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Bejasc

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  1. Like
    Bejasc reacted to Berries in Small but Important Suggestions Thread   
    1024.
     
    The particle system (and other eye candy stuff)
     
    With Zomboid having a particle system in build 42 I'm suggesting some neat small stuff that can be done with it.
    (Or without, I have no clue what actually requires a particle system and what not.)
     
    1024.1.
     
    Footprints in the snow. Self-explanatory really. Could provide a PVP advantage. Perhaps the <redacted> could track your base by using the footprints as well! Not sure how performance-intensive this whole mechanic would be though.
     
    1024.2
     
    Bloody footprints. Same as above; activates when walking over a large pool of blood.
     
    1024.3 
     
    Water dripping down roofs/gutters after & while rain. In winter there could be little icicles hanging down the roofs/gutters. Pointless eye candy, but eye candy nonetheless!
     
    1024.4 
     
    Vehicle tire marks while drifting or taking sharp turns.
     
    1024.5
     
    Bloody tire marks. Same(ish) as above; activates when driving over a large pool of blood. (Or corpses)
     
    1024.6
     
    Smoke coming out of vehicle tailpipes.
     
    1024.7
     
    When driving over dirt/sand/grass, there should be a small effect that shows the tyres kicking up some of the dirt/sand/grass. The effect should be small/non-existent for offroad capable vehicles. Non-offroad capable vehicles produce a bigger effect, as they're struggling to move forward.
     
    1024.8
     
    Driving right next to a wall and scraping your car at it should show an effect of sorts. Should have a nice annoying sound effect to accommodate it.
     
    1024.9 
     
    Rain droplets banging against house/car windows. Should have a nice sound effect to accommodate it.
     
    1024.10
     
    When walking/driving over (upcoming) puddles, water should splash under the characters/vehicles feet/tyres. Should have a nice sound effect to accommodate it. 

     
    Other stuff

     
    1025. 
     
    Windscreen wipers. When raining, you should be able to use your cars windscreen wipers to get rid of the rain on your windshield. Not having any windscreen wipers or forgetting to use them will decrease vision depending on rain intensity. Should have a nice sound effect to accommodate it.
     
    1026.
     
    Freezing windshields & windows. In winter, your vehicles windshield & other windows may freeze, blocking your vision inside of the vehicle for a while. This can be prevented by using a anti-frost car cover before leaving the vehicle for a longer period of time; keeping the car in a garage or using a ice scraper to get the frost off your windshields & other windows.
     
    1027.
     
    Vehicle reverse lights. For some reason they don't light up in the game yet.
     
    1028.
     
    Using the vehicle AC should make a "blow" sound effect.
     
    1029.
     
    Dirt/blood accumilating on vehicles. Quite simple, depending on the way you drive dirt/blood starts accumilating on your vehicle. Purely cosmetic, should be cleanable. (Maybe make the car wash in the game usable?)
     
    1030.
     
    Fuel-filler caps. The current vehicle models don't have those for some reason, making it difficult to know which side should face the fuel dispensers.
     
    1031.
     
    Vehicle indicators. Left, right & hazard. Absolutely no use whatsoever, but still appreciated!
     
    1032.
     
    Winter & Summer tyres for vehicles. You'll have to switch between winter & summer tyres once said season(s) start. If you don't have the appropriate tyres for the current season, you should experience handling debuffs.
     
    1033.
     
    Transmission difficulty. Similar to reload difficulty, transmission difficulty will determine how easy/hard it is to shift gears in a vehicle.
     
    Easy - Everything's an automatic
     
    Normal - Automatics and Manuals; newer and more expensive vehicles tend to be automatic, cheaper and older ones manual. 
    Press <key of choice> to shift gears up and <key of choice> to shift gears down in a manual.
     
    Hard - Same as above, except now you'll have to press down the clutch to shift gears on a manual. On an automatic you'll have to switch between reverse, park & drive. 
     
     
     
  2. Like
    Bejasc reacted to OLd gRiFF in Small but Important Suggestions Thread   
    1019. Randomly locked rooms in houses. It would give more use to the house keys. 
  3. Like
    Bejasc reacted to Tails in Small but Important Suggestions Thread   
    1016. Instead of generators exploding at lower condition why not have generator break down like a car at a lower condition.
     
