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About TheRealXeonyx

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  1. Fully updated for steam and now added to nexus mods for non steam Zomboideers, link as follows: https://www.nexusmods.com/projectzomboid/mods/31
  2. I apologize for the long period of disappearance, the past 6 months have been all over the place for me; I had to quit taking my antidepressants because of their highly unpleasant side effects which threw me for a loop, then during part of the withdrawal phase, I got shingles; which seems like the best way to describe it was like being punched by a "Saturnite Fist Super-Heated" over and over again (Woot, Big MT). Needless to say it hasn't been great for me the past while. Anywho, what I'm getting at is that since I quit anti-D's, I've been having a really hard time focusing on figuring out mapping issues that need hammering out. I'm starting to think I need somebody to do this stuff for me because I cant seem to figure these things out anymore. I'm having a hard time figuring out what to say right now other than that I need some extra hands working on this, I really want this map up to par with the rest of the maps here and every day I try to figure it out and get easily flustered, then extremely depressed; then I see the ever increasing amount of people asking when the update is, which leaves me feeling stupid and useless when I dont work on it. Sorry to go on about it, it's no ones fault for asking when it would be updated, it's not like they know what goes on in my life, I'm no blogger, hell I'm barely social anymore. So in conclusion; I need someone to help me with this map, I want to start working on a small 4-6 cell map mod, but the responsibility to get this map updated comes first.
  3. Alrighty, I've been working on the whole of the map, adding vehicle spawns, graphical touch ups where necessary, and am finally getting the forage map built for everything outside of New Denver. Because the map encompasses 3 towns now, I'll eventually be renaming the map mod from "New Denver BC" to "Slocan Lake BC" as to make sense. Another thing I'm doing is I'll be adding Rosebery BC and Silverton BC as separate towns to spawn in, instead of having to trek to them. Anywho, The next update will take a little while because I want to make sure everything is copacetic before I release it, just thought I'd let you all know.
  4. Alrighty, vehicles have been spawning properly now but I've run into a problem with "burnt" vehicle spawns creating void spaces that have the ability to stop vehicles from driving if they go near. I followed the tutorial and all other spawns have been working properly, is this a problem on my end or a bug?
  5. I was wondering if additional parkingstall types could be added; namely: parkingstallw parkingstalle parkingstalln parkingstalls going down mainstreet in New Denver has parking down the sides of the road like this: as such, it isn't logical for cars to be parked any other direction besides the direction of traffic. In my case with the 4X3 Parkingstalls, the vehicles are spawning n,s,e,w as shown: One other thing I found is that 4x3 parking lots are too small lengthwise as parking for parking spaces, I might have to space the traffic lines out to 5x3 or 6x3 so there is some room to drive out of the parking spaces
  6. I think they should add forklifts (specifically propane powered) around factories, mills, large businesses, and building sites. The Fork could flip cars onto their back (or right side up), or carry goods with a pallet attached. I say propane powered so that propane tanks become even more sought after; especially when the power craps out and barbecues become necessary. It would be relatively quiet and have a small turning radius, but would be slow, difficult to repair, and leave the character exposed to attack.
  7. I've been mulling this idea since the vehicles branch was released and I think I might have found a solution to having visible, interactive interiors in larger vehicles such as campers, rv's, cube trucks,semi's, etc. It's easier shown than described so I made up some screenshots: For gits and shigs; lets say this is a camper And I want to setup or lock down the vehicle I would have to park inside a highlighted area that I would select either left to right or up to down so the interior could be properly generated Now that I am parked inside the highlighted area, I would turn the vehicle off And as such, the interior is now generated, perfect for camping in the woods or for those that like a life on the road So, is this a feasible solution, or is this just wishful thinking?
  8. Silverton has just been added; the last of the expansions, it lies south of New Denver. Still have to add the forage map to the map but having to define over 600 map files sounds like a nightmare so I'll get to it when I can. Also haven't added the vehicle spawn system yet as I don't know how to. And yes, I still have to remove the road blocks, just having problems loading the map files with them.
