s baking supplies you need, look for where the sacks of flour are stored-- they’ll probably be next to a rolling pin.

    Convenience stores, corner stores, and gas stations have had their shelves’ contents sorted so loose cigarettes no longer mix with the lollipops. Players who visit the pharmacy already have an idea of how the shelves are laid out: Some have snacks, some have drinks. You’re less likely to find medicine in a gas station but it’s not unheard of-- ditto car supplies in a Zippee’s. If you want the most of a particular kind of item, it’s best to stick to the relevant business. Gas station tylenol is a ripoff anyway.

    Medical locations now sort their contents into tools, medicine, and doctor-related stuff like gloves, masks, and scrubs. Bars, beauty salons, butcher shops, cafes, and liquor stores all take the same approach. Giant ‘catch all’ loot lists should eventually be replaced with tailored selections of items that are relevant to the location they’re spawned in.

    MOVABLES
     
    - Fixed movable items, such as radios from cars, having correct condition when placed and picked up again.
    - Movables can now be dismantled from inventory, except for the multi tile object ones i.e: beds.
    - Added MovableRecipe which has no script definitions, instead gets created on the fly from movable definitions.
    - Refactored some stuff so the MovableRecipe has the same chances, xp, resultitems, equipitems etc as world object dismantling.
    - Single tile Movable items are now defined as 'Moveables.world_object_sprite_here" instead of all being 'Moveables.Moveable'.
     this also means these movables can be easily instanced directly now

    CONTROLLERS UPDATE
     
    - Removed the old JInput library which was used for controllers.  The GLFW library, part of LWJGL 3, is now used.
    - GLFW has a database of several hundred Xbox-like controllers, including PlayStation controllers, so these should
     have a good chance of working.  Recognized controllers are listed in media\gamecontrollerdb.txt.
    - The user can create their own gamecontrollerdb.txt file in their User\Zomboid\joypads directory.  This can be done
     to add new controllers or to override a controller in the game's media\gamecontrollerdb.txt.
    - The game should handle controllers disconnecting and reconnecting during play.  If player 1's controller is
     disconnected, they can choose to revert to keyboard and mouse input.
    - The controller X button now rotates objects in Place mode.

