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Capt_Paradox

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  1. Like
    Capt_Paradox reacted to Atoxwarrior in Latest TileZed, WorldEd, and Tilesets   
    a question, the tiles file is not updated yet.
  2. Pie
    Capt_Paradox reacted to EasyPickins in Latest TileZed, WorldEd, and Tilesets   
    I'll have to check with Mash on what's ready to be released.
  3. Like
    Capt_Paradox reacted to EasyPickins in Latest TileZed, WorldEd, and Tilesets   
    Latest Version here: https://theindiestone.com/forums/index.php?/topic/23816-latest-tilezed-worlded-and-tilesets-may-17-2018/
     
    WorldEd was updated to fix this bug sometimes seen when using custom maps:
    java.io.EOFException at zombie.iso.IsoLot.readInt(IsoLot.java:66) at zombie.iso.IsoMetaGrid.Create(IsoMetaGrid.java:1019) at zombie.iso.IsoWorld.init(IsoWorld.java:1609) at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:248) at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:223) at java.lang.Thread.run(Unknown Source) 1508124820812 45, 33 The error is caused when the name of a room has a newline character in it.  This can happen if you are copying and pasting room names in BuildingEd. Running "Generate Lots" again on any affected cells should prevent this error.
  4. Like
    Capt_Paradox reacted to Neutz in Valley Station Military Outpost   
    It might be in either the vehicle build or the IWBUMS then, as i definitely remember them being solid at the train yard.
     
    I'm currently working on making a door indestructible so i will let you know if i can get it working, We do need a need a new tile properties file as there is some things missing that appear under "unknown"
  5. Like
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    Lol not for me their not..........
  6. Like
    Capt_Paradox reacted to Neutz in Valley Station Military Outpost   
    On the latest build the Angled hill tiles are now solid, also you could easily enough make a fence or wall tile that is indestructible so people can't sledge into the bunker as I'm fairly sure there is an option in the tile definitions to do it.
  7. Like
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    I could put this in a more forested area perhaps? or scrap em all together?
     
    I'm also working on an apartment building I thought of including for this map, it's only 2 stories but i'm basing it off a real building in my hometown. Maybe single home's would be more appropriate ?
  8. Like
    Capt_Paradox reacted to Legoland99 in Valley Station Military Outpost   
    And maybe work a bit more on the bunker ? You could use the bunk beds and re-texture them to be army green, that would be useful and would look military-like a lot more.
  9. Like
    Capt_Paradox reacted to Legoland99 in Valley Station Military Outpost   
    I think that you should be doing some military residential buildings, a small town for example or hastily built plaster houses after the infection hit and spread to acomodate the families of the soldiers maybe. Plaster houses are basically isolation and wood, easy to punch through and build, so they should be simple and most likely glued next to each other like the ones in March Ridge. A few more storehouses, one for weapons, one for tools, one for food, clothing etc. The canteen should have more tables and the buffet should be a bit bigger. I'd suggest making the rocket pod an enclosed fenced area which is elevated 1 floor, made of grass, and has a round hole in the middle with lines that make it look like a double door trap that opens to reveal a rocket. The best part is that you might only need some signs like "rocket fuel in use" or something like that and it would be pretty understandable that that's a rocket silo. You should make the silo a bit more off in a forestry area, possibly expand it a bit. Small silo's are usually in the field and away from the base in case it explodes underground, be it nuclear or not, so that it won't cause sufficient damage to the facility itself. 
  10. Pie
    Capt_Paradox got a reaction from Legoland99 in Valley Station Military Outpost   
    So I wasn't very happy with the way my launch pad was going. I tried a few different variations and between the shadowing of tall buildings, confusing mesh walkways and my bad rocket sprite that was too tall (had to chop parts out to make it fit) I think I'm going to scrap that idea for now.
     
    So here are a couple of questions for everyone:
     
    Add more residential?
    Scrap the Bunker/ Leave the Bunker/ Rebuild the Bunker?
    Add 3rd Party sprites to make it look more of a Military outpost? (Military sprites are very limited and I prefer not to use non-pz ones).
     
