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Matthee

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  1. Pie
    Matthee reacted to nasKo in Build 39: Vehicles released!   
    Survivors of the Knox Event can now drive vehicles and explore every nook and cranny of the vast Project Zomboid map.
    Vehicles are enhanced with real physics, and come with all the expected sundries such as a UI dashboard, headlights, expanded inventory space, car horns, air conditioning and car radios – and the capacity for breakdowns, part replacement and collision damage.
    Mark.exe has been kind enough to record a short video to explain ’em. Please consider going and subbing to his channel if you don’t already!

    Nine different vehicle models are available – not including variants on these such as branded vans, or emergency vehicles. The PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans.
    Vehicles can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.

    Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.
    Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.
    To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs.

    PLEASE NOTE: Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible. If you want to continue your game a Steam beta channel for the previous Build 38.30 has been provided.
    PLEASE ALSO NOTE: While we’ve taken a lot of effort to get this build as bug free as possible, due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process. Please report any issues here, and thank you for patience.
    OTHER BUILD FEATURES:
    The PZ map has been expanded – filling in the countryside between Riverside and Rosewood with farmsteads, camp sites and various nooks and crannies to explore in your cars, vans and ambulances. The official PZ online map has been updated to reflect this.
    A lot of optimization has been done under the hood to make way for vehicles: general map streaming performance, garbage collection improvements, UI framerate changes, rendering of non-visible internal tiles to provide smoother play around tall buildings etc. Many, many other improvements to game systems including: player-crafted double-doors and gates, new sandbox options, map improvements, MP and co-op tweaks, external generators, loot and XP balance, UI improvements, better gamepad controls and much much more. For the full changelist, and information on about a million other fixes and tweaks, please visit the Build 39 release thread.
     While vehicles have been a massive group effort from a lot of people within the team, we’d like to give a special thank you to EasyPickins, who did a lot of the technological framework and put a lot of sweat and blood into the system for a long time before everyone else got involved. We’d also like to thank General Arcade, and especially Yuri, for his invaluable help in their integration and evolution.
  2. Spiffo
    Matthee reacted to hundle in Ice Box - Power-free refrigeration   
    I think it would be cool if there were an ice-box in game. It would need to be filled with ice of course. The main difficulty would probably be implementing the ice.
     
    These might be prohibitively difficult, but I can think of a few ways to get ice during the winter:
    1) Foraging. Ice would appear in your inventory just like a stone or twigs.
    2) Leaving water outside, e.g. in a pot.
    3) Cutting ice from a body of water. Maybe right-clicking a lake or river with a saw or an axe in your inventory.
     
    Ice could be used to fill an ice box. With enough ice, players might be able to store food year-round. Ice might also be used to reduce pain from certain injuries.
  3. Spiffo
    Matthee reacted to EasyPickins in Latest TileZed, WorldEd, and Tilesets   
    The tilesets are now the latest as of Nov 20, 2017.
  4. Spiffo
    Matthee got a reaction from Atoxwarrior in Splitting a Building Between Cells in WorldEd?   
    split the building into two parts then place them in the corresponding cells is the only way I know
    otherwise the program will tell you it detects error when you try to create lot files
  5. Like
    Matthee got a reaction from Legoland99 in Splitting a Building Between Cells in WorldEd?   
    split the building into two parts then place them in the corresponding cells is the only way I know
    otherwise the program will tell you it detects error when you try to create lot files
  6. Like
    Matthee reacted to cardenaglo in Gaia Alpha 3 "A New Beginning"   
    Bunjil

    Red is the main road. Yellow is the train tracks. Blue is the towns. 