    FIXES
     
    - Fixed "delete all" on bins not working.
    - Fixed tailoring book/farming mag not spawning in shelves.
    - Fixed water container in office weighing 3.
    - Fixed white display counter not cooling food.
    - Fixed zombies not being able to pathfind through obstacles surrounding vehicles.
    - Fixed some minor pathfind issues.
    - Fixed zombies thumping windows when they didn't hear a sound or see the player, when the "Environmental Attacks" sandbox option is disabled.
    - Fixed not being able to plaster doorframes built at Carpentry level 7
    - Fixed stretched sprites in cutaways, including roof wall tiles, garage doors and certain windows
    - Fixed heatable water containers not heating up if put into campfire/bbq before they are lit
    - Fixed deep wounds having a shorter half-life than scratches or lacerations before healing
    - Fixed GameWindow.StringUTF writing garbage characters at the end of strings. (Fixes saves)
    - Fixed lights losing their custom color. (For example, the blue Pharmahug sign was only blue the first time it was loaded. Moveable lights lost their custom color when moved.)
    - Fixed misplaced door models on the cars with door-models.
    - Fixed keypad key names being the same as keys on the main keyboard.
    - Fixed scissors not allowing jaw stab.
    - Fixed corpses clipping through furniture and walls with the RBShopLooted story.
    - Fixed FMOD .bank files not being found when the current working directory is not the same as Java's -Duser.dir option.
    - Fixed some flying cars
    - Fixed crawling zombies getting stuck while moving near walls.
    - Fixed crawling zombies not thumping fences like they do with doors.
    - Fixed crawling zombies trying to go through open windows.
    - Fixed crawling zombies trying to crawl through fences when there is a nearby way around.
    - Fixed zombies sometimes thumping on wall frames that they can climb through.
    - Fixed WorldDictionary ID's not being reset uppon new game.
    - Fixed the 'campfire bug'. in some cases sprite were not being set properly on IsoObject, this may have also affected erosion objects.
    - Fixed edit item coloring not working.
    - Fixed map issues.
    - Fixed the fishing UI appearance not changing when a controller is disconnected.
    - Fixed not being able to add any condiments to a Burger found in game
    - Fixed Empty Pop Can appearing after char drinks a beer
    - Fixed Sawed-off JS-2000 shotgun only being reparable with another Sawed-off.
    - Fixed Hoodie unequipping when hood up + baseball hat
    - Fixed cooking food increasing weight of the dish inconsistently
    - Fixed player being able to eat by double-clicking when full to bursting
    - Fixed Bourbon having two options to empty the bottle
    - Fixed M9 pistol and D-E Pistol having their icons mixed up
    - Fixed Wet Bath towel losing Favourite status after drying
    - Fixed new ammunition types not being dismantlable 
    - Fixed "Sleep on ground" option in the car when char is Ridiculously tired
    - Fixed some furniture not being thumpable by zombies.
    - Fixed unhidden "Hat" related hair type.
    - Fixed incorrect alpha fades on non-updating objects such as roof eaves and furniture.
    - Fixed being able to survive bleach death by eating lemongrass
    - Fixed not being able to repair double doors
    - Fixed Fish fillet / Chicken behaving strangely when used in salad
    - Fixed filling up an empty bottle / bucket from a river or a lake incorrectly showing "Puddle" as a source
    - Fixed not being able to hold RMB and use F to turn on flashlight
    - Fixed "Easy use" causing all car trunks to be opened, not only unlocked
    - Fixed Analog watches not having alarms if Spanish language is selected
    - Fixed Padlocks that spawn in stores oftentimes getting called "house key" + a string of numbers
    - Fixed not being able to freeze separate eggs
    - Fixed inconsistence in rmb -> grab and basic transfer inventory action.
    - Fixed some tile defs (bunker cutaway, railward vendor machine, changed shelves to clothing rack on certains container for clothing store).
    - Fixed laundry basket acting as a dryer.
    - Fixed zombies spawning outside very large buildings (eg. Mall) when unexplored rooms are seen for the first time.
    - Fixed drinking from soup/stew bowl with a spoon not using the spoon.
    - Fixed being able to bandage a fractured body part.
    - Fixed cure flies/mildew on plants causing a crash.
    - Fixed harvesting plant while plant info window was open causing a crash.
    - Fixed some foods (notably a lot in Zed stories) having zero nutritional values
    - Fixed not being able to wash blood stains off vehicle windows
    - Fixed furniture sometimes fading away while the player is still close enough to see inside.
    - Fixed not being able to freeze wild eggs
    - Fixed seat naming weirdness by removing  "BigCarSeat" and "SportCarSeat" items, and renamng "NormalCarSeat" items to just "Seat".
    - Fixed the random vehicle generator which was causing "Standard Seat" to be selected every time.
    - Fixed being able to do fitness exercises when you shouldn't.
    - Fixed a physics bug that caused the Sports Car to not accelerate to it's top speed of 120 km/h. This also caused vehicles to get pushed downwards at higher speeds.
    - Fixed office water dispenser weighing only 5.
    - Fixed blue hospital curtain requiring electrical skill to be picked up.
    - Fixed "Hat" variants of hairstyles showing in the "Change" menu in the character-info ui. Some hairstyles (for example TopCurls) have a "Hat" hairstyle in their "Trim Choices". 
    - Fixed dropping equipped container while being overencumbred duplicating the container on ground.
    - Fixed being able to grab items through fences.
    - Fixed being able to do fitness while climbing.
    - Fixed house alarm and helicopter sounds ignoring the master sound volume.
    - Fixed UI showing up on savefile thumbnail images.
    - Fixed the clock not being centered in splitscreen and overlapping the button prompts.
    - Fixed splitscreen savegames taking a screencap of the middle of the screen. Thumbnails will now be created from Player 1 screen.
    - Fixed OpenGL exceptions when creating a new game due to trying to create the thumbnail image in GameLoadingState's thread.
    - Fixed "can't create player at" error when going back from the character-profession screen and starting a challenge.
    - Fixed being able to rotate carpentry objects while they are being built. ISBuildMenu.cheat no longer controls whether build actions complete immediately. Instead, IsoGameCharacter:isTimedActionInstant() is called, as is already done by most other actions. This makes it easier to test build actions without having to have all the materials.
    - Fixed inventory tooltips flickering between visible and hidden when using a controller while in the main menu.
    - Fixed controller glitch when closing a map by clicking the close button in the titlebar instead of using the B button.
    - Fixed smart zombies triggering house alarms when opening windows when the "Zombie House Alarm Triggering" option is disabled.
    - Fixed bumping into (and possibly being tripped by) zombies on the other sides of doors/walls/windows.
    - Fixed being able to load bullets into or unload bullets from a magazine after it has been inserted into a firearm by a previous action.
    - Fixed broken behavior assigning keys in the options.
    - Fixed animation lockup pressing Alt + Space when Alt is assigned to both Sprint and "Manual Floor Attack".
    - Fixed uninstalling parts resetting the condition to 100 sometimes
    - Fixed items not saving condition if the condition was 10. Now condition only isn't saved when condition equals condMax (max condition).
    - Fixed being able to open multiple sleep dialogues.
    - Fixed sea horse bins not having "delete all" button.
    - Fixed new liquor store in Muldraugh distributions.
    - Fixed some wrong definition for bar.
    - Fixed display case in pie restaurant.
    - Fixed thin skinned giving more resistance to being damaged while walking in trees.
    - Fixed icon for shooting glasses.
    - Fixed Saucepan repairing itself after it was filled with water
    - Fixed items being rendered in the wrong position (offscreen) after drying out on the ground.
    - Fixed a Lighter being equipped when a Lit Candle is available when pressing the 'F' key.
    - Fixed not being able to reinstall radios in vehicles.
    - Fixed tainted water source being prefered over a non-tainted water source when drinking or filling bottles. Prefer a non-tainted water source over a tainted one when drinking or filling bottles.
    - Fixed having to move and place sinks after water shut off to be plumbable again.
    - Fixed not being able to use some shovels and handforks to pick up hedges, flower beds, etc. Any item with the DigPlow tag can now be used to pick up objects with the PickUpTool=Shovel sprite property.
    - Fixed random horizontal and vertical lines appearing along the edges of some textures.
    - Fixed the Crawl Under Vehicle sandbox option not being applied in some instances, so all zombies could crawl under vehicles.
    - Fixed formatting of WorldItemRemovalList in xxx_SandboxVars.lua files.
    - Fixed the player death-drag-down animation EndDeath being overridden by HitReactionFromBehind. They both had one condition that didn't exclude the other animation.
    - Fixed the player always getting up from sitting sometimes.
    - Fixed multiple different VehicleDistribution Specific categories of loot being applied to the same vehicle. Now a random Specific category is chosen for the vehicle as a whole, instead of for each container.
    - Fixed LuaManager.refreshAnimSets() not checking all players in splitscreen.
    - Fixed error clicking on a plant infested with flies without having Insecticide Spray in inventory.
    - Fixed Fitness.save() saving exeTimer.size() twice.
    - Fixed the inspect-garment ui not resizing to accommodate the Bullet column.
    - Fixed being able to do exercises while climbing ropes.
    - Fixed some cutaway problems.
    - Fixed evolved recipe (cooking stir fry...) not resetting their base nutrition values, giving big boosts to nutrition on those recipes.
    - Fixed invisible players triggering house alarms.
    - Fixed some issues with zombie visibility.
    - Fixed duplicate Scratch Defense stat in item tooltips where nothing or Bullet Defense should be.
    - Fixed missing BodyParts\overlays textures by rebuilding UI2.pack
    - Fixed layout issues in the inspect-garment ui.
    - Fixed debug context menu exception when there is no zone on the clicked square.
    - Fixed models with capital "I" in the name not loading on the Turkish locale.
    - Fixed analog watches sometimes having the alarm set, which can't be turned off.
    - Fixed a Lua error when running out of paint or plaster when using the paint/plaster cursor.
    - Fixed some spawn points that were inside furniture or outside buildings.
    - Fixed broken Perk translation in carpentry tooltips.
    - Fixed unknown RemoveUnhappinessWhenCooked item parameter. Now "Cook to remove happiness malus." appears in the tooltip for fish, may want to edit this.
    - Fixed thumbnail images for savefiles using mods not being updated after returning to the main menu.
    - Fixed some hair type list.
    - Fixed some parking spot in Muldraugh.
    - Fixed wooden pillar acting like a wall.
    - Fixed DataChunk exception with a user-created walkway on a guard tower.
    - Fixed Lua error building fences.
    - Fixed a garage in Riverside having an inside-out door and an old dirt floor tile (with a stray pixel in it).
    - Fixed broken carpentry-tooltip perk translations.
    - Fixed Shift-E allowing the player to switch from a rear seat to the driver's seat in the police car.
    - Fixed "laundry" being in the list of buildings that RBShopLooted can happen in.
    - Fixed WorldItemModelDrawer ignoring ModelMesh.m_transform. This fixes rotation of the forthcoming 3D item models so they match what is seen in assimp_viewer.
    - Fixed font loading.
    - Fixed InventoryItem.attachedSlotType being treated like an item module.type when it isn't. This fixes the "WARNING: Cannot get registry id" spam in console
    - Fixed "Open File Location" button in the load-game "More..." ui, since it doesn't work with -Djava.awt.headless=true.
    - Fixed the farming-cursor tooltip showing the exact water level for farming skill 4 instead of 5+.
    - Fixed hats not rotating as they fall to the ground.
    - Fixed the item type of Radios being changed to Radio.worldSprite which broke translations.
    - Fixed untranslated names of movables being displayed for the Disassemble recipe.
    - Fixed the Disassemble recipe for movables being displayed when the player couldn't actually perform the recipe
     (due to missing tools, for example) which is different than other recipes which aren't displayed.
    - Fixed some tiles properties problems.
    - Fixed duplicate VehicleDistributions.Hunter. One had TrailerTrunk, the one without it was removed.
    - Fixed randomized building code adding barricades to double doors or garage doors, which the player can't do.
    - Fixed campfire and tent options appearing in the context menu when in a vehicle.
    - Fixed foraging ui being visible still when the player gets in a vehicle.
    - Fixed duplicate radio items appearing in the "Install" men
    - Fixed two unused files from "maps/West Point, KY".
    - Fixed smashed StepVanMail using the StepVan template instead of StepVanMail (which didn't exist).
    - Fixed upgraded doorframes blocking movement.
    - Fixed weapon models without a "world" attachment not being oriented the way they used to be when on the ground. This is why things like the Club Hammer were standing on end.
    - Fixed missing "world" attachments on several weapon models.
    - Fixed some multi-hit sandbox problems in which some weapons would not multihit.
    - Fixed TrailerCover missing from container distributions.
    - Fixed Trailer-TrailerTrunk missing from container distributions.
     