    1017.  Burned corpses should not turn into a pile of ash instead it should be a charred body so that you can carry the burned to find a way to dispose of since a camp fire would not be hot enough to cremate a corpse unless the corpse was cremated at a crematorium.
     
    1018.  Firearm cleaning kits for maintaining a firearm.
     
     
  4. Like
    Bejasc reacted to ZonaryQuasar in Small but Important Suggestions Thread   
    1013. Possibility to use Seat belts in cars to prevent broken ribs in a car crash
     
    1014. Possibility to rest inside cars (at the moment you can only sleep)
     
    1015. New item: Thermal bottle. Instead of making a lot of cups of hot coffee, one could simply make a full bottle of coffee and put in a thermal bottle so it doesn't get cold.
  5. Like
    Bejasc reacted to Tails in Small but Important Suggestions Thread   
    1001. Naturally spawned vehicle gates such as in locations like gated community areas.
     
    1002.   Zombies wearing backpacks,  hiking bags/duffel bags  should have  some rewarding loot
     
    1003.  Guns should spawn with or without a magazine as well as having a chance to spawn loaded or have random amounts of ammo in the chamber.
     
    1004.  Naturally spawned crawler maybe from a crippled person could have been crippled before he/she would turned into a zombie to make it as some random crawling zombies since there none crawlers that spawned naturally.
     
    1005. Naturally spawned sawn off shotguns instead of just the normal shotguns being found.
     
     
  6. Like
    Bejasc reacted to Viperel in Small but Important Suggestions Thread   
    1000. My suggestion would be to have more "hidden" radio stations as i know that only 4 exist in the lower part of the spectrum. The frequency band is quite large for HAM/Military radios and it would be immersive to see some extra communications going on, even random SOS morse code.
  7. Like
    Bejasc reacted to sniperman1109 in Small but Important Suggestions Thread   
    989.   Anoted notes/survivor journals.
    you can find them randomly on corpses of zombies or just regular corpses of people who committed  suicide. They will state the thoughts and last words of the survivors, some may hint at a possible place for loot to be and some just may be writing up until their final moments. This could work  similar to the anoted maps. I feel it would add yet another layer of immersion onto this  beautifully  crafted immersion cake that is Project Zomboid lol.
  8. Like
    Bejasc reacted to Geras in Small but Important Suggestions Thread   
    983. Empty glass bottles should be added to loot tables. As of now, the only way to get them is to drink wine and whiskey.
     
    984. Reverse car lights with cone of light.
     
    985. Rear car lights should give red cone of light on the ground.
     
    986. Breaking car lights should give increased cone of light compared to above.
     
    987. Emergency vehicle lights should give cone of light of appropriate colour.
  9. Pie
    Bejasc reacted to Okamikurainya in Small but Important Suggestions Thread   
    1034: Windchill moodle when driving with no windshield.
  10. Spiffo
    Bejasc reacted to crossed in New Infection Options   
    I agree with everything.
    On a related note I'd change things a bit so the symptoms wouldn't give away that you're infected.  
    I'd prefer to always have a small chance to survive, until my character actually drops dead. Knowing that you're dead before you're actually dead renders what could be the most exciting and tense part of the game pointless, imo.
  11. Like
    Bejasc got a reaction from lootedspiffo in New Infection Options   
    It's a pretty common option that people recommend for Sandbox - disabling infection.
    Disabling infection means that medical supplies have more of a use - as any injury that is given by a zombie - is not as much of a death wish (as there's only a very small chance of surviving this).
    With infection turned off, you will need to use your first aid skill and medical supplies to nurse these injuries back to health. For this reason, I personally like to play with Infection turned off.
     
    There are two other options to select from currently.
    'Everyones Infected' and 'Blood+Saliva Only'
     
    In the context of a SP play, or a MP play without PVP (which are the two ways I play) - These options are effectively the same. Any Zombie injury will likely kill you. Everyone's infected just means that if you die, even without zombie contact, you will reanimate as a zombie.
     