    Description
    Have you guys ever found the map to be rather small in its current state? That the difficulty was static regardless of which town you were in? An overarching story that most of you will never hear all of?  Or maybe none of that and are just seeing a failed pitch?
    Look no further as
    This map will be  quadruple (I don't even know anymore) the size of the original map. Cities are filled with locations to loot but have plenty of zombies to kill you A story will be accompanying the map that will begin a few minutes after the game starts. The pitch has not failed if you've read this far
      Map Size
    As I said its planned to be four times the size of the original map. So bear with me on trying to get it finished, because there is no one else who wants to finish this more than I do.  The map is currently at 77 cells by 42 cells and about a third of that is covered in water. You're probably wondering why so big. Well a large reason is to cater to several groups and to make this one of the maps for multiplayer.  Now right now yes the map might be a bit too large to traverse by foot but I'm planning around vehicles so that my map doesn't gather dust once they're released. 

    Background
    This map is entirely based off of a map I made. The idea was to base it off my writings and I will be using some portions in there. However the narrative will always be changing and will be revolving around many of the POI's I'll be adding in; one of which is already added in the map. There are several landmasses with the three being connected by bridges, for now. There are many more islands that are not connected and will be hard to reach but will be populated nonetheless.  

    Travelling
    One thing I wanted to do was make players feel challenged. By this I don't mean create artificial challenges that the player should aim for but rather create rewards for players who are willing to go the extra mile to get valuable loot in dangerous areas. The story will revolve around going to key places over time until you reach the end which will, hopefully, give you some satisfaction and a cool place to call home. 

    The Story
    You like the many before you are people that have found this new land in the midst of disaster. Survival is your goal in this new world where an unknown force seems keen on pressing your luck. Zombies won't be making your life any easier so you better reach the Red Fortress quick. 

    Conclusion
    With all that wrapped up I'd like to thank you all for taking the time to read what I have. The overall scope of the map is large and i've seen mods of a higher caliber and smaller scopes fail and come to a standstill so lets hope that does not happen and that I can make the same amount of progress regularly.  Any questions or suggestions do send them my way whether by posting in this thread, a PM or add me on steam. 

    Download:
    http://steamcommunity.com/sharedfiles/filedetails/?id=874911668

    Nonsteam
    https://mega.nz/#F!gZoDRR5Z!aMYYyM9AIt8LSoITgg8zcw
     


    Special Thanks
     


    if you use my map in any map packs or content packs please ask first! Likely I will not say no but I'll probably discourage you from using it as this map is intended to be standalone. Any updates I make could cause problems for your map pack because of the sheer size of the map that I am aiming for and I don't want people hounding me for problems that could be caused by your map pack.
  7. Like
    Matthee reacted to EasyPickins in Map Tools & Tiles for Build 36   
    Unfortunately it appears the GUI library used by the tools (Qt 5.7) doesn't work on Windows XP.
  8. Like
    Matthee reacted to Strats in In-Game Mappage   
    Would we be able to find different kinds of maps? For example, maybe there is a common tourist road map in gas stations, a map for customers at the Crossroads Mall, a map used by the military to maintain the border of the Exclusion Zone, a map drawn by a dead survivor with markings about certain houses, etc. Maybe it's just fanciful, but I think it'd add some more depth to the maps and such.
  9. Like
    Matthee reacted to RingoD123 in The One Stop TileZed Mapping Shop   
    Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop.
     
    Step 1) Installation and setup
     
     
    Step 2) Creating a new map

    - Creating A Master Image
     
    - Creating The Base Map Image
     
    - Creating The vegetation Map Image
     
    - Creating The Zombie Spawn Map Image
     
    - Importing into WorldEd
     
     
    Step 3) Creating/Adding custom buildings
    Navigate to your TileZed folder and create a new folder inside named Buildings, this is where you are going to save any buildings you make or download.
     
