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Snuffleupagus

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  1. Thanks! I put them down more or less based on what they're called. The only negative effect I might be seeing is that the "Townzone" seems like it precludes the zombietype zones I have setup. I'm not sure what the rules are for dropping zones. I'm assuming you can layer them on top of each other, so I just have the townzone drawn over all the other zones that are in town.
  2. Apparently this is a version issue of some sort. I forgot I was opted into the IWBUMS version when I built the additions. If I opt-out of the public test, I can still enable the mod on the mod screen, but it doesn't load at all. No starting spawn option, and no map mod when I travel to the location. If I re-enable the IWBUMS version, no problem. I tried rolling back to 40.43. Then re-generated all my lots and .lua files -same result. It says it's enabled but it just doesn't load. I'm not sure what's sticking it to the new version, but it'd be nice if I could get it to work for both versions. (I'm not seeing any error messages, I'm not sure where the subscriber got those errors listed above.) Some insight would be appreciated.
  3. I recently did an update to my existing map mod Lake Ivy. I'm getting comments from a couple of workshop subscribers saying that after the update, they're now getting an error: This map can't be found. Check that the needed mod is loaded. 1601829883106 znet: Java_zombie_core_znet_SteamWorkshop_n_1GetInstalledItemFolders MOD: refusing to list examplemod 1601829885760 ERROR: media isn't a valid workshop item ID 1601829885761 ERROR: media isn't a valid workshop item ID 1601829976405 znet: Java_zombie_core_znet_SteamWorkshop_n_1GetInstalledItemFolders MOD: refusing to list examplemod 1601829976984 ERROR: media isn't a valid workshop item ID 1601829976985 ERROR: media isn't a valid workshop item ID MOD: loading lakeivy All i could think of trying was removing and scrubbing the mod and re-downloading (didn't work for them). They say if they load only the map mod they don't get the error, but the actual map is blank (doesn't load). I've tried removing all the mod's folders and subscribing to it through the workshop and it works fine for me. The workshop ID is the same as it's always been, so I wouldn't even know where to start troubleshooting this. Plus not being able to re-create it makes it even harder. Maybe it's not my issue (maybe it is), but now that it's more than one person reporting the problem (two people) I'd like to figure out what's going on.
  4. So in the list of zones there's a few types I haven't been able to find any info on: NAV Farm FarmLand Townzone Trailerpark What are these used for? I'm assuming they have something to do with zombie or loot distribution? Any info would be appreciated.
  5. I was able to implement it by creating a zone type in the .pzw file. Added the lines: <objecttype name="ZombiesType"/> and <objectgroup name="ZombiesType" defaulttype="ZombiesType"/> into the .pzw file along with the other zone type entries. (I could've swore I added the "color=#####" line to the object group, but it was gone after the first save.) Save the text and load up in the world editor, you should see a "ZombiesType" object type. Select it and add an object to the world for the zone. Give it a name from the list above. Some of the Zombies Spawned around that zone should fit the description. Worked for me anyway. It would be nice to find some more in-depth info on zones than just whats in Ringo's tutorial. Like what the townzone/nav/farm zone types actually do. Searches come up light on the forums.
  6. I guess that's sorta what I was thinking. I could build a "shelf" under the windows with floor tiles and roof caps on the ends. Not sure yet how well the shelf tiles would conceal. Like you said, it would still look a little goofy, and it wouldn't be conducive to sheet ropes, but better than magically falling through the roof. What I really need are "clip tiles" -tiles that block the player but are invisible in game. Even if I knew how to do custom tiles, I'm not sure that's something that would be doable in this engine.
  7. After building a couple dozen houses for my map, I realized on play testing (finally) that the slopped roofs are not solid AT ALL. I have lots of roof lines that run underneath upper story windows. So when the player climbs out, they fall into the room below. Any chance in the future these roof tiles will feature collision? Does anybody have any tricks or work-arounds to try to "fake" the solid roof? (even if its not perfect) Any tips in general with roofs? Rooms need windows, and boring roofs make for boring houses. I REALLY don't want to completely redo all my houses.
  8. Were there any plans to give the map tools an update in the near or distant future?
  9. I guess I figured it out. If anybody is wondering: I noticed the "0_" prefix on all the layers (on the layers tab). If you make new tile layer, and rename the prefix to "1_" it gets added to level 1.
  10. Snuffleupagus

    In-game map?

    https://map.projectzomboid.com/ Is probably going to be your best bet. Not the easiest to navigate, but better than nothing.
  11. This has been bugging me for awhile... how can I add levels (floors) in Tiled? I'm trying to put down a gas station sign. It's in two parts, the base and the top. I'm assuming I need to go up a floor to correctly place the top, but all I get in Tiled is level_0, and I cant figure out how to add any. I see them in worldbuilder and am able to switch back and forth easy enough. I suppose I could just make a small lot in the building editor and place that, but if I can add floors in Tiled I'd like to know how.
  12. Appreciate the reply. I went looking at one of the stock objects.lua file for the first time and found those additional zones. So I went looking for some additional object types to paste to my .pzw file but haven't found anything (I probably don't know the right terminology to search for), so I can't really set them up to use. I did see that at some point a new version of tilezed is coming that'll include "zombie zones", so I guess that might be the solution (maybe to a lot of things).
  13. It would be cool if the vegetation growth cycle for any particular tile could get postponed for a period after said tile has been occupied by the player or a vehicle. You could kick it up a notch by actually removing existing vegetation on tiles the player/vehicles frequently occupied. The idea being vegetation wouldn't grow on paths you frequently travel. Not only would this be more on the side of realism, but it would be a nice way to maintain your "driveway" and paths through the woods simply by traveling them. Instead of coming back from a road trip to have to get out and chop down a bunch of fresh saplings and bushes or tear up your vehicle.
  14. So it looks like there's been a couple of years since any real activity. Are there any more updates to this list? Also, I'm wondering how the connection is made between the buildings/rooms and the new occupational costumes for the zombies. I know I've seen firefighter zombies wondering around the firestations in town, etc. How does that happen?
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