  9. I compiled a bunch of suggestions I thought while playing Zomboid, and also have some questions involving upcoming features: -Dump Corpse out window, or over ledge; this seems quite vital for clearing out buildings of more than a story tall, I hate having to go up and down several flights of stairs with corpses when I could just dump them out a window and deal with them on the ground afterwards. -High enough Cooking skill = Auto timer set; This would give more insentive to increase the cooking skill so that when one puts food in the oven, an auto-time button could appear next to the timer for convenience. -If object is equipped as primary or secondary; equip with both hands without having to unequip said object, such as axes, bats, etc. -Ability to automatically put certain items back in their containers when crafting; ie: Can Opener or kitchen knife being used and automatically being put back into their corresponding container when finished. -Will vehicles have difference between manual and automatic transmissions, and will there be possitive or negative traits for driving: +Professional Driver (Less chance of injury), -Can't Drive Manual (Driving manual can cause injury), +Street Racer (Less chance to lose control), And will driving be a levelable skill like carpentry, trapping, cooking, etc. -Can modders create annoted maps for user created maps, and how would it work? -How will vehicles spawn on user created maps? What defines a driveway? Will it require defining zones like forest, deep forest, etc.? -Will we be able to siphon gasoline from vehicles? If so would it require a garden hose and empty gas can for quiet, yet long fill up, too much siphoning leading to poisoning; or a screwdriver and empty gas can to pierce the gas tank for a louder, yet quicker fill up? Or both? -Doors with windows and glass doors should be easier for zombies to break into and climb through -Full glass walls require twice the resources to barricade and cover with sheets -Cooked food should have separate temperature and burning bars; I don't feel comfortable risking burning food to get the 'better hot' buff as I'm eating. Especially if something is cooked like chicken; if chicken was fully cooked, it's still going to be very hot, even if it was no where near burning. -Some frozen food should be completely uneatable until thawed or give serious negative penalties for eating. Something about eating a frozen pizza seems, well, disgusting, let along a good way to break a tooth. -Hot food and drink should increase your temperature, while cold food and drink should lower your temperature. -Zombies climbing through broken windows should have a chance to get cut and bleed on the glass leaving a visual cue, and add the danger of climbing through yourself and getting cut and infected (With Transmission set to Blood and Saliva) unless you remove the broken glass. -Burned down buildings should have some smoke plumes coming out of them and increased temperature within for the first day or two. -Add plywood as another barricading material, similar to sheet metal, but with the banging volume of boards. Its downfall would be that it is not craft-able, and not possible to repair. -Add options in the sandbox menu for the amount of burned buildings in a map, the amount of boarded up buildings, looted buildings, etc. -Perhaps change the drop down options in the sandbox menu to a scaled bar with Minimum and Maximum sliders attached; similar to the levels scale in a image editor program. This way would allow more freedom to starting a game; with a range of settings within the min-max sliders; say one cabinet could have lots, while another has very few, as set by the sliders, the closer they are together, the closer the range between the two points would be. -Settings for world erosion expanded to: grass/vines, trees, and buildings/roads. for added sandbox support; I like world erosion, but I find trees grow too fast, and buildings exteriors disintegrate like toilet paper. -If zombies are attempting to go through a closed door that opens on the other side, one should be able to open the door, but not close it as zombies are going through, or dead blocking the doorway; a person can exploit the flow of zombies with a door by quickly opening and closing the door letting 1 or 2 through at a time which is way easier to deal with than the 40 others on the other side of a door. Lemme know whatcha think
  10. You should be able to find how to create a vegetation map here: under the title: Creating The vegetation Map Image When you're finished, name the vegetation map in your case "Basemap2_veg.bmp" without the "" and save it in the same folder as the Basemap2.bmp image. Clicking and dragging the Basemap2.bmp image on Worlded should now work.
  11. I believe you require a vegetation map first before you can drag your "Basemap2.bmp" into the cells
  12. I sent them and he showed me what was wrong; I believe I erased the wrong TMX file for Rosebery as it was trying to load Roseberymap5.TMX for the Roseberymap.TMX, them being two different animals entirely. Making Rosebery again isn't that hard, I have all the building files; just gotta drag and drop onto a new .TMX, which I've already done this morning. Frankly I see it taking no longer than a few days to get it back up to the testing and bug fix stage I left it at so long ago. Yea I had finished the map months ago, I'd just been lazy toward getting it uploaded at the time so frankly I think its the maps way of kickin my ass into gear As such, I'm going to need my old account on the forums soon to update the map when I finish Rosebery. When that's done, I'm going to start the final town expansion; Silverton.
  13. In the end I say fahkeet; I'll just make Rosebery again, wont take that long.
  14. This is the code I am using for the .TMX: I open it in worlded, it shows this: Hunky Dory so far, open a cell: Cell opens fine, looks good, open that cell in tiled: No dice. It makes no sense to me. what can I possibly be doing wrong?
  15. I believe that's how the files are already arranged: I could be wrong, but then again all this is making me a little dizzy. You may have to dumb it down for me, winters always play hell on my focus. This would be great, I'll have to update the the New Denver Map Forum page eventually.
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