    - How to create custom buildings
     
    - How to add buildings to your map
     
     
    Step 4) Exporting and testing the map
    - Exporting
     
    - Getting it in game
     
     
    Step 5) Adding world detail
     
     
    Step 6) Zoning Your Map
     

    Step 7) Uploading to steam workshop
     
     
    Tips
     
     
    FAQ's
     
     
    Other Helpful Guides
     
     
    Big thanks to Capt_Paradox, Blackbeard06, Suomiboi, Thuztor and the whole modding community ❤️
  10. Like
    Matthee reacted to The Googlator in TileZed Building Overlap issue   
    Well, I finally figured out a way around regarding this issue. If I simply open the tmx file in TileZed, close the cell, then open it again and no overlap problems... strange... 

    And just if anyone decided to look, a little look at the progress made

     
     
     
    -TG
  11. Like
    Matthee reacted to Batsphinx in tools links, tuts are outdated need to make a map, but cant   
    You're right, we need to tidy all this up. 
  12. Like
    Matthee reacted to nasKo in In-Game Mappage   
    Howdy survivor. Hope your apocalyptic nightmare scenario is going well. Here’s some news from the land of zeds…
    IN-GAME MAPS
    For many PZ players the alt-tab to Blindcoder’s map has become something of a ritual, but for a long time we’ve needed a way for players to get their bearings in-game. Using the power of Turbo’s CartoZed tool we now have the power to create top-down maps, which means that we can now also feed them to our resident artist Mash to create lootable in-game items like this. [Still somewhat work in progress – town slogan to change!]

    These maps won’t track your position, but you will be able to get you bearings and make markings on them. After all, what’s a map if you can’t mark safehouses, the homes you’ve looted and whatever other vital survival locations on it? Using this initial March Ridge template map RJ has been implementing mouse zoom, the ability to mark notes and also a ‘symbol stamping’ system that will let you annotate the maps that you find with skulls, house images, crosses etc. You can even choose your own text and icon colours. Please note that the following video is a work-in-progress!

    Importantly, too, the work has been done to make sure that these are transferable between co-op and MP players. This is a fully moddable system too, and the .png files could be expanded to faction leaflets, community maps and various other world-building materials.
    Right now the system is in place, but it’ll take a little while for maps of each major town area to be produced – West Point and Muldraugh are sizeably bigger than the March Ridge test case after all. At first, meanwhile, we will only be concentrating on urban areas and avoiding any areas that are still in-flux or could potentially change in the main game.
    IN OTHER NEWS
    Turbo’s development and modding tool ItemZed has just been released in beta form for community testing. It lets you easily play around with loot locations, item attributes, recipe contents, spawn rates and all that jazz. For further information please go here. Work at the anims coalface continues, as mentioned last week we’re turning our focus back to getting an SP build out in a Steam beta branch. We have General Arcade on the case with improving PZ’s netcode and map streaming to pave the way for EasyPickins’ vehicles work, again as discussed last week, but now also have an extra body from the Russian Mothership in the form of Eugene for the next few months. He’ll be working on engine and quality of life stuff and we’re super-excited to have him with us for the next little while. Our apologies for the delay of the recent build releases on GOG. The new versions are with the GOG guys, and should be going live very soon, if not already. COMMUNITY MAPPAGE
    A quick shout out to Z3759xy on our forums who has had to step away from some, quite frankly, incredible PZ map-making projects due to the amount of spare time he has on his hands – and we dearly hope that someone else picks up his .tbx baton, or performs a team-up operation. Some really great stuff in here!
    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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Today’s image of desolation and destruction from .exe. 
  13. Like
    Matthee reacted to trombonaught in In-Game Mappage   
    So glad to see the map feature developing like this! This game walks on the right side of the real/too real gameplay line. 
     