    MODDING

    - Allow modders to add new vehicle zones to the global VehicleZoneDefinition table.
     Previously, only the game's zone names and types were allowed.
     This should work for any vehicle zone not called TestVehicles or containing TrafficJam.
    - Added support for loading animations from a mod's media/anims_X directory (and subdirectories of that). It should handle activating and deactivating mods.
     
    - Global ModData
    Registers moddata tables with a given String key.
    When Global Moddata is initialised during world loading it triggers the event "OnInitGlobalModData" with parameter: boolean isNewGame.
    LuaTable ModData.create(String key) creates and returns the table with given key, returns null if the table already exists.
    String ModData.create() creates a table with a random UUID key, note: returns the string key.
    LuaTable ModData.getOrCreate(String key) gets or creates the table with given key.
    LuaTable ModData.get(String key) returns the table with given key or null.
    boolean ModData.exists(String key) return true if table with given key exists.
    LuaTable ModData.remove(String key) removes the table with given key if exists and returns it or null.
    void ModData.add(String key, LuaTable table) store the table with given key (overrides any existing table).
    ArrayList getTableNames() returns a list of all registered tables.

    Networking

    Global ModData is not synced between server and client as depending on what the moddata is being used for this may not be required or even unwanted.
    Syncing of data where needed is up to coder/author. There are however two methods for networking:
    void ModData.transmit(String key)
    - this will attempt to transmit the table with given key, when called on server this is send to all clients, when called on client send to server. (see note on receiving moddata below)
    void ModData.request(String key)
    - client only, this sends a request to server to send back the table with given key to this client.
    When the server or the client receives a moddata packet it is not automatically added to the local register.
    Instead the packet is read and the event "OnReceiveGlobalModData" is triggered, the String key and LuaTable table are passed as arguments.
    NOTE: the table argument can be 'false' when moddata packet replied to a ModData.request.
    The coder/author can then decide to parse, register or keep it as temporary lua table only etc.

    - Fixed issues with setting appropriate texture flags when loading mod texture packs.
        - World textures were missing the flag to create mipmaps, resulting in "sparkly" textures when zoomed out.
        - Floor textures were using compression, resulting in visual artifacts sometimes.
        - UI textures were using compression and "mag linear" filtering instead of "mag nearest" filtering.
        - When a mod texture-pack name ends with ".floor", compression is turned off.
        - For texture packs containing UI textures and/or item textures, the mod.info file should add "type=ui" to pack= lines, like this:
        pack=MyPackFile 
        type=ui

    - Allow vehicle scripts to override the "model" without a name.
     Previously, "model XYZ" would override a previously-declared "model XYZ", but "model" alone wouldn't override "model".
     
    - Allow mods to define custom sandbox options.
     Each file called media/sandbox-options.txt that exists is loaded before Lua files are loaded.
     
    - Allow mods to define custom perks (Skills ingame).
     Each file called media/perks.txt that exists is loaded before scripts and Lua files are loaded.
     New perks and perk categories can be defined.
     This required removing the Perks enum.  Now Perks is a class containing static instances of Perk.
     So Perks.Strength is now the Strength perk itself instead of an enum value.
     The Lua Perks table contains the predefined perks and also any custom perks.
     Fortunately, these changes didn't require any changes to Lua files. 

    - Added textureShadow property to vehicle scripts to allow overriding the shadow texture.
     For example, write "textureShadow = schoolbag_spiffo," without quotes.

    - recipe.Prop1 and recipe.Prop2 can specify a source item to display in the player's hand.
     For example, Prop1:Source=2 will use either the Saw or GardenSaw model:
     
        recipe Saw Logs
        {
           Log,
           keep Saw/GardenSaw,
           Prop1:Source=2,
           Prop2:Log,
        }
     The Log model could also be specified as Prop2:Source=1.

    - Vehicle windows will have color from the textureLights texture applied. This was added for the boat mod. Call BaseVehicle.setWindowLightsOn(true|false) to control this.  This setting isn't saved, or synced in multiplayer.

    - Vehicle-shadow size and position may be set using the shadowExtents and shadowOffset properties in vehicle scripts. These can be edited in the vehicle editor, under the Chassis section.

    - Fixed "Mod: XYZ" in item tooltips for mod items always displaying the name of the last mod loaded.
    - Added Tooltip.ModName debug option to control displaying "Mod: XYZ" in item tooltips for mod items.
     This could be changed to a Display option if wanted (translations needed though).
    - Added GameTime helicopter-related methods for mods:
     int getHelicopterDay()
     setHelicopterDay(int day)
     
     int getHelicopterStartHour()
     setHelicopterStartHour(int hour) // 0-24
     int getHelicopterEndHour()
     setHelicopterEndHour(int hour) // 0-24
     
    TECHNICAL

    - Optimized game variable look-ups.
      - AnimCondition no longer repeatedly searches for the same variable by name.
      - Instead, it creates an AnimationVariableHandle and re-uses it.
    - GameProfiler.invokeAndMeasure now check whether or not the recorder is running, and avoid capturing a new Lambda

    - Performance improvement. Added an early-out to updateTwistBone
      - If the current twist is <1 degree, the function aborts.

    - Savegame compression optimization from Turbo

    - Refactored and tidied up WorldDictionary.
    - Server now sends the WorldDictionary data to clients when connecting.
    - Client now only saves WorldDictionaryReadable.lua in game folder.
    - WorldDictionary now respects Core.noSave.
    - World loading should now abort correctly if any problems are found with the dictionary.
    - Added method getModID(), getModName() and isVanilla() to InventoryItem.
    - Added the mod name which added the item, and optionally any overrides, to item tooltip.

    - Performance improvements to BoneTransform calculations for a 2x boost to animation system.
     
    - Fog optimization

    - Memory optimization: placed IsoGridSquare.collideMatrix, IsoGridSquare.pathMatrix and IsoGridSquare.visionMatrix arrays to 32 bit integer and wrote bit access functions for those.

    - Refactored IsoRegion system
     including optimized region calculations and fixes for a bunch of things that could cause bugs.
    - Added new IsoRegion debugger based of ZombiePopulationWindow
     (can build via debugger now for quick testing).

    - Added IsoRegionLogger, logs can be viewed via debugger.
    - WorldDictionary -> disabled logging of missing object ID.
    - Colors.java -> added GetColorFromIndex, GetColorsCount.
    - Added Character.Debug.Render.Vision option to display the player's vision cone and see-nearby-characters radius.

    - Use the proper distance instead of Manhattan distance in IsoPlayer.updateLOS().
    - Fixed IsoGameCharacter.updateSeenVisibility() not handling the see-nearby-characters radius, resulting in zombies behind the player (or nearby but outside the vision cone) not becoming visible when they should

    - Don't use shared animations on the nearest 20 zombies, to avoid foot-sliding when they're lunging. IsoWorld.sceneCullZombies() already sorts zombies by visibility and distance, so it is used to set a flag on zombies that shouldn't use shared animations.
     