    Either way let me know what you think, because I want to start on a new more serious map soon. But I don't want to leave this one all half-ass'd either.
     
    Thanks!
  11. Like
    Capt_Paradox reacted to lemmy101 in RELEASED - Build 38.28   
    This is the long awaited final release of build 38, a huge amount of bug fixes to increase the stability and quality of the game, which suffered due to our issues maintaining two public test versions - barring any serious issues, we will be moving on to the vehicle build completely.  This will be the end of having multiple public test branches, we thank everyone for their patience for this difficult build, and we're now onto greater things! 
     
    WARNING: Due to necessary fixes to the server, it may not be compatible with previous versions. You can get it working by deleting map_meta.bin and map_zone.bin.
     
    GOG version has been uploaded and should be released soon as soon as they are approved.
     
    For full 38 feature changelist including what was already released, see here
     
    [FEATURE] Bandages created from bloody clothing taken from Zombies, now have a small chance of causing player to become infected, if it has not been properly cleaned before being applied.
    [FEATURE] Reimplemented flies buzzing near corpses.  Added flies volume Audio option.
    [BALANCE] Clothes are now more likely to be bloody when coming from a zombie.
    [BALANCE] Increased places where Hunting Knife can spawn.
    [FIX] Removed lowest lighting option due to no performance difference between Low and Lowest.
    [FIX] Converted server option WorldItemRemovalExlusionList to WorldItemRemovalList effectively changig it from a whitelist to a blacklist.
    [FIX] Added obsolete tag to certain items.
    [FIX] Fixed lua error picking up furniture affecting players at random. (Issues 516, 1209, 1219)
    [FIX] Fixed VOIP memory usage merge glitch.
    [FIX] Fixed eat sound playing when drinking HotDrink item. (Issue 1220)
    [FIX] Disabled corpse sickness challenges 1/2/4/5.
    [FIX] Fixed Cooking Pot with Water not heating up. (Issue 1160)
    [FIX] Fixed bugs when displayName was different than username.
    [FIX] Fixed teleporting splitscreen players.
    [FIX] Fixed ISTextBox controller focus bug when clicking a button with the mouse.
    [FIX] Fixed displayName being "Bob" for new players.
    [FIX] If player is over max capcity, planks will be dropped on floor when unbarricading.
    [FIX] Fixed Ctrl+A over collapsed inventory window prevents movement. (Issue 1164)
    [FIX] Fixed "User Panel" "Admin Panel" etc button alignment
    [FIX] Fixed IsoGridSquare.discard() not resetting haveElectricity / haveSheetRope.
    [FIX] Fixed microwave looping sound not stopping sometimes in multiplayer.
    [FIX] Fixed microwave timer sync in multiplayer.
    [FIX] Fixed microwave sound not playing after loading a savegame if the microwave was already on.
    [FIX] load() isn't called on the main thread so it shouldn't be trying to play audio.
    [FIX] Typo Highlited -> Highlighted
    [FIX] Fixed ZombieUpdatePacker exception. Seen when client was disconnecting.
    [FIX] Fixed generators not marking squares as having electricty sometimes. When chunks near generators were loaded after the generator, squares on those chunks weren't getting the haveElectricty flag set.
    [FIX] Fixed /card and /roll client command bugs with accessLevel.
    [FIX] Fixed lua exception after disconnecting from server with accessLevel != none.
    [FIX] Use equals() instead of startsWith() when checking server command names. (Issue 1168). Also changed handleClientCommand() to use the same argument-parsing code as handleServerCommand() (so quotes are optional in /changepwd).
    [FIX] Fixed incorrect assert in ServerMap.init()
    [FIX] Fixed server NullPointerException with ThunderStorm and zombified player.
    [FIX] Fixed lua error after removing all entries from the server list. (Issue 1171)
    [FIX] Fixed door locking/unlocking with keys in multiplayer. (Issue 1154)
    [FIX] syncIsoObjectSend() was getting called before this.lockedByKey was changed.
    [FIX] Fixed "NullPointer in BodyDamage breaks save"
    [FIX] Corpses not being removed in mp
    [FIX] lua error when selecting "spawn next to player X"
    [FIX] Fixed sterilize bandages all only sterilizing one bandage
    [FIX] Fixed no spawnpoint screen, new game loads current savefile.
    [FIX] Fixed GameClient.ServerSpawnRegions not being cleared after disconnecting.
    [FIX] Added WorldSelect UI to choose from multiple disjoint groups of maps.
    [FIX] The new "SELECT WORLD" UI is displayed when there are enabled map mods whose maps don't join the game's (i.e., stand-alone maps).
    [FIX] The new MapGroups class is responsible for putting each disjoint set of maps into a MapGroup.  It also has methods for reporting map-overlap conflicts.
    [FIX] ModOrderUI now only displays maps with conflicts to reduce confusion to the user.  It is still possible for the number of conflicts listed to extend off the bottom of the ui, it needs fixing.