    Another thought for maps: can writing on maps be tied to pencil and pen consumption? I would sacrifice those 100000 colour options (beautiful though they are) for that extra bit of realism.
  14. Like
    Matthee reacted to xXxFANCYCAPYBARA36xXx in United (micro)States of Merica   
    Your project looks amazing too + if I recall correctly you were also planning to do Canada and Mexico?
    I had the original idea for this after feeling emotionally obliterated from beating the last of us and seeing my dad play the crew a lot so I started taking notes and reference pictures of all the places in the last of us and making mockups of the crew style city and small town layouts + regional and state zoning.
    My first Idea was pretty much every location of the Last of Us recreated into PZ and then laid out more or less accurately on the USA mainland.
    I never really started working on it until I saw your thread and I thought that it was a great idea and I was bummed out to see you suspending it so I thought in your honor I'd take on this huge project of mapping out an entire map of the USA like that and since I had a lot of american houses and such done for my previous Yukon project, lastly found the "Minimal Maps" project that mapped out different grass and trees growths on the states so I redrew and edited those to PZ's map style and colors and finally decided to merge it all into the USA.
     
    I have been hard at work every single day ever since the announcement, I'm at the point where I can call the Building Editor my home/dojo, I spend most and sometimes all of my computer time on it designing Buildings.
    I got custom categories with the tiles in them all the way with folder like structures that categorize things, such as an empty tab saying "--- H O U S E S ---" with all the seating, tables bedroom and kitchen stuff etc.. under it, and it helps me a lot as I no longer have to browse through the entire list for minutes to place down a table now, I noticed you found the building editor pretty hard to use (it is at first) but all the above ^ helped me a lot and I can now shovel out fully furnished building after building within an hour or two.
     
    Its really hard work and I dont think its anywhere near finished after like 2 weeks of nonstop work but its getting there.
    ---REGION BASED BUILDINGS---
     
    Ever since beginning I wanted to make sure people know what part of the states theyre in, as such buildings will be different across zones.
    I have a lot of craftsman style homes for the west coast area of the map, made ranchhouses and am still figuring out pueblo type architecture for the southwest and mexico border, cape cod houses for the east coast and the north, several typically general american homes for the midwest along with special detroit ones for detroit and special indiana ones for indiana (worked on some barns and farmland stuff too) and I will soon start work on some mountainous looking houses for the mountain states area of the map.
     
    Some areas will not make it into the map sadly, I found new york to be way too difficult to get right so Ill put that on hold and it atleast wont make it into the first release, same for florida.
    The map is really tiny compared to the real deal, the florida keys for example are literally just a few tiles in size and the entire peninsula of michigan is only like a cell big (less than west point) so michigan might not end up getting much nature and Ill have to redesign detroit to prevent the entire peninsula from just being a tiny city.
    Some buildings in the colder areas like the north and the northeast coast will have enclosed porches while buildings in the south and west will have normal porches.
    I also designed some general smalltown layouts which will be personalized to the region theyre in, for example a small town Ive been to in indiana when i was like 10 which is called Roanoke that I found really beautiful will be in the indiana zone of the midwest, and another small town I found pretty called Lake Geneva in Wisconsin will also be in the map (ofcourse both wont be 1:1 recreations, theyll just keep some key buildings and the general road layouts while the suburbs will be filled with the general modular american suburbans I been working on).
    I'm also going to recreate the the last of us, I recreated some buildings of the pittsburgh chapter like the supermarket you crash into at the beginning of alone and forsaken along with the suburbs after the sewer chapter, also recreated the Ranch from the tommys dam chapter and Ill look into recreating the hydro dam from it too. Also got tons of reference pics from the mall of eastern colorado and the science lab + university and already started with designing some key road layouts and suburban + main street buildings from the Bills Town part. (Yup bills town will be recreated into a small town around the boston area.)
    Also worked on Utah, mainly the whitefish lake area recreating some areas from the last of us and making those rural lakeside wooden buildings and planning out salt lake city.
     
    ----------------------------------------------------------------------------
    I have 42 different buildings including some others that arent in the map folder yet, mainly suburban homes that are all furnished and map ready.
    Suburbs will be a big part of this map as one of my favorite things about the states are the beautiful wooden home rows with the front yards and the porches and all that, and I'm not really good at making stuffs like office buildings and warehouses and such.
     