    - Removed IsoPlayer.m_moveDelta because IsoGameCharacter.m_moveDelta already exists.  The value is always 1.0 in any case
  7. Like
    Thuztor reacted to nasKo in It's Coming to Roam   
    And then, suddenly, fourteen days had rolled around once more…

    41.51 IWBUMS BETA RELEASE
    41.51 is pretty much cooked at this point, and the past few days we have been primarily addressing any potential incompatibilities on different / more elderly operating systems. We intend to release this early next week.
    The latest changelist for 41.51 can be found here.

    Some items of note:

    As previously mentioned, 41.51 contains significant optimizations to our save game system. As such any saved games played in 41.50 will NOT be operational or loadable.
     
    A separate Steam beta containing the previous 41.50 build will be provided so that you can continue and finish your current game.
    Similarly, in a changelist as big as this some mods WILL become incompatible – especially those dealing with loot distribution.
     
    We have kept the PZ Discord modding channels informed of the primary forthcoming change, but there will inevitably be a period of waiting before some of your favourite mods (and certainly mod packs) are fully operational again.
     
    Again, if you enjoy playing modded PZ then the 41.50 beta will still be there for you to use in the meantime.
     
    If you’re a modder who would like further information on what’s changing then please click through to this thread on our forum, where mapper extraordinaire TheCommander has also made a very handy forum post and easily understood infographic.
     
    Please be patient with all the community’s modder crew while they find the time to update their/our beloved mods!

    MP STRIKE FORCE
    As discussed previously we are now updating on all things MP every month – for the reasoning behind that decision please click on through.
    And so, here’s a run-down of what Yuri and Andrei have been up to over the past few weeks, followed up by a nice little vid that Yuri made for us.
    First of all, we added FPS data to our statistics. Servers will now collect FPS data from each client and collect it their statistical data. Seeing as the introduction of local ownership may lead to performance degradation on clients, knowing client FPS will help us to improve performance and as such we can use this tool in load testing. We then spent some time investigating zombie desync. We noticed that our zeds were pausing after they changed ownership between clients. As such we’ve made a fresh implementation of how zombie behaviour syncs. Right now the zombies will continue moving to the target and restore their state on a new client after changing ownership. What’s currently in the build is an initial implementation – we’re going to test how it works before developing it further. We implemented ‘get up’ sync for zombies. This bug could lead to zombies that were laying down on one client, but standing upright on another. We synced zombie falling. Zombies in local ownership now calculate the position and rotation of their fall point, and the client sends this information in the hitCharacter packet. Now all clients will show the same falling anim, and desync where zeds dropped in different places for different places is avoided. This issue also led to players seeming to finish off invisible zombies while you were playing. We had a long think about how we can improve a fight between a zombie and more than one player. A primary issue was how a zombie should react to hits from other players, as often ownership change can lead to desync. We had the idea that zombies should react to hits from their target player, but hits from other players would only lead to splashes of blood and a decrease of their health without a change in ownership. We’ve made an initial implementation of this, but it doesn’t seem to be a full solution yet – as such we will debug it, and potentially think of ways to improve or replace the system. We’ve spent some time updating our tools, specifically the fake clients we use to simulate a full and active server. Now clients can process zombie AI, we needed to simulate the same in our fake clients. This will help no end in our future testing and edge-case scenario simulation.  
     
    NOISEWORKS
    Tomorrow (barring minor fixes) is the last day we have booked in for work with Noiseworks on their PZ Sound Revolution – although we are also making plans for a ‘Round 2’ to further improve the PZ soundscape, put some more work into the implementation of the procedural music system and respond to the feedback of the PZ community once it’s been released out into the wild.
     
    As such the Noiseworks build shouldn’t be *too* far behind the release of 41.51 into the public IWBUMS beta.
     
    The primary final polish that’s been put into Noiseworks over the past week or so has been on vehicles, music selection and general mix balance and bug fixing. Vehicles, especially, needed a little more love as gear changes / RPM and how the new sounds interacted with the existing PZ framework needed a fair bit of love.
     
    The vehicles are now 10x better than the angry lawnmowers currently in Build 41, though we intend to come back to them in Noiseworks Round 2 when we have more time to make some code-side improvements to help them out.
     
    Here’s a quick video of what they’re sounding like at the moment.
     
    (Please note there will be improvements to zombie collision thuds, car door and trunk noises before we release!)
     
     
    Something else we intend to release with the Noiseworks build are the 3D items that Rockstar Mark and RJ have been working with, but that’s not 100% at the moment as they’re working out the best ways to scale/rotate items in their export process. This is the way that a box of jars currently appears in-game, which isn’t… ideal?
     

      VCRS
    We want to shake up the current ‘spend the first week watching TV’ meta, while also introducing some new and typically 90s loot, and as such Turbo has been working on the PZ entertainment systems.
     
    This will be a simplified media playability version of the Devices branch that Turbo has had as a side project for a long time now, and will include retail CDs and VHS tapes – with common, rare and exceptional spawn changes depending on the recording. Clearly, some of these will also be the shows shown on the television with XP and skill bonuses. There will also be unique home VHS tapes, which will either be shows recorded by the people of the area or camcorder recordings, that have a 1 in 5 chance to attempt to spawn instead of a blank tapes.
    Clearly all this will be textual, just as the current TV and radio channels are, but we hope it’ll be a nice way of adding some more flavour to the world. There will be lots of new movies, TV shows and general new writing content.
     
    The ability to record material will not be in the build however, and will have to wait until Turbo’s fully fledged Devices side project (which includes computers and security systems) comes to fruition.
     
    Here’s a quick video of its current implementation, along with the ways that recordings can impact on your player’s skills and moodles if we so choose.
     
    PLEASE NOTE this won’t be how it ends up in the game proper. Being terrified by a horror movie to such an extent that it would leave you vulnerable to the zeds probably wouldn’t be much fun – so please consider WIP!
     

    LOUISVILLE
    Work on our version of Louisville continues, which as discussed in previous blogs is now visible in the mid-distance.
     
    This week we won’t be showing any new chunks of the map, as our map team continue to be quite protective of their giant sprawling baby, but maybe we can have a quick look at some of the new brands and locations that the more urban environment will bring.
     

      This week’s featured image from Rexiem. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  8. Like
    Thuztor reacted to Xonic in Xonic's Mega Mall   
    Welcome to the largest shopping complex in the whole Knox county.


    From the latest fashion to the newest movie, you can meet all your shopping and entertainment needs in this fully climate-controlled mall with over 80 stores and restaurants.
    CrossRoads Mega Mall - The Best place to hang out in the middle of nowhere.
     
    Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1713269594
     
    Map Overview 

     
    Mall Direction Map

     
    This is my first map mod, it is a 3-cell size map, located between Muldraugh and West Point (cell 37x28)
    The footprint of the mall building is nearly one-cell size, it contains all the shops of brands PZ has to offer, from GigaMart to EP Tools, Spiffo to the Pie-O-Crepe, StarEplex Cinema to Pharmahug, this one single building covered 90% of the loot table in the game so far.
    Auxiliary building includes an outlet shopping street with an arcade, a bus depot, a bank, Fossoil complex and the utility building.
     
    There are two special spawn locations, one is the lucky one which you spawn inside the mall and the mall would be zombie free, another one is the unlucky one which you trapped on the roof of a zombie infested mall.
     
    WARNING: Due the the game's zombie spawn mechanics indoor, you should NEVER run into the trash bay, it's a guaranteed death. And like the vanilla mall, you can walk through the railing between the escalators and cause unintentional fall, be careful around escalators!
     
    If you found any glitch, please report in the User bug report on Steam page.
     