    [FIX] Removed references to obsolete WorldScreen (now it's LoadGameScreen).
    [FIX] Removed obsolete LastStandChallengeSelect.lua
    [FIX] Removed West Point from the "Add an available map" combobox in the server-settings editor.
    [FIX] Fixed default server spawnregions not including Riverside and Rosewood.
    [FIX] ServerSettingsScreen do-nothing Lua fix.
    [FIX] UI tweaks in MapSpawnSelect
    [FIX] Fixed adding incorrect map coordinates in the Server Settings spawnpoint file editor.
    [FIX] Fixed lua errors when adding mods and maps by name in the Server Settings editor.
    [FIX] Fixed custom spawn regions not displaying in the Select Spawn Location screen
    [FIX] The name of a spawn region was being treated as a map folder name, which isn't always the case, it's simply a human-readable label.
    [FIX] Fixed setaccesslevel from server console/rcon not updating database.
    [FIX] TYPO: Changed instances of "god mod" to "god mode"
    [FIX] Fixed broken weapons sometimes not being marked broken after combat. (Issue 1206) This could happen with 2 hits in the same swing.
    [FIX] Fixed allowing stacked crates to exceed wall height with 2x. (Issue 1208)
    [FIX] Fixed IsoStove constructor adding to IsoCell.ProcessIsoObjects.
    [FIX] GrabItemAction calls InventoryItem:setWorldItem(nil)
    [FIX] Fixed some AlarmClock and rain-collecting-item issues.
    [FIX] Fixed stopping an AlarmClock not being synced in mp.
    [FIX] Fixed AlarmClock settings not changing on the server, only the clients.
    [FIX] Fixed fridge/freezer works when moved outside a room before hydro shuts off. (Issue 1204)
    [FIX] Dismantling a radio/walkie-talkie returns the battery and headphones. (Issue 1202)
    [FIX] Fixed stash system modifying buildings after they had been visited.
    [FIX] Fixed stash system not being reset after exiting a game and starting another.
    [FIX] Fixed stash system exception exiting mp game after playing a sp game.
    [FIX] Fixed non-working light in MP for other players after moving indoor or outdoor lamp.
    [FIX] Fixed LightingJNI exception during startup before ChunkMap was created.
    [FIX] Fixed IsoMetaChunk.removeZone() not removing reference to the removed zone.
    [FIX] Fixed errors with Pasta created from a spice.
    [FIX] Don't display savefile name in spawn-point ui in splitscreen.
    [FIX] Pasta/Rice recipes not allowing any more items when creating the initial item from a spice.
    [FIX] Fixed "Gode Mode" typo
    [FIX] Use translated names when radio broadcasts increase a skill. (Issue 1118)
    [FIX] Made perk columns as wide as needed in the Player Stats admin panel. (Issue 1147)
    [FIX] Fixed spawn-with-player spawnpoints not working in splitscreen.
    [FIX] Fixed ISTextBox bug with controller that broken splitscreen. (Issue 1106)
    [FIX] Fixed lua error using the mousewheel to scroll through containers when the current container isn't in the list.
    [FIX] Fixed position of two tickboxes in the options screen at 1280x720.
    [FIX] Fixed corpses sometimes stay highlighted (again).
    [FIX] Optimized rendering the inventory windows to reduce garbage creation.
    [FIX] The load-game screen displays an indicator next to dead-player savefiles.
    [FIX] Fixed "Continue" button showing the new-game screen for dead-player savefiles.
    [FIX] Fixed not being able to enter a savefile name when there is only one spawn region.
    [FIX] Fixed map screen not showing up when map is in the Loot Window.
    [FIX] Fixed infinite icecream bug
    [MODDING] OnZombieUpdate now triggers serverside, as well as clientside.
  12. Pie
    Capt_Paradox reacted to Legoland99 in Valley Station Military Outpost   
    PTSD ? I've got over 400+ buildings done in my pack and I have to finish 200 more by the end of this year ;-; And I'm not even talking about furnishing XD. 
    Maybe add the water tiles and check that out   Would probably help, and hopefully have no issues. Also, you could maybe put the bunker a bit more into the mountain so that vegetation won't be seen as easy ? (have you tried with the build 38 to see?) Another thing, if you fixed the stairs, can it be climbable then and not get stuck anymore ? Thanks for taking the time to answer. And also, maybe add a double texture of the grass to overlay it and solve it ? I'm not good at mapping but just wondering.
  13. Like
    Capt_Paradox reacted to RobertJohnson in New Denver, BC (V2.1)   
    The thing is, you can spawn vehicles on your custom map, you just can't make custom vehicle spawning zone for now (like spawn only taxi somewhere, etc.)
    But you can do a zone (minimum 4x3) with parkingstall as type and you'll be good.
    Default will spawn almost every car in average condition, change it's name to "bad", "medium", "good", "spiffo" etc to spawn other cars: this is what I need to bring over LUA
  14. Like
    Capt_Paradox reacted to TheRealXeonyx in New Denver, BC (V2.1)   
    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.

