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Suomiboi

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Everything posted by Suomiboi

  1. Did you know that blade maintenance affects on the durability of the stone axe? Have you tried it maxed out or at least on a good level? That does represent how well you know your weapons, impacting on how you swing them in order to not bend or twist them etc. I do agree that carpentry could/should (if not already the case, dunno...) affect the outcome of the blade. Otherwise, I think it might be too micromanagey to try and find better stones or wood just to build that crappy axe. Although I do think it'd serve for a challenge for those who are doing well in the game and have the time for that, it shouldn't be that significant of a difference though. Also 2 large trees with a makeshift axe you built for the first time in your life is quite good imo...
  2. You might end up getting empty tiles which have colission if I remember correctly. I'm not a 100% on that though... I'd fix them. It's a pain, but it might help in the end.
  3. Lemmy's latest on the subject:
  4. Hey! Nice to see you back in modding and on the forums!
  5. Well I wasn't talking about hitting, but the other options. I don't necessarily like the idea of becoming unconscious when hit, although realistic, it might not suit well with gameplay. I think a 10 second blackout would only seem fair. An out of the blue blackout would cause major annoyances to many players.
  6. It could be implemented as a darkening screen, where when you notice it you have some time to try and get to safety. Would possibly create some excitement for the times you've cocked up. For example if you get shot or something major. And yes the original confirmation is about sleep deprivation.
  7. Latest tools found here: http://theindiestone.com/forums/index.php/topic/14596-map-tools-tiles-for-build-32/
  8. Are you using a mod platform? I think you need to include the original spawnpoints in your new spawnpoint.lua and basically overwrite the old one. There might be a way to add the spawnpoints to the original file by inserting them in the same table, but I think that requires some lua that I don't have enough understanding on... It might also be the case with the objects, but again I haven't delved into it that much. What you could try is copy your spawn info and objects info into the original files (or rather copies of them) and include them in your mod.
  9. But 33 isn't getting the animation overhaul at least afaik. That's later. 33 is botany, bugs, creative, TV/radio and FMOD. On topic , I agree that something should be done to address the combat, but as Teesee hopes, we'll hopefully get that with the anims, just not 33 though...
  10. Yup, that fixed it! It had separate, additional sources for the ones that were missing. All I had to do was find the one with a source to an old location and replace those ones with the new one in notepad++. Thank you so much for the help, this'll get me going again!!
  11. Ok, first step forward, I added the tiles to the current map via the plus button in the "Tiles..." menu. I got rid of most of the missing textures, but still have many missing. pic: Is there a way that I can point the tools to the correct tileset? EDIT: it seems to be somehow connected to the quick tools on the upper side of the screen... They maybe create a wrong path for the tiles to read from?
  12. Hey, I'm trying to return to Radcliff once again after gaining some willpower after 2 lost PCs. I had this same issue with the last pc, and I solved it by not caring about it. This time I'd want to do this proper. The problem is missing tilesets after opening the session after it was backed up and moved to a new pc. I have the "Tilesets..." pointing in the right folder and all in there is seemingly ok. The issue is that tiled isn't recognizing some sets that are there. Here's a couple of pics to illustrate: Spoiler More weird is that the missing tiles are different in some cells... Could it be that it depends on what's in the cell? I also want to point out that this could be a serious thing if something happens to the official files the devs are using and this is an actual issue with no solution. As this makes editing old areas of the map impossible. If there's anything anyone knows in regards of how to fix this I'd appreciate it a ton! Thanks beforehand!
  13. GTA1 & 2 had 90° angle roads and it was basically a car game so I don't think it will be a problem. And that didn't bother anyone back then. I even think they look nice... I guess it's up to taste mostly. EDIT: I've also made instructions on how you can add custom diagonal corners to roads. So anyone wanting to fix this is perfectly welcome to do so once/if the creative mode allows modding the main map.
  14. Your problem is going to be that every building will work with the same key. You should make them as separate building files, if you want to avoid this.
  15. I'm just going to point this one thing out that bothered me. Let's go with this mugging theory. When the Indie Stone make a post aka step on the train, they don't get mugged (complaints) usually, but when they wave the wad of bills aka ETAs they do (or if they drop it accidentally aka don't make the date), and even more so with anything related to NPCs aka the "mug me" sign (it's slowly developed to this and I think this is a decent comparison). What they should do in your scenario is, at least how I see it, exactly what they are doing... They haven't stopped taking the train, they just don't wave the money anymore. And the signs have been left home. The train is still moving and you can read updates etc. Even if it is bias that's caused, I personally would not post any ETAs or NPC related either, as it has almost always fueled angry discussions. I'm not taking sides on how Enigma or anyone else is doing their job, as it's not in my interests. If that's your main point then I digress.
  16. Without the .lot files? What do you mean by that. Of course you need the lot files for your map. They are the map...
  17. This is a bug I've encountered too. I don't think there's a definite solution. Try placing the one on the west side first and then the one on the east side. For me it worked a few times iirc. But then it might botch when you load the project again... As your buildings are small you could just hand place the missing tiles in tiled...
  18. The devs are working with the map all the time. There are atm at least 2 people focused very much on the map. Just wait, those areas will be filled. I have a community project that will spread the game world to the south, but it's a bit frozen atm... Plus there are many others.
  19. Well there's this: http://theindiestone.com/forums/index.php/topic/11998-google-maps-to-zomboid-terrain-map/ It covers roads, streets, some pavements and water! EDIT: the problem with this is that the roads in game are mostly either vertical or horizontal. Round curves won't look good in game.
  20. It's missing from the tileset. You could try and place one of the bigger roof cap tops in a layer under the roof cap.
  21. Suomiboi

    A few WIPs

    Cool stuff! I love the crane looks very nice.
  22. It's planned and coming with the creative mode I think. There's a video on it in a mondoid a few weeks back.
  23. I'm not sure what you mean but oh.I mean you should probably think of it more as a gameplay concession than a realism thing...
  24. It's not so much where he's carrying it. It's more to do with the fact that there would be a complaint wave if you'd be able to carry only things that would realistically fit on your body.
  25. Do you perhaps hold the link to the video by any chance? Here you go: It's from this Mondoid.
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