    And thank cardenaglo  for contribute to this mall project; Pop and eris for additional help =w=
     
    ---------------------------------------------------------------------------------------------------------------------------------------------
     
     
    Here are some floor plans during the development. High res pics provided by cardenaglo , click to check them out in full size.
     
    Overview
     
    The first level
     
    Second level
     
    Third level
     
    Fourth level
     
     
  9. 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.
  10. pillow
    Thuztor got a reaction from Atoxwarrior in Eerie Country Beta   
    Dear Atoxwarrior,
     
    am I damned now or is there an escape?
     

  11. Spiffo
    Thuztor got a reaction from Хибити\Hibiti [BLR] in Gutrot - Vacation Islands (pre-Alpha 1)   
    Today I've drawn a rubber tree. In addition, there is a rubber collecting container empty and full.

  12. Like
    Thuztor reacted to MadDan in Jumps n' scares   
    Well, two weeks takes ages to get through right? Here we are with the first fortnightly Thursdoid which hopefully contains enough morsels to keep you satiated.
     
    For details on what’s happening with MP, and why we’ve moved to blogs every two weeks for the foreseeable future, please check out our MP Status Update from last time.
    IWBUMS 41.51
    As we discussed last time, we have six months worth of polish, changes, additions and fixes waiting to go into the IWBUMS Build 41 Public beta that are completely unrelated to the parallel MP work.
    In this past two weeks, then, we have removed/disabled its WIP multiplayer components, and are now preparing to release this as a beta update.
     
    The changelist is pretty vast, and can be found here if you are interested.
     
    Sometimes in the past when we have released builds with lengthy gestation times they have been buggier than we’d have otherwise liked, which is why we are putting this through a lot of testing – and are currently opening it out to an expanded pool of internal testers over the coming weekend. Please note that when we talk about holding this build back for testing, it’s not in the same league, stadium or planet as the testing for the MP overhaul, we just have to do our due diligence after all the talk of being careful about what we release not to completely break the current b41 build by hurrying to get going with the builds again.
     
    This new version also includes some fairly foundational changes like updates to the Java and LWJGL we are using, that will improve a legion of compatibility issues we’ve often come up against, and many optimizations.
     
    Likewise there is a big savegame file size optimization going into this version, which will mean that your current savegame will NOT be compatible. But, clearly, fret not – the current 41.50 version will remain available to you, and step-by-step savegame transfer instructions will be provided should they be required.
    NOISEWORKS SOUND UPGRADE
    The Noiseworks full soundscape upgrade has just gone into its first round of testing, and we’ve collated a full list of bugs and missing / wrongly wired sounds back over to them.
     
    Primary issues include some rethinking of how we’re doing car noise due to some engine sound issues, lots of stuff that needs an adjustment in how its rigged, and a few sounds that don’t entirely fit the action on-screen. We’re making good headway with all this, but it’s probably best to expect its appearance in 41.52.
     
    A video, and then a few tester quotes.
     
     
     
     
    “The ambient sounds of the wildlife is amazing. I found myself a few times just listening to it all. hearing the zombies shuffle outside a building you are in can put you on edge, but you think you have time until that first bang on a door or window which will make you jump. And the rain sounds changing as it intensifies is amazing, you feel an urgency to immediately seek shelter, you know it’s about to get bad outside.”
     
    “The game feels a lot more… full (?) with all the noises. I noticed it had tactical advantages too, as I heard the footsteps of a bunch of zombies around a corner before I got there. That was super cool.”
     
    “WOW the UI makes sounds now??? Did not expect that it is awesome. Also the tweaks to the This is How You Died screen for loading into the world and all are incredible.”
     
    “I haven’t felt suspense like that while playing for a long time, the jump-scares really get you as well. The new sounds give it a completely new, different experience imo, like just the eerie silence when you walk into a house all of a sudden, instantly makes you put your guard up and listen out.”
    3D ITEMS
    Also for likely inclusion in 41.52 are the 3D items that ‘Rockstar Mark’ has provided – which will mean that we no longer will have to use inventory icons for items left on the floor.
     
    We still have to make sure these don’t dampen performance when used in extravagance, but they are already paying dividends in terms of the ‘zed stories’ we tell in abandoned houses – the frat boy zombies will have real-looking beer and chips on the floor now, while the ‘sex zombies’ we suggest were having rumpy pumpy will have real-looking clothes strewn on the floor around the bed.
     
    This has also allowed for RJ to put in an extension of the world-building ‘Marie Celeste’ nature of various homes within the Knox Event – putting items on tables to suggest what was happening (or about to happen) in the build up to disaster striking.
    Someone here, for example, was about to bake a cake.
    This will be expanded on heavily in future, with our hopes that all items present on shelves will represent the actual items. This is a long term goal however.
     
    In terms of gameplay the 3d items will bring, we do plan however in the more immediate future to make tables into containers, which allow items to be placed on them and be visible at a glance. This will surely be a welcome feature for those packrats looking for some extra storage space.
     
    Also, Mark just sent us these, which should much better allow us and those like us to simulate our bedroom floors within the game with more accuracy.
    MAP WORK
    As discussed last week we are bumping the urban map expansion, our PZ version of Louisville, up the running order of releases – though it’s still too far off to pin down in any particular version.
     
    This week Jamie (Xeonyx) has been on ‘Operation Building Heighten’ – as we have increasingly become aware that we need to reinforce how verticality in the city’s innermost districts will be a big part of the feeling of difference between it and our existing rural areas.
     
    We have an upper limit of seven storeys and a rooftop in PZ, which is an unavoidable performance constraint (and also something of a balance issue even if we one day surmounted it) but it should still feel urban, new and different to what’s currently available. Here’s some of Jamie’s building heightening in action:
    Kukrapok/Ayrton meanwhile continues with his own mission to bring more realistic curved roads and road patterns to both the existing and new areas of the PZ map.
    There’ll also clearly be loads of new tiles and decorations that come with the map update and, while the blog writer doesn’t find it hugely exciting, I am reliably informed that the ability to spruce up your bases with lovely new vegetation will be of encouragement to some.
    NEXT TIME
    As discussed in our last blog, when we return for our next dev update we will get the latest from Yuri and Andrei on MP, who have now an entire month to do deep dives into their work without us poking them with a stick every week for something to show the world – as well as all the SP latest similar to that discussed above.
     
    In the interim we will also put up the next Mod Spotlight from Pat_Bren, who this month will be talking to none other than the elusive Snake. Thanks all for reading!
     
    This week’s featured image from KPKPlays. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too! Our thanks to all bratty stepsisters out there for refusing to relinquish their gaming PC!
  13. Pie
    Thuztor got a reaction from Atoxwarrior in Gutrot - Vacation Islands (pre-Alpha 1)   
    Coconut palms in early stages are done, so far.
     
    Some little improvements here and there, then I can start with jumbo coconut trees. Let's hope, that I can insert them in my map.
  14. Spiffo
    Thuztor reacted to nasKo in MP Status Update   
    THE BAD NEWS This week we have been playing the MP build extensively, to try and get a clearer and more solid idea how much work would be required to get it into a state we’d be comfortable releasing, and have increasingly become aware that it’s not good enough. We have been too optimistic, and for that we are extremely sorry.
     
    Advances have been made, and the quality of where it is going is clear from our many tester testimonials and gameplay sessions, but since the (vital) transitions to zombies on the client it is not even close to the quality that the game or our players deserve, even for a beta. Furthermore, the deeper we’ve looked into it, the more systemic issues deep down have reared their heads.
    It needs more time in the oven. We simply cannot release it half-baked. You don’t have to look far in gaming to see what can happen when you do.
     