  15. Like
    Matthee reacted to nasKo in Dead Territory   
    Hello! The zombie paperboy just threw the following chewed and bloodied missive onto your lawn. Read on, survivor!
    BUILD 37: ORIGINS
    Since the release of Build 36 ten days ago, RJ continues to tinker with ovens, microwaves, timers and analogue dials – now focusing on the sensibilities of microwaving metal (bad idea), cooking temperatures and the way cooked/microwaved food impacts on character happiness and contentment.
    He’s also, with the help of our admin team and various different servers, collating info on the various long-term server MP bugs that have popped up since Build 36 and looking for fixes.
    ANIMATIONS
    The continuing quest to get the animations out the door continues. Next thing on the agenda is getting some completely solid uninterrupted gameplay with all the new anims that we can show you, and then release for you to play. We’re hoping to have something that’s solidly playable for a gameplay video soon, but no promises as to when – as we’ve been bitten by that so many times before.
    When the build is ready it will be going into its own testing branch. It’s such a massive change that the inevitable initial teething troubles would disrupt the speedier public build schedule we intend to maintain this year.
    Overall, you see, the wind is blowing back towards getting SP fully coordinated, up, running and out for testing. The recent pain in the bum behind much of the delay has been MP anims compatibility: since the animation drives a lot more of the game systems, making sure that everything is synced and smooth is tricky to say the least. Given the time it’s taken, however, it increasingly feels like we should get a settled build out there that’ll allow for feedback, and something solid to tie back into the tricksy MP.
    In other anim related news we’re also talking to General Arcade to implement a new model loading system that will allow for modders to import practically any format of 3D model they want. This should make the ability to mod in weapons, animations and clothing much easier going forward.
    This will be alongside the map downloading, streaming, chunk caching and game-object-processing work our lovely Russian friends will be doing to help us on our way to integrating EasyPickin’s fab work on the road to getting vehicles out of the garage online and off, as mentioned last week.
    ITEMZED
    Turbo is wrapping up work on his development and modding tool ItemZed that we discussed just before Christmas.  This will give the community the ability to play around with item attributes, recipe contents, individual values, loot locations and spawn rates – and all kinds of similar cool stuff.
    He needs to finalise the best way to have the ‘read only’ content from the base game present in the tool, after which he plans to release it on the forum. After this he will giving CartoZed a quick tune-up to make it compatible with user maps, before moving back to the main game and finishing his existing work on various in-game devices (VHS, radios, CD players, better environmental noise for TVs etc)  for an upcoming build.
    HEY GERMAN SURVIVORS
    Just wanted to point out that a cool website called SurviveThis has cropped up on our radar via their PZ  blog English-to-Deutsch translations, and looksees at cool stuff like Blindcoder’s PZ map. Google Translate suggests it's a really good place to have bookmarked for your survival gaming and horror needs.
    Featured image from Stranger. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. And, in keeping with the CBOIT’s increasingly lurid fascination with suspect shenanigans… [rude link here]
  16. Like
    Matthee reacted to miked79 in Dead Territory   
    Sounds pleasant! I hope its soon!
    Tho I remember reading something similar to this in March of last year! Fingers crawssed.
  17. Like
    Matthee reacted to Gman in Cobar   
    A small mining town in NSW, Australia. Population of 3,817 (2011 census)
    All the stores are on one street with a few motels scattered. The police and fire station are situated around the Town Center (Cobar Shire)
     