  15. Like
    Capt_Paradox reacted to nasKo in Dashdoid   
    Ello survivor. Come in, take a seat.
    Public Build 38.28
    We just released a huge patch for the public build – bringing Build 38 up to 38.28. This not only marks the entrance of our new internal automated build process, but is also an extensive clear-out of nagging issues that have crept into the game in recent times.
    You can find the full changelist here. Much of it is necessary ‘tidy up’ work – but you might also notice improvements with alarms and clocks, fixed stash map issues, a volume option for fly buzz, that annoying ‘add spice’ recipe bug gone, corpses no longer remaining highlighted and the sad end of the ‘infinite ice cream bug’.
    There’s a lot more than that though, so check out the patch notes if you’re a PZ regular. Many thanks to Tim for all his hard work on this.
    Vehicle Test Build 26
    This morning we booted Vehicle Build 26 out onto our public vehicles beta (details on how to access found here). There are two primary aspects of this version – the first being some general optimization improvement. Following on from this, most likely in the next build, we will also have ChrisW’s work on increasing FPS (quite dramatically, when compared to current versions) when in towns and around tall buildings – and likely some java garbage collection optimization too that’ll further limit occasional stuttering.
    The other main addition, meanwhile, is a more authentic and aesthetic dashboard constructed by RJ and our artist Mash. Up until now the vehicle read-outs have looked like this:

    And with Vehicles Build 26 they now live in a dashboard that looks like this:

    We’ve also done this to fit in with the general ‘the player sees what the character’ sees mantra of PZ – so if there’s a general issue with the engine you’ll see it through a dashboard warning light, just as you would in real life. You’ll only be able to truly get to grips with it however, and analyse the issue, if you have the necessary Mechanic skills. Here’s a general vid showing how it all works:

    Elsewhere Yuri is doing a large-ish chunk of work on how we synchronise objects over the PZ map, which will also hopefully provide some performance benefits for vehicles, and we also have Bitbaboon Steve on-hand to hopefully chase down the map streaming optimization/fix we mentioned last week.
    The plan is, once the newly patched Build 38 is clearly stable, to officially make our vehicles beta known as Build 39 and move it into our traditional ‘unstable version’ IWBUMS position.
    Amidst all the general vehicles work we also anticipate some new rural map areas to be added to this, the (boring but essential) lwjgl3 java upgrade currently being implemented by Stas from General Arcade and many/varied gameplay nips and tucks from Connall the curator of the community suggestion list.
    Beyond that Martin, Bitbaboon Mark and others continue to work on stuff for Build 40+: our larger workforce these days allowing for a far greater degree of rolling development.
    New New Denver
    We love so many of the mods and maps created for Project Zomboid, but the moving story behind New Denver and its creator XeonyX (told here) has always made the New Denver mapstand out for us – just as much as its size and authenticity to a real world location.
    As such, we’re super-pleased to direct you towards its latest (and final) big town expansion – that of Silverton which lies to the south of New Denver itself. Thank you very much Jamie, and we do hope that you’re doing well.

    This week’s imperilled survivor from FACAG@MES on your Steam service. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  16. Like
    Capt_Paradox got a reaction from grammarsalad in A few ones!   
    Who burns bodies where they cook anyways? We need a pyre that's a bigger object than campfires to burn bodies.
     
    Also, I think mics(voice) should attract zeds like the player yell.
  17. Like
    Capt_Paradox reacted to Mallo in RELEASED: Vehicle Test 41   
    I just restarted and, like you said, it spawned me in a lower vehicle near my old car. I *could* get out of this one, though. Which was a mistake, because I've just been bitten to f**k.  

  18. Like
    Capt_Paradox reacted to Legoland99 in Official PZ Test Map ?!   
    Hello,  I am speaking for both the community and the Dev's, could you please add an Official Test Map for your latest updates ? For example a large parking lot with all vehicles having a place to spawn and such, different types of roads, terrain, etc. Zombies to roam a side of it, and a bunch more. Would love to see that kind of a test map. You could get a lot of information out of it and we could test all kinds of bugs and, fps decrease and other issues that pz needs fixed and as such I think it would be a good idea to be able to test the new features on a such said map. We could have trees to crash in or to chop, a mechanic shop filled with the parts you need to test out anything else and so on. That way it would be easier to test and see where problems arise. 

    Below is a really poor example (really poor) but I think that everyone gets the idea. We can test houses, how the rendering will affect buildings and such and vehicles. We can have a dense area with a bunch of houses, a bunch of two story buildings and then just normal country road. Tight curves, intersections, etc. We could basically do a lot of stuff on it and it would be a fun way for everyone to test out new features before playing or if they are willing to make the game better and report anything unusual. This is just a suggestion but I hope it will come true.

     
    A cell or four at max would probably be enough for the car to accelerate, do leaps and anything like that. Please think it through and share your opinions with me and anyone else.
  19. Like
    Capt_Paradox reacted to trombonaught in Survivors Mod Dev Support   
    Sorry no no not at all! I only mean that it would be nice if they could find a way to get your mod firing in MP. My understanding is it's not possible due to a server side/client side issue, and I wonder if there is anything they could do to help you overcome that? 
    I fully understand that this survivor system that you have magically conconcted is not and will not be related to the dev NPCs. Definitely just dreaming of getting your mod running in MP, and as a mod, not base game.
  20. Like
    Capt_Paradox reacted to nolanri in Survivors Mod Dev Support   
    if you suggesting like merging & fixing up the mod into base game. I'll be the first to say that's a really bad idea.  Survivors mod is not at all properly coded.  I just threw it together to add some madness to the game.  It's very messy and not done in the way it should be.  The mod just spawns extra "IsoPlayer" Objects which is meant to only be one instance of, which is "you" the character you the player controls.   And then a lot of other stuff added and bypassed to make sure the fewest amount of problems arise from having multiple player characters on the map. 

    in short it is not something that can be built on. the solid base to build on is not there, it would all crumble and fall if you tried. 
     