    We recognise that (especially in the past two weeks) we have been making cautiously optimistic noises – but put simply the more we played, the more we became aware of deep-rooted issues that it would be near-impossible to fix in a ‘live service’ situation. 
     
    Project Zomboid has every chance of being extremely popular when we release MP – it’s something that we’ve read from people everywhere, and increasingly something we’ve quietly believed ourselves. As we’ve said multiple times in the past, the multiplayer release of 41 is by far the most important build in Zomboid’s history, and if we don’t stick that landing it would be bad.
     
    As it stands the MP build we’re playing internally isn’t robust enough to cope with potentially huge floodgates being opened upon it. Support requests, tech queries and bug reports would simply drown us – and the player and community experience would be poor in the absolute extreme. 
     
    We had a big meeting with General Arcade, and went through everything that could (and should) still be done to make PZ a MP game that could both stand the test of time, and a huge launch day. Something that would keep multiplayer servers populated and not result in disappointment for our community that have been so patient for so long.
     
    This will likely be a much longer wait than we’ve been hoping, and particularly in light of the last two weeks of misguided hopefulness over improvements that while exciting, in the cold hard light of day still are far short of what we would dare release. 
     
    We have long shied away from giving any form of ETA, but in the interest of ensuring we are not stringing anyone along with vague notions of a timescale Thursdoid after Thursdoid, we have agreed with our MP team that anything up to six months should be the ballpark we’re now aiming for when it comes to getting a Build 41 MP release into player hands to a level of quality we’ll be confident it won’t blow up in everyone’s faces. 
     
    We know this will be of disappointment for many — and we’ll likely receive some flak for this decision — which is understandable, especially given the noises we’ve been making in the Thursdoids recently. 
     
    But we ask those that are upset by this news please to bear in mind other recent releases that people were begging for, and getting increasingly hyper-frustrated at the frequent delays — only to finally have it in their hands, as they facepalmed and asked themselves why the hell this wasn’t held back further??
     
    That’s what we’re doing — because we’re lucky enough to be in a position we’re able to do that, both financially, as well as without marketing spends or boardroom pressure forcing our hand, and we are committed to the fact that while we feel the pressure from the community’s frustrations at the wait as well as our own desire for it to be ‘done’, we will not allow that to blind us to putting something out that will end badly for both us and our community that want to see the game grow. We may get a bloody nose for delaying it further and for this long, but we’ll take that gladly to ensure that doesn’t instead happen on release–as that’s a bloody nose we might not recover from.
     
    This has been an immensely difficult week for us — people sometimes forget that we want this build out there too. It’s not just a game to us but our daily lives, and the march toward a multiplayer release — the moment we’ve desired to see for so long vanishing away months into the distance, and the prospect of continuing that climb for another six months is heartbreaking to us. 
     
    Nonetheless, it’s 100% the right call — we will not waver, and when all is said and done and multiplayer has been out for months and everyone is playing it, we promise everyone — ourselves and our community — will be glad we made this call, instead of releasing in a soon forgotten whimper. 
     
    We may take our time, but we get the job done in the end. Hopefully the almost unanimously positive reception to the long awaited animation update proved that to be the case. I honestly believe we wouldn’t be where we are today if we weren’t just as strict back then on what we put out, when everyone was chomping at the bit to play it, bugs and all, and couldn’t fathom why we were being so careful and protective for such a long time. Now people have had it for a long while, no one would want to go back in time and have us retroactively release the anim build 6 months earlier than we felt comfortable doing so, and risk it crashing like a lead balloon and damaging the game’s reputation and future. Our caution led to the most success Zomboid has ever enjoyed. We know the same will be true about multiplayer when people are finally playing it.
     
    We’ve discussed with GA about getting two more internal QA engineers the MP team will have direct access to day to day while working, to allow them to more quickly diagnose and test stuff with more players outside our TIS internal tests. 
     
    They are also on the lookout for additional resources for the coding team to speed things up. Though it’s worth pointing out that this will require some significant time to learn the codebase and get up to speed for any new developer, which is why it was never a practical solution before our decision to commit to this longer delay with which to capitalize on another coder. 
     
    We hope with the changes we make, along with many organizational changes to improve our internal workflow with GA, we can deliver something sooner, and will of course continue looking for new avenues to speed things up — but for all intents and purposes we’re committing to this period of delay to make sure it is definitely achievable and no one should be under any illusions of expecting it sooner. 
     
     
    THE GOOD NEWS
    It’s not all bad news however. This longer and more defined schedule of getting MP up to scratch makes it clear that we can’t just continue this release drought in the meantime. 
     
    Therefore we are going to start releasing IWBUMs builds with new content in the interim, rather than holding back until the MP build is complete as was our original plan.  
     
    We will be removing MP elements from the current trunk code that would interfere with the single player game, and releasing a six month backlog of changes, fixes, optimization and upgrades waiting to go into the game. LWJGL 3 and java 15 upgrades in particular that will improve performance and compatibility, not least a new fancy garbage collector we’ve never had the opportunity to use before that should all but eliminate any periodic pauses that have plagued our game in the past.
     
    After this, we will be starting to release additional content builds to tide the community over in the wait. We have to be somewhat careful on the style of content we add, so as to not make the MP work more complicated and hold it back further, but stuff you should be able to look forward to in the coming months include:
     
    Noiseworks sound overhaul. Noiseworks are due to provide the first complete version of their ‘round 1’ additions to the game, replacing all sounds in the game, for testing and feedback from TIS. Those keeping up with the Thursdoids will have a good idea of what this will bring. After some testing, and adjusting sounds to tester and community feedback, we’ll be getting this out to you as soon as we can. Noiseworks will then be continuing with adding additional sounds, and a procedural music system, which will bring even more atmosphere to the game.
      Map updates. We’re pushing toward a release of Louisville, which nears completion outside some zoning work and bug-fixing. It’s unclear how much time remains to polish this up to releasable standard, but it seems very likely it will drop before multiplayer. Non-90 degree roads with curves, improvements to the existing map, and even perhaps beyond our original scope of the map now our mapping team has grown.
      Several other really cool gameplay features. We’ll talk about them in the coming Thursdoids when we can feel confident they will drop in the interim period.

      THURSDOIDS
    Speaking of Thursdoids, a primary piece of feedback we’ve had from the MP team has been the detrimental effect that the weekly cycle of blog updates on MP progress has had on the development process. 
     
    A weekly development sprint, where results are desired to show off or talk about makes it much harder to work on longer term improvements. To be honest this is not the first time this has been brought up or felt by the TIS team, the weekly blogs have always stacked a lot of pressure on our shoulders, only ever being 7 days away. But we are both immensely proud of our weekly blogs, and have found them to be a huge part of keeping our community content and informed. Truth be told, we have also been somewhat nervous that reducing their frequency suddenly may be perceived by our community as some kind of winding down, rather than something that would improve development in any way, and so have long been resistant to change.
     
    However, in the interest of aiding the MP team in having the time to do longer and less interrupted work on features without the pressure to provide small incremental improvements that clearly haven’t been enough to make the leaps to release that are needed–we are going to make the following changes to how we release Thursdoids over the coming six month period.
     