    What I would like to see is something between the current options, and infection disabled.
    Blood+Saliva is already two options combined.
    I would love to be able to play with only 'Saliva' as an option - so that zombie injuries such as scratches or cuts, still can be nursed back to health, but if you are unlucky enough to be bitten - this is likely to kill you.
     
    It would be great to see the infection options as
    - Everyone's Infected
    - Blood+Saliva
    - Blood Only
    - Saliva Only
    - Disabled
     
    What would be even better, is the ability to also customize the infection chance as a sandbox setting.
    There's always debate on the chance that a bite or scratch will give you the virus.
    Making this a sandbox setting that can be customized, would allow people to tailor it how they would like - as they can with many other settings.
  12. Like
    Bejasc got a reaction from JonneKebab.com in New Infection Options   
    It's a pretty common option that people recommend for Sandbox - disabling infection.
    Disabling infection means that medical supplies have more of a use - as any injury that is given by a zombie - is not as much of a death wish (as there's only a very small chance of surviving this).
    With infection turned off, you will need to use your first aid skill and medical supplies to nurse these injuries back to health. For this reason, I personally like to play with Infection turned off.
     
    There are two other options to select from currently.
    'Everyones Infected' and 'Blood+Saliva Only'
     
    In the context of a SP play, or a MP play without PVP (which are the two ways I play) - These options are effectively the same. Any Zombie injury will likely kill you. Everyone's infected just means that if you die, even without zombie contact, you will reanimate as a zombie.
     
    What I would like to see is something between the current options, and infection disabled.
    Blood+Saliva is already two options combined.
    I would love to be able to play with only 'Saliva' as an option - so that zombie injuries such as scratches or cuts, still can be nursed back to health, but if you are unlucky enough to be bitten - this is likely to kill you.
     
    It would be great to see the infection options as
    - Everyone's Infected
    - Blood+Saliva
    - Blood Only
    - Saliva Only
    - Disabled
     
    What would be even better, is the ability to also customize the infection chance as a sandbox setting.
    There's always debate on the chance that a bite or scratch will give you the virus.
    Making this a sandbox setting that can be customized, would allow people to tailor it how they would like - as they can with many other settings.
  13. Like
    Bejasc reacted to Austin in Forbidden Colonies   
    Hello everyone, my name is Austin and this is my first dev log for my project "Forbidden Colonies". The game started off as a pretty simple idea, just have a world map with nodes each node representing either your base, a tribe, or some sort of special encounter which I believe can be well portrayed with this picture. The game takes place in medieval times, archers warriors and such.

    The goal of the game is to increase your civilian count for your base and to keep your civilians alive you must keep them fed, and to gain food you can either farm it, hunt it, or steal it from other villages. Whenever you choose to attack a tribe, initiation an investigation on a node which can lead to your party being attacked, or defending your base from an attack, the screen goes into a combat mode, as portrayed below.

    This mode does need lots of work, background tiles, and AI is currently being worked also party members being created. At the beginning of the game you get to choose the classes of your party members which will change their stats. Each stat(Strength, Perception, and Leadership) will effect their role in your party. More strength = more damage, more perception = more knowledge on nodes, and more leadership increases your parties combat knowledge, attacking the right enemy, ect...
     
    All of the images above were sort of the beginning stages 3 months back but now i'm down to world generation, loading and saving, and more "pleasant to the eye" combat. 
     
    After a few weeks or more of progress and constant coding and planning I have updated the world to look way better and more like an actual world map. I've also been able to implement attacking/pillaging villages so you're actually able to attack the villages, load the party of the tribal village, and loot resources. 
     
     
     actively worked on saving and loading world data to get on top of that before I decided to add more information and different node types into the world. So now that is finished I can easily add different nodes into the algorithm with no trouble. It's a pretty simple code that has a set integer for width and height and sets each NodeType to a set integer and does pretty much the exact opposite for loading the Grid.