    Now given that you can say the code workmanship is shoddy and crappy I suppose.  But short of TIS giving me the entire PZ project files this was the only way it could be done in a mod. NPCs should be a java class managed by like a parent Director class which lots of other classes in the java engine need to account for.  If I or the devs were gonna make NPCs properly, it would have to be done that way, much cleaner, organized and proper. A sturdy foundation that can be build on.

    but me as a modder not accountable to anyone just fooling around for fun, i dont have to follow those rules.
  21. Like
    Capt_Paradox reacted to 956Texas in More Buildings and Mountains Release   
    https://ufile.io/w02uf
     
     






















     
    I added a bunch of my residential and commercial zones aswell.. alot of building variety to be added to a map.. .I hope someone adds them to a map, it be cool to play in those buildings. 
    some buildings might be missing room definitions, dont remember, this pack was abandoned months ago and I believed it was better off if the community had them.
     
    ====I strongly advice not to edit the buildings, they are made for the player to struggle to get in, Let the player figure out how to go in, them. some of the buildings blocks are straight puzzels with many dead ends====
    ***DONT FORGET TO INSTALL THE CUSTOM WALLS IN YOUR 1X 2X FOLDER!***
     
     
  22. Like
    Capt_Paradox reacted to 956Texas in More Buildings and Mountains Release   
    Damn, I knew i had several errors to fix, sorry man, like i mentioned this had been abandoned in my computer since june.  I had my own map going but gave up on it, I got my platter full right now with becoming first time father....so yeah I have little time to edit them. feel free to do so. Although in some of the buildings, some things were meant to be blocking the player from going in, unless you had a sledge hammer. 
     
    Capt_Paradox, you mean the bunker (elevated tiles?) set them up as stairs simple as that
     
     
  23. Pie
    Capt_Paradox got a reaction from 956Texas in More Buildings and Mountains Release   
    It's okay, I understand what a pain in the ass it can be, also juggling projects with real life stuff.
     
    I love the way you used the elevated bunker tiles. Even in the railyard below muldraugh they aren't utilized like that in Vanilla PZ.
     
    I noticed that on my map when I have stairs connected to stairs it seems like sometimes running up and down could get funky, but I fixed that(can't remember how). Also you can't strafe left to right normally so up and down is the only direction which generally sucks if Z's are choking you from both sides.(my experience just wondering if you noticed anything like that)
     
    It's great when people get creative with PZ and start thinking outside the box because that's when shit get's really interesting.
    I generally don't map things that aren't a bit of a challenge. So I commend you on doing something different because it's pretty epic.
     
    I didn't install your textures yet because I have a current map project loaded up in TileZed and it would just be one more thing I'd have floating around but later tonight or tomorrow I'm going to check out a few more buildings just to see what you did because it's really awesome.
     
    Thanks for taking the time to reply. it's always nice to pick up a thing or two from other mappers
  24. Like
    Capt_Paradox got a reaction from Legoland99 in More Buildings and Mountains Release   
    It's okay, I understand what a pain in the ass it can be, also juggling projects with real life stuff.
     
    I love the way you used the elevated bunker tiles. Even in the railyard below muldraugh they aren't utilized like that in Vanilla PZ.
     
    I noticed that on my map when I have stairs connected to stairs it seems like sometimes running up and down could get funky, but I fixed that(can't remember how). Also you can't strafe left to right normally so up and down is the only direction which generally sucks if Z's are choking you from both sides.(my experience just wondering if you noticed anything like that)
     
    It's great when people get creative with PZ and start thinking outside the box because that's when shit get's really interesting.
    I generally don't map things that aren't a bit of a challenge. So I commend you on doing something different because it's pretty epic.
     
    I didn't install your textures yet because I have a current map project loaded up in TileZed and it would just be one more thing I'd have floating around but later tonight or tomorrow I'm going to check out a few more buildings just to see what you did because it's really awesome.
     
    Thanks for taking the time to reply. it's always nice to pick up a thing or two from other mappers
  25. Pie
    Capt_Paradox got a reaction from 956Texas in More Buildings and Mountains Release   
    One question though how did you solve the clipping issue using the bunker tiles? They don't usually draw as a solid wall.
    Buildings look awesome though, good work.
     
    Edit:So i downloaded your pack and visually, beautiful buildings. But they are a zombie death trap with single file hallways and rooms
     
    In building 24x17 I noticed there wasn't a way to go upstairs because of a wall blocking the stairs, unless I sledge a wall from the bedroom?

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