    We will be doing bi-weekly Thursdoids (that’s every two weeks). These will likely be more content-packed, and have more time spent writing them. They will hopefully provide much more bang for your buck and less likely to have us repeating ourselves.
      We’re only going to focus on multiplayer development every other Thursdoid, allowing the team to have a solid month to make longer term, deeper and more substantial improvements without worrying about us coming knocking for stuff to show or test. The alternate Thursdoid will focus on the single-player interim updates, features and fixes coming in the shorter term. That all said if we do have cool MP stuff to talk about, we’ll be sure to let you know regardless of what week it falls on.
      We’ll see how these Thursdoids go down over the coming months, and will decide based on that what to do once multiplayer releases whether to go back to weekly Thursdoids or to carry on with bi-weekly.
     
    Thanks for reading, and apologies again for the major misstep in our recent enthusiasm. While we did state it was ‘cautious optimism’, we regret letting short term improvements and perhaps a bit of wishful thinking colour our blog updates. Sometimes you just get lost in the weeds and an uptick one week is deceptive to how much work really remains. We hope the firmer date will give solace to those who check week after week to frustration, who are largely only interested in multiplayer, that they can safely put our game aside for a while, and when to start looking again. And to everyone else, we hope getting fresh content again will help the time pass that little bit quicker.

     
    Much love
     
    The Indie Stone
  15. Pie
    Thuztor got a reaction from Atoxwarrior in Gutrot - Vacation Islands (pre-Alpha 1)   
    Is it not a little too much of honor, if a successful master calls me master?
     
    - In the meantime, I've created just a little construction site.
    - Re-drawing some old beds to new one (not quite finished)
    - Begin of drawing coconut palm (first stage, shadow missing yet)
     
     


  16. Like
    Thuztor reacted to nasKo in Mod Spotlight: Eerie Country   
    Greetings zomrades! We are always amazed at how many great maps our community is making, and Eerie Country is one of the very best. Some maps go for huge size and others for high levels of detail, but Eerie Country sits in the perfect sweet spot between both.
     
    With an appropriately eerie feeling pervading each and every area, Eerie Country has a much more apocalyptic feel than our base map, but also a wonderful variety of places not found in our Knox County like oil derricks, an airport, military watchtowers, bus stations, greenhouses, and detailed farms.
     
    Some areas make use of custom textures but many use our base game graphics to create places with entirely different vibes than our map – no mean feat!
     
    Every single area has clearly been thought out. Farmhouses have yards with henhouses, barns, and grain silos. Factories are filled with machinery, and you can’t blame the apocalypse for how dilapidated some of those gas stations look. Towns with narrow streets become more claustrophobic when they’re filled with debris, wreckage, and barricaded buildings. Military checkpoints and medical areas filled with body bags (SO MANY BODY BAGS) tell a story but like every story in the world of PZ they have the same ending – those pesky zombies always seem to win!
     
    With multiple towns and dozens of cells to explore, it’s a surprise to learn the map is mainly the work of only two people, Atoxwarrior and Otomie Warrior. We spoke to both of the authors to understand how such a great map came together.
     
    Atoxwarrior

    Atoxwarrior, pictured with his sister

    Who are you in real life?
    “I’m in my last semester at university for a music teacher degree, and I’m very passionate about music. I’m a guitar player but lately I’ve been learning to sing for my band, Toxic Lovers. Other than that, I’m an ordinary young man who likes video games, post apocalyptic movies, going out to visit nature with friends and spending time at home with my family.”
     
    Can you describe your Eerie Country map for us?
    “Eerie Country is a map that seeks to show how society tried (and failed) to fight the zombie pandemic, but also to encourage exploration. I’ve always found it important for a map to have a great diversity of places for the player to venture, not only for the loot but for the environment itself, to encourage the player to leave the comfort of their base. My goal when making the map is to offer a fun experience that awakens players’ curiosity.”
     


    How did you first discover PZ? Why do you like it?
    “I discovered this beautiful work of art when looking for isometric games. The pixel art style along with the open world zombie survival aspect meant it was love at first sight. I remember the excitement I felt when creating my first character and exploring a world in chaos. I didn’t do very well because I ended up running away from the zombies and getting lost in the forest and dying of thirst, but it was very exciting!”
     
    How did you get into PZ mapping? Did you have experience making maps or mods for other games previously?
    “I had no experience creating mods or maps but was inspired to start when I read on the Indie Stone forums that I could make my own world. It was exciting but my biggest challenge was trying to understand what the Thuztor mapping guide said as I don’t speak English. I had to use Google Translate to understand how the TileZed tools worked, and everything was an arduous process of trial and error. Luckily I am very patient and managed to make my first map which is now “Irvington”, one of the cities in Eerie Country. I’m planning to make my own tutorials in Spanish as I want more players to have the opportunity to create their own maps.”
     
    You collaborated on Eerie Country with Otomie Warrior. How did you come across them? Which parts of the mod are yours and which are theirs? Did you have help from anyone else?
    “I met Otomie in the Indie Stone forums. We share a taste for creating maps and can speak the same language, which is very helpful. He’s a great partner who has supported me all these years. He’s contributed a lot to the map including the missile silo, the mountains, the labyrinthine church in the swamp area, along with many other buildings in Eerie and more that have not yet been released. I also want to thank Snake who helped with Lua coding, and Cyrrent Eiledoll who helped me create the natural tiles for the swamp which give that area such a unique atmosphere.”
     
    How much time have you put into making your map mod? What were the biggest challenges in making it?
    “I started the project in 2016 but didn’t have much time to work on it due to college and other work. Thankfully my Patreon has allowed me to commit more time to making the map!”
     
    “Without a doubt the biggest challenge is thinking of interesting places to add to the map. Comments and suggestions from players are very helpful for this. My work has also helped me appreciate the developers of the official map because now I know how much work they have to do, and recreating a real life city is not as easy as many people seem to think!”
     
    What were your inspirations for this map from real life, movies, other videogames etc.?
    “Eerie started as a project to offer multiplayer players an experience they could enjoy by being able to fight or hide in different corners of the map, but as the project progresses I see it more as a work full of references to movies and video games. For example “Centralia”, the city I recently built, is inspired by Silent Hill and The Last of Us. Every time I add something to the map I look to add references, but I also like to investigate real life situations because sometimes reality is more disturbing than the imagination.”

      If you had to pick one place in your map to use as a base, which area would you choose and why?
    “At first I liked living in the junkyard that was south of the map in the middle of Highway 3, but now I like living in the other junkyard in Centralia. Maybe later as I make more progress, I’ll change my mind again!”

    Which maps or mods by other users do you enjoy or find interesting?
    “I highly recommend Snake’s mods since they have such a wide variety and are of special value for the Spanish-speaking community. I hope they’ll be translated into English and on the Steam workshop some day because they are pure gold!”
     
    “I would also like to recommend Relihschneider’s mod SWAT & RIOT PACK, which has lots of great equipment, and Toxic Fog by Planelalgol. (I wish PZ had a greater variety of gas masks, seeing as I collect them in real life!)”
     
    “Another one I find very interesting is Peppercat’s Dynamic Traits which lets you gain or lose traits based on your playstyle. Finally I have a long list of maps I love to explore and that inspired me the most: Downtown, Radcliff, Drayton (Rebuild, Phoenix, and Cherbourg.”
     
    What’s next in your mapping plans? What’s the dream?
    “Right now I’m continuing the development of the capital city of Eerie, trying to recapture the atmosphere of Resident Evil 3. Of course, only the community can judge if I get it right! My dream is to be able to finish the Eerie map and make a multiplayer server filled with entertaining stories for the Zomboid community. I also hope my map becomes an inspiration for other mappers!”
     