    Any help will be appreciated with handbuilt buildings. These buildings need to be designed with brick and wood. The stores with brick and concrete. I can do it all myself but it'd take a lot longer. I'll be visiting Cobar (hopefully) in a few weeks so I'll be putting down notes for authenticity with this map.
  18. Like
    Matthee reacted to xXxFANCYCAPYBARA36xXx in United (micro)States of Merica   
    Didn't wanna call this USA since its tiny compared to the real US but I found some cool minimal maps thing that mapped out the different types of forests and water bodies and grass cover of the states so I edited them into pixels and recolored them to the PZ palette then I resized them so that they fit into a mainland USA I worked on here's the result:
    http://imgur.com/a/AWm7S
    Ive been on and off working on this map for the past 4 weeks mainly editing some shapes on it because of the resizing I had to do to make it big and playable the edges were all weird looking and  I smoothed them out and added sandy beaches on most of the corners along with adjusting the rivers to be denser and more noticable, I also spent weeks making buildings for this map so that I can place stuff like craftsman homes prominently into the west coast and cape cod style houses largely into the east coast along with thinking of how I can do indiana farmland buildings vs for example nebraska farmland buildings which I found to be a bit easier to do as I can't find the roof accents for the 45 degree roofs that are found here for example http://map.projectzomboid.com/?#0.46611062331493297,0.16197466571656363,492.2235242952022 the ones in tilezed (atleast the ones i got in roof_accents) dont line up correctly like that
    Ive also made some cool midwest buildings and rundown ones for detroit, I'm trying to figure out how I can make decidious forests appear on the east and evergreens on the west right now then I'll look into making more buildings and starting the road layouts.
    This wont be 1:1 or 10:1 or whatever I'll allow myself a LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOT of creative freedom on this dude to the map scale I won't be able to map out new york correctly with its boroughs so Imma see what I can do with it.
    I also deleted a lot of water especially in the desert to balance the gameplay and make the player move a bit more around the states and not camp out in the east which had A TON of water compared to the west when I started ou t.
    Canada, mexico and alaska didnt make the cut cause I didnt find cool minimal maps for those places that have decidious and evergreens and shrublands and farmlands and urban density and all that mapped out on single images that can be pixelized recolored and overlayed, I may include rough lesser accurate versions of those later on so I settled with making it look like a giant island in the middle of water it has a GTA feel to it like that.
  19. Like
    Matthee reacted to Demonic_Kat in 35-Alive   
    Why do all of these threads get so ugly?
  20. Like
    Matthee reacted to Atoxwarrior in Eerie Country Beta   
    Several Irvington bugs were corrected, some improved buildings, new spawn points per profession, I am still working in the new town, Eren town, a small locale for the locals, with a business for the sale of pines, special for the Christmas season , I have had several delays the situation I am in is not very good at the moment and I try not to leave this project aside, I hope you understand, Eerie Country will continue to progress. 23/12/16
     

     

     
     
  21. Like
    Matthee got a reaction from xXxFANCYCAPYBARA36xXx in the zukon territory in zanada   
    Your buildings are really good OvO
     
    for the worlded part, you need two bmp:
    one should be called "whateveryoucallit.bmp", you put things like dirt, roads, water(river,pond), grass floor tiles here
    another one should be called "whateveryoucallit_veg.bmp", it is for vegetation. the background should be black, and layers from your screenshot above "normal trees" "grass on dark grass" should be placed at this bmp.
    Each grid in worlded is 300x300pixel, hope you know what I mean
     
    These two bmp need to be at the same directory. Than drag "whateveryoucallit.bmp" to those grids, you should see your map is placed there immediately.
    Then go to File -> BMP to TMX -> All cells / Selected Cells only -> choose a export directory -> check the two on the bottom left -> click OK
     
    click on a grid, and you shoud be seeing part of your terrain and be able to place buildings on it.
  22. Like
    Matthee reacted to xXxFANCYCAPYBARA36xXx in the zukon territory in zanada   
    Here's some stuff I worked on

  23. Like
    Matthee reacted to Sticklet in TGC (WIP/No longer updating)   
    *No longer being worked on by myself, will post update when available*
     
     
     
     
     
  24. Like
    Matthee reacted to Sticklet in TGC (WIP/No longer updating)   
    -
  25. Like
    Matthee got a reaction from Z3759xy in Wall Vanishes When I Place a Window   
    you can try placing those kind of windows in Tile mode
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