    It didn't take very long for me to finish the process and statements to finish the world generation to "almost perfection." But after that I had to dig into much more "difficult" processes and actions such as Combat with NPC AI and coding the A* Path finding algorithm. The algorithm is complete and works but I have run into a memory problem which is fixable, just not convenient at this time of progress. I still need to implement player/party creation and trading, and much more content. Sometimes I think I may be too ambitious for this project but I know that's just my mind trying to get me to doubt myself

    I've also been working nonstop on the combat to make it more appeasing and have it actually work. So far the player is able to kill the enemy NPC's and is also able to be killed themselves. Attacking an NPC tribe will allow the player to gather food and resources. Allowing for upgrading of the base and the civilians to be fed. So far, each game tick will bring down the players food based on the amount of civilians the player base has. If the civilians run out and you have no one at your base/tribe, then you will lose the game, hence that being the whole point of the game.

     

     
    I do appreciate any feedback and I will update this thread as I work on the game itself. I'm very passionate about the project and with me being the only one programming the game it does take some time, especially being engaged and working a ton. As soon as I hit alpha and the game is in a playable state I will happily release a downloadable link for everyone to try out. Thank you so much for taking the time to read this, it means a lot. I've always been a super fan of Project Zomboid and The Indie Stone is definitely making very nice progress!
     
  14. Like
    Bejasc reacted to EnigmaGrey in Reloaded   
    Yes. It's exceedingly rare that "no offense\not to be a dick" makes something less offensive. It's usually better to reword your sentence to not need it or just let it go. This is especially true online, where it's usually used sarcastically.
     
    I wonder if this is unique to English or not. Lol
     
    Edit: https://geraldinerenton.com/no-offense-but/ this illustrates The Dilemma pretty well.
  15. Like
    Bejasc reacted to nasKo in Spiffo’s Round-Up #6   
    Hi everyone, here’s the highlights of the last few weeks of Project Zomboid Build 41 development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.
    First off, here’s the latest gameplay video taken from the internal test build – which shows off many of the developments we discuss in the blog below.
     
     
     
    So what kinda new animation tech are we seeing in this video, alongside the survivor with the level 10 (and beyond!) aiming skills? Well stick with us, and let’s find out.
     
     
    TRANSITIONS
    First, we’re off to Zac – for an explanation on the biggest update to the internal test version this month.
     
    “Up until now, the character would go from standing, to walking, to sneaking, to running, to standing again. At every state change, there was no lead-in. We were using some maths to blend from one pose to another, but it really wasn’t enough.”
     
    “The change was still looking fairly unnatural in some cases. The character had an air of defying gravity, for example, when he/she suddenly went from standing still to full sprint.”
     
    “Now though we can have transition animations. So in the described instance it’s: StandingToRunning. This is where the character will change stance, shift their weight, and launch into a run. As a result it all seems much more lifelike.”
     
    So, check this out:
     
     
     
    It’s with this Zac anim-transitioning magic, then, that we can have a handcrafted tailor-made animation to make the character aim down the sights and bridge the gap between the two poses. It makes everything looks much more sleek and cool.
     
    This has also led into the inclusion of the following…
     
     
    JOG vs SPRINT
    We’ve now finally gotten sprint mechanics fully integrated into the game. The idea behind sprint is to differentiate between a ‘fast jog’ and a short term sprint at maximum speed. The two are being balanced as follows:
     
    Fast jog: players will be able to maintain this for long periods, keep a level of control over their movement and stop quickly – but they will not be as fast as what you’re used to in terms of high-level PZ sprinting.
     
    Short term sprint: a sudden burst at a maximum speed. With this the character will maintain a much greater pace, with the cost of more stamina lost, louder footsteps and a much wider turning circle.
     
    In sprint you’d also have greater potential for accidents, particularly with clumsy characters if sprinting over/near obstacles or into walls. Those with high sprint/athleticism levels will be able to clear fences while sprinting – although clumsier and low skill survivors could well be advised to avoid this as a tumble/fall will be likely.
     
    Please note that, when taken, the following vid was highly WIP – however it does explain the improvements well.
     

     
    TWO THINGS: AT ONCE
    Anim masking was another of our ‘needs to be done before IWBUMS’ biggies. Essentially, when an animation is playing, it can be set to only play on certain bones of the character’s animation skeleton. The most obvious use of this being only upper body.
     