      Many members of the Project Zomboid community will be aware that your family recently encountered some extreme difficulties. If you feel able to, could you let us know what happened – and, importantly, are there any further ways that people who use your maps and appreciate your work can contribute to help this situation in any way?
    “My family is very grateful for all the support from the Zomboid community. There are details of the accident we prefer not to tell, because of the implications it had locally, and since the loss of a member of our household so tragically and almost losing my sister has left scars that will be difficult to heal over time. I hope you understand, and that someday justice for so much corruption comes to Venezuela.”
     
    “My sister has been able to recover satisfactorily and continues to fight like the strong woman she is (as her younger brother, I admire her a lot). I know it is not easy for her, but as a family we are all together in this. She is working on her own business at home, creating personalised notebooks. You can find her work at AbiBookCa on Instagram.”
     
    “Currently the only way I have to help my family is my work and what I receive from the people who support my Patreon (which can be found here). I owe my patrons a special mention because without their financial support, this young Zomboid fan would not have come so far. In the future I would love to be able to pass on the support I’ve received to other creators who do not have the necessary resources to survive.”
     
    “The Zomboid community is one of the best communities and I feel proud to be a part of it. It has taught me that despite adversities we can always help others. Thanks to all the Indie Stone team for giving me the opportunity to tell my story, I appreciate it very much.”

    Otomie Warrior
    Who are you in real life?
    “In the old Indie Stone forums, I was 956 Texas, and I was born and raised in McAllen, a city in the southernmost region of Texas close to the Mexican border. I work as a construction safety officer and have a family to take care of, so I work on PZ buildings in my spare time.”
     
    How did you first discover PZ? Why do you like it?
    “I first discovered PZ in 2016 on Steam and liked the retro Super Nintendo vibes the graphics gave. Seeing it was a survival horror zombie game made it even better!”
     
    How did you get into PZ mapping?
    “I got into creating buildings after realising the game could do with more variety. I also wanted to design my own buildings with traps in them so the player would have to be cautious while exploring them.”
     
    Can you describe your contributions to the Eerie Country map and what it was like working with Atoxwarrior?
    “Working with Atoxwarrior has been a great experience! I’ve learned a lot from him and we’ve become good friends. Even though he lives in Venezuela, we keep in touch through social networks. I hope one day I can reunite with my good buddy in Colombia and enjoy a good chat and some coffee!”
     
    “I have contributed over 300 buildings to the map and they come in all shapes and forms, from urban cities to forest camps and even missile silos!”
     
    Which of the areas/buildings you worked on is your favourite? In which of your buildings would you most like to set up a base?
    “I most enjoyed working on the buildings of the Old Town section. It’s inspired by Resident Evil’s Raccoon City with narrow alleyways, traps, and many rooms to explore. I would most like to set up a base in an old forest camp I made that has a good wood wall space for ten people. I wouldn’t want to set up a base in the old city – it’s crawling with zombies.”
     
    Which maps or mods by other users do you enjoy or find interesting?
    “Superb Survivors is lots of fun, but I wish it worked in multiplayer!”
     
    What’s next in your mapping plans? What’s the dream?
    “I plan to keep helping Atoxwarrior. My dream is to finish the Eerie Country map and make it an all-time favourite thanks to its unique buildings and the vast map you can explore!”
     

     
    Thanks to Atoxwarrior and Otomie Warrior for taking time to answer our questions! You can subscribe to the Eerie Country map here.
  17. Like
    Thuztor reacted to Ayrton Orio in Cap Levi, Normandy, France   
    I am redirecting my post from modding to map as i did not realize there was a category for map only.
    Here is the original post for details:  https://theindiestone.com/forums/index.php?/topic/23230-map-of-normandy-france/
    I have attached a section of the map, where most of the towns will be (where there is sand essentially)
     
    I have reposted the larger map also
     
     
     
    I had a few questions for you map modders:
    - Is it possible to apply a vegetation biome using WorldEd? For now I have only pine trees, which are not really adequate for my environment. I would like to have fruit trees and such. Is it something I have to do manually? - I had seen a while ago a video where you could see a developer scatter vegetation on the fly, is it something that exists within tilezed or it's a future feature of the creative mod? - Is there a centralized DB with all .tmx building created by the comumnity? I wish to consult and contribute! - Is there any "populate" tool in Tilezed that I should know about before getting started? Like for roads for instance? - Do you have any piece of advice for me? Remarks, suggestions...?  

  18. Pie
    Thuztor reacted to KI5 in '88 VW Golf Mk2   
    My latest mod, You can get it on steam here:
     
    https://steamcommunity.com/sharedfiles/filedetails/?id=2516123638
     
     



  19. Like
    Thuztor got a reaction from Ciber Ninja 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-/dirt-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!
  20. Spiffo
    Thuztor reacted to Nazarito22 in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    CURRENT STATUS:  ACTIVE
     
    Hi everyone. I started to develop the map of my village where I born. I hope I will finish it as soon as possible. Stay tune
     
    It will be a unique map, where every yard, every building will be unique. The map will be as realistic as possible copied from the real world. The first map that is not square. You will get lost among the corn and potato fields and hayfields, which will be very numerous. Yes, you can easily upgrade the farmer's skill, but the grown vegetables will still need to be found among the rotten and dried ones. You will feel the beauty of the village. There will be a lot of narrow streets with lots of fences and you won't be able to easily crush the zombies with your car. Each outing will be horror and pain for you. You know why ? Because, no police station here, no weapons. A lot of pain, ha-ha-ha. It will be a new experience in the world of Project Zomboid.
     
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Population - 3358 persons ( + 2 big cemetaries ) Game area - 10 x 10 cells ( aproximately ) Private courtyards and houses - 1000 items ( aproximately quantity) Another buildings - church , liceum complex , ambulatory ( little hospital ) , music school, cement factory , big stadium , small stadium with artificial turf , farm , trainstation , different shops , post etc. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     

    WHEN MAP WILL BE PUBLISH ?

    First playable beta will be when I finished 15 cells. 
    The map will be developed when will be developed.


    PLANS
    ~ symbol means what this area for concrete beta could be change
     


     
     
    CURRENT MAP STATUS
    MARCH 1, 2023  ( 11:11 , Kiev time ) 
    Buildings: 129 ( +15 )
    Rooms: 785 ( +38 )
    Room rects: 1023 ( +46 )
    Room objects: 1152 ( +80 )
     


     
    >>>> PREVIOUS VERSION <<<<
     

     
    Topic will be updated time to time. Stay tune
     
     
     
     
  21. Like
    Thuztor got a reaction from Хибити\Hibiti [BLR] 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-/dirt-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!
  22. 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-/dirt-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!
  23. Like
    Thuztor got a reaction from Nazarito22 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-/dirt-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!
  24. Spiffo
    Thuztor got a reaction from EUDOXIO in Gutrot - Vacation Islands (pre-Alpha 1)   
    Picture of progress.
    Vegetation is not tropical, I know. But that will be the case later.

  25. Spiffo
    Thuztor reacted to CaptKaspar in Log wall recipe   
    “Retarded” is offensive. Be lovely. 
     
    Maybe braiding ripped sheets into rope is a solution. “Solves” the realism issue (at least makes it better) and the rope shortage issues. 
     
    Could be a tailoring skill. 
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