    Before this tech, it was impossible to, say, play a reload animation while walking, or eat while walking. Martin would have had to animate ‘walking while eating’, ‘walking while reloading’ and also every transition animation possible. Now, however, we can play the reloading animation on the upper body while the legs continue playing the walking animation.
    We’ve also done some reorganizing of the game code’s player states, to allow timed actions (those with a bar over the character’s head, used for everything including eating to reloading) to be able to be carried out at the same time as the character’s other major states used for walking, running etc.
     
    Here are two vids showing some of these masked anims, with the usual “WIP!” warning lights flashing. Especially with the seated one at that point in development. Reloading looks cool though, right?
     
     

     
    BASIC STEALTH SYSTEM
    We have animations for a more complex stealth system – including cover traversal, shooting from cover, rounding corners, wall hugging etc but as we’ve said before that will be coming in a later build.
     
    What we’ve added into 41, however, is a first taste of it all – tied to a crouch/sneak toggle that’s currently on ‘C’ on your keyboard. Here’s a quick vid that can explain it all a bit better than using words.
     
     
    Please note: just after recording this video we discovered that the character’s kneeling idle wasn’t playing while crouching when stationary due to a bug. Please note that the character’s visible profile over objects will be reduced more while stationary than what’s seen in the vid. And also make the position less brutal on the character’s knees.
     
    Please also note: unless there’s a huge campaign against it, from within or without, we’ll likely stop zeds eating below the waist of the corpses they come across. It looks a little too much like a sex act.

     
    ZED SCENES
    Build 41 will be slightly changing PZ’s zombie lore so that the initial wave of zombification occurred in a manner that people died a bit more quickly – to the extent that the zeds they left behind will be wearing relevant clothing and placed in situations relevant to what they were doing when they turned.
     
    The new model and clothing system means that we can have randomized ‘scenes’ in houses to give a bit of flavor to what was happening in the home before/during the Knox Event, with some common and others rare. Likewise we can do the same for more horrific scenes that happened after the event itself, placed further down the PZ timeline.
     
    To this end then we could, for example, have a small chance of having a home where there was a prayer meeting happening represented by a priest zed and 4-5 civilian zeds holding bibles.
    At the other end of the spectrum we could suggest in another house that two people were being over-friendly with each other by having two zombies not wearing any clothes in a bedroom. Or simply that a bathroom zed was having a wash by having them appear in a bathrobe, or without clothes, in their bathroom.
     
    Although it doesn’t look as visually appealing as we’d like it (one day we will hopefully be able to invest in a 3D modeler to work with us on items left on the floor) we can also scatter around bottle sprites, clothing sprites, books etc. to elaborate on the scene.
     


     
    STILL TO DO
    Once the anim masking is 100%, the last big pieces to slot into place for an IWBUMS beta are hooking it all into MP and rotational blending.
     
    We’ve explained it before, but for clarity, this rotational system is required to allow:
     
    Anims for characters to turn on the spot to any angle
    An anim for characters stopping while running and thrusting into a run at a different angle
    Anims for zombies hearing a player and turning their head toward them, before turning and stumbling in their direction
    Any general animation that contains rotation within them that needs to conceivably work at any 360 degree angle, and be able to blend between the base compass position animations provided by Martin.
     
    These are especially important to the game as right now the character turns with a turning circle like they are a vehicle, which makes them extremely awkward to move precisely indoors. (It’s not obvious from the videos, but you’d find it annoying to play!)
     
    We also need to work on zed hordes pooling what states zombies are in, and sharing a smaller pool of zombie skeletons for the same anims so we get better performance when there’s a horde on-screen. (Seeing as Zac was previously the guy who got two million dancing penguin models on the Wii though, we’ve undoubtedly got the best man for the job.)
     
    When all this baseline anims tech is in the build, and only then, we will open up the IWBUMS beta to wider testing. In the meantime the rest of the team are on polish, fix and balance duty – as well as hooking up the new stuff as and when it rolls in.
     
     
    IN OTHER NEWS
    ChrisW is still working with us, and is improving his cutaway system so it’s clearer where doorways and windows are – and are no longer big scary black lumps of probable doom in the internal build.
     

     
     
    EP has had a bit of fun, and has used the new anims and models system to create mannequins that can be moved into safehouses and dressed however a shopkeeper’s (or survivor’s) might like them to be dressed…

     
     
    Xeonyx’s Kingsmouth paradise island Challenge Map now has bikini and swim short zeds!

     
     
    The development of our version of Louisville continues, for a long-distant version of the future.

     
     
    We also, sadly, decided to fix the bug that was making survivors look like this.

     
    This is the sixth Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. 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 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. That’s all for now, keep tabs on our website for more every week!
     
  16. Like
    Bejasc reacted to nasKo in Creative Mode and the Future of Mapping   
    It is still something we want to implement, yes.

    As you noted though, there are other things taking priority right now.
     
     
  17. Like
    Bejasc got a reaction from cool daddy shark in ZedLocation   
    I'm sure I've seen TIS mention that special zombies spawn in special zones. Ie, you wouldn't find a fireman spawning on a farm, and you'd be more likely to have police officers inside a police station, etc. They already control that kind of thing with the vehicle spawn zones. I imagine there will be a similar level of control for zed spawns. 
  18. Like
    Bejasc reacted to Neutz in ZedLocation   
    A suggestion would be to give maybe metalworking the ability to craft a water tank/rain collector or something, which could then be connected to buildings the same way generators are. Giving the whole structure water
     
    I would like to see washing machines usable, I never bother to clean my clothes as the downside of wearing dirty clothes is too minor and washing them currently is tedious when they get dirty so fast
  19. Like
    Bejasc reacted to Batsphinx in Build 40.40 - Patch Released   
    PATCH 40.40 - FULL CHANGELIST
     
    NEW
    Improved night visuals by adding indoor masking to color exterior when inside, so interiors are no longer affected by climate coloring. Split climate colors into exterior (shader) and interior (mask) variations. Added config file to initialize colors. Added debug panel to edit climate colors ingame and save config file.
    BALANCE
    Highly reduced odds of breaking a windows when trying to remove it at lvl 10 carpentry. Can now sleep on a piano seat. (somehow) Double doors now shown in red if trying to build inside a building. Made it possible to disassemble many more items, including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves. Added chance of success in the disassemble context option tooltip. Adjusted ambient, rendersettings and shader to fix flash/street/car lights. Added minimum values for rain and snow, a very low value as it sometimes looked patterny. Changed darkness so it's more variable during weather. Added dither circle to weathermask Adjusted non-default sandbox night darkness a bit Added missing moon calcs to climate system, and readded night moonlight coloring Saucepan can now be used to disinfect bandages. Added missing textures for fractured bones. You now can't splint a chest. Updated Translations. Added support for Estonian lanugage.
    FIXES
    Fixed Steam servers appearing password-protected when Password is empty. Fixed /changeoption server command not accepting empty option values. Fixed foraging never finding anything for admins/mods in multiplayer Fixed vehicle engine sounds not being muted in the menu screen in multiplayer. Fixed empty ChunkObjectState packets being sent in multiplayer. Fixed whisper in chatbox crashes with spaces or slashes Fixed not being able to whisper to some players Fixed being able to build a stairs in the opposite direction directly on top of another staircase. Fixed some disassemble definitions having no 2nd items and giving wrong info. Fixed required skill not being displayed in tooltip when picking up or placing furniture. Fixed drainable items not cooling down when placed on the floor.  Fixed custom weather settings not applying for some challenges when loading an existing save. Previously, if you continued a "Winter is Coming" save, you'd get rain instead of snow. Fixed items remaining equipped after placing traps and installing vehicle parts. Fixed GetTextWithPrefix of non-existant table when a whisper target is out of range. Fixed whitespace being deleted from name in quotes of whisper chat command Fixed some red errors when input regex parts into chat. Small refactoring chat window. Fixed concurrent chat server problem. Chat system is thread-safe now. Fixed bug in isoregions where a pole sometimes invalidated a region room and rain could get in. Fixed Turkish translation files causing errors when displayed in game. Fixed Safehouse channel being heard by any member of any safehouse, not only by members of a particular one Fixed "plumb sink" not being synchronized in multiplayer. Fixed game sometimes locking up when exiting. Fixed game freezing if player not found.
  20. Like
    Bejasc reacted to Vaileasys in ZedLocation   
    Dirty and bloody clothes do currently increase the chance of a wound getting infected - this was added in build 39. Though it would be nice to see this go further with making the player sick, similar to how corpses do. 
  21. Like
    Bejasc reacted to Pop in How do I edit the current map?   
    CartoZed will likely help you. I'd suggest using it together with the ZomboidMapProject.
    Just select a cell in CartoZed after loading the map from your folder, select tile or tiles, save as PNG.
    After that you still need to use paint or something to make the maps for the nature.
    But with CartoZed it's easy to keep the existing roads and still add new roads that line up with the original map.
    Then you can use the normal procedure of making maps with TileZed, BuildEd and WorldEd.
    Back to ZomboidMapProject to find the X Y position, add those when writing the lots in WorldEd.
     
  22. Like
    Bejasc reacted to Kennethdio in InfestedSurvivalistBunker.tbx Building Available (Highly Detailed) (Google Drive Link)   
    Wowee!

    When the apocalypse rolls around, you need protection, perhaps isolation, people, and a stockpile of supplies. Being in those circumstances when hell happens will likely prove to be very beneficial and a lucky position. But despite all this, you may still fall. This is one of those scenarios, nothing went right. Those who thought they were safe met their untimely demise.

    This bunker is resilient despite falling to either raiders, hordes, or anything in fact, as this is your asset, your piece now. This bunker has a lot.
    - 26 rooms.
    - Highly detailed.
    - Contains both .tbx and .bak files.
    - Barricades and furniture arranged to explain it's demise.
    - Given room definitions.
    - 6 hours of work done on this.
    - Me approving this to be high quality.
     
    These 26 rooms are-
    - Garage / Bunker Entrance
    - Garage Storage
    - Male restroom.
    - Female Restroom.
    - Cafeteria / Corridor.
    - Maintenance Sector Hall.
    - Water Treatment Plant.
    - Generator Room.
    - Maintenance Storage.
    - Cafeteria.
    - Cafeteria Kitchen.
    - Cafeteria Kitchen Storage.
    - General Purpose Sector Hall.
    - Showers + Bathroom.
    - Locker room.
    - Quarters.
    - Library.
    - Briefing Room.
    - Armory Office.
    - Armory.
    - Medical Bay.
    - Medical Storage.
    - Laundry Room.
    - Private Quarters Living Room.
    - Private Quarters Bedroom.
    - Private Quarters Bathroom.
     
    =================================================================================================================================================================
     
    DRIVE LINK HERE: https://drive.google.com/open?id=1vSpd3j_St6_NuAscPITkMCzfsaOafqm5
    (Google Drive is supremely easier than Dropbox, so i'm using this now).
     
    Any questions, criticisms, compliments, i dunno, or something. Just post it and stuff.
  23. Like
    Bejasc reacted to Neutz in Z Spawn Density in Large Buildings   
    Did you find a solution for this? On my first redstone map for some reason the hospital is packed with zombies but the main base building is almost empty.... I could never figure out what controlled indoor zombie spawn rates..
  24. Like
    Bejasc reacted to spyjack in How to add multiple spawn regions to a standalone map mod? (Partly Solved)   
    Hello everyone! I've been working on making a (will be) large standalone map (not connected to Muldraugh). I was wondering how I could effectively add more spawn regions to it (ones for each 'town'), currently it just bugs out and adds another world which isn't what I want.
     
    I was also curious how one might efficiently create multiple spawnpoints regions in Worlded as it currently seems I can create one and then would have to go and manually add the spawnpoints to all the other regions as it doesn't differentiate them. I imagine I could do this by creating multiple maps and merging them together, but I want to avoid splitting the .lots and such between multiple folders.
     
    Appreciate any and all help!
     
    Here are a couple map teasers for those curious, will be posting in WIP fairly soon.

  25. Like
    Bejasc reacted to Hilrof in Looking for AUS server or players   
    Any one know of a good australian server ? Or some players who want to make one ?
     
    Thanks and good day to all !
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