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Suomiboi

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Everything posted by Suomiboi

  1. No, the javadocs is the only official resource for that. You basically have to try and find the bits you want from the existing code. Try using a software that can search frases in multiple files. Then compare it to the javadocs inheritance etc. or vice versa. And of course as you've done, use other mods as a template and learn from their code.
  2. Actually you already spawn into buildings randomly according to your occupation (although I'm not sure if the new professions have been added spawn points). The places just aren't your workplace as the devs have wanted everyone to have somewhat of an even start. I do agree that spawning in workplaces could prove interesting. However you also have to note that currently the building you spawn in will be empty, so if you'd spawn into a hospital, you'd have the whole building to yourself. Sanity is also something that has been discussed and might be implemented. I'm not sure that everyone/most should be effected however. There needs to be some big prerequisites for it. I think it should be the same for the player and NPCs. I do like your idea of RPG elements and I think that the coming NPC personalities will direct the game in that direction. But these additions would most likely not be on the first few NPC builds. Very good ideas, most of them have been talked about, but all in all a very nicely thought out first post! Welcome to the forums, we're glad to have you with us!! (clyde)
  3. Oh it's been mentioned before... http://theindiestone.com/forums/index.php/topic/13207-my-list-of-ideas-tunnels-herbalism-moats-and-much-more/?p=166436 http://theindiestone.com/forums/index.php/topic/11849-zed-distraction-gimmicks-and-items/?hl=%2Bcans+%2Btrap#entry152187 http://theindiestone.com/forums/index.php/topic/10175-zombie-alarm-system/page-2?hl=%2Bcans+%2Btrap#entry144306 http://theindiestone.com/forums/index.php/topic/10401-noise-traps/?hl=%2Bcans+%2Btrap http://theindiestone.com/forums/index.php/topic/8764-zombie-traps-defence/?hl=%2Bcans+%2Btrap#entry113346 http://theindiestone.com/forums/index.php/topic/192-commonly-suggested-suggestions-read-before-posting-unofficial/page-17?hl=%2Bcans+%2Btrap#entry105233 http://theindiestone.com/forums/index.php/topic/7253-plenty-ideas-and-resuggestions-combatsneakinggeneralmp/?hl=%2Bcans+%2Btrap http://theindiestone.com/forums/index.php/topic/185-the-ultimate-thread-of-traps-and-distractions/page-4?hl=%2Bcans+%2Btrap#entry50922 So yea it is a commonly suggested suggestion. I think the list said "traps and alarms" at some point, but I'm not sure of that anymore. The devs have said that similar stuff is coming.
  4. More crafting options are coming in the next build so I think stuff like this should be planned. I dunno about ice skates particularly since KY isn't really that cold and I don't know how many actually ice skate over there... But otherwise it's a nice suggestion.
  5. But you can't draw zombies that don't exist. And zombies don't exist outside the streamed area. Ie. they have to be spawned. I think it could be a case of: do action that makes noise/smoke etc. or have a meta event have a "dice roll" defining the chance of random amount of zombies "hearing" that, perhaps depending on your location wait spawn said amount of zombies on the edge of the streamed area and move them in a certain direction depending what caused them to be there. This is what I've always imagined should happen with zombie migration: Best case scenario would be if there could be code that'd draw the zombie spawn map according to meta events that happen in that map. I have no idea how cpu intensive that is or would be, but it would be the most realistic choice as well as practical as far as I understand. However I think it'd need a hellish amount of code, way over my understandings... That would result in zombies seemingly moving around the map. But also the problem again would be player built areas... so basically meh.
  6. You guys do know that you can snip quotes right? Just delete a selected area of the quote and write -snip- or something. Scrolling with a phone becomes quickly a nuisance with lots of quotes. End of rant. Thanks fellows!
  7. I suggest downloading a few houses from other mappers! Also compare your buildings to vanilla. And lastly don't necessarily start with a map project, start by doing a few houses and then a small map and move onward from there. I started Radcliff 2 times over before going public. And I'd made 2 maps for myself before that.
  8. Heyheyhey and Happy Mondoid from me to all you folks! As Arnie says it above, I'm back! Slower than ever!! Meaning I'll be working on the project full steam, but I won't be as fast as before, as I'm trying to maintain a life. However, that doesn't mean there hasn't been any progress. There has. Lots. How lots you axe? Very lots! 8 cells, and a couple of hundred buildings (amounting to a total of 638!! more accurate, updated list in the OP). So altogether I now have a 4x5 map finished!! And as I've been away for so long, I just decided that you deserve to get the playable beta of the map. Without further ado, here it is: DOWNLOAD Also I've finished drawing the maps for 5 additional cells south of the current area as well as 6 cells to the east. So I'm probably going to finish those before giving you the next release. By then the map will be 5x6 or 30 cells. Lastly since my new borrowed lap top is a potato, I can't give you the whole progress map. It takes too long to load the map with the tools so I can't get proper pictures without taking a year doing so. Instead I've contacted blindcoder and hopefully I can upload it to his very awesome map project site! But I'm not going to leave you without any pictures! Here are some locations that I think are interesting in the newly added areas: Farmville The growing neighborhood Derelict house As before, I've updated the OP with the completed cells, buildings as well as the new download link to v0.2. A happy Easter Mondoid for all!! Eat eggs and so forth!
  9. You are correct on the green! Fixed that. Thanks! I don't really have the time to update this at the moment and I'd probably have to rewrite most of it anyways. As I said in the OP, Thuztor's tutorial is much more comprehensive, even though it isn't a step by step type tutorial. I think you should get well on your way with this tutorial and then move on to his. If you get any questions I'm happy to try and answer them. Also search the forums when you find yourself with a problem. The tools are pretty straightforward and only a few issues are possible, with most of them answered. I can't give any help with how to use paint.net as I have never tried it myself. I have no idea how it works. EDIT: I've delved into a bit deeper on my own map making in this post: http://theindiestone.com/forums/index.php/topic/7250-community-project-radcliff-beta-released/?p=110032
  10. 1 tile in game is 1 pixel. I usually do 2 way roads 6 pixels wide and sidewalks 1-2 pixels. Small streets are 3-5 pixels for me. The character is smaller than a single tile. Also when I do maps for the game I usually scale down real world objects somewhat (maybe to two thirds of real life scale or something like that) so that they're tighter in game. It feels more natural in the game's perspective, at least for me.
  11. RoboMat, on 16 Sept 2013 - 7:23 PM, said: Here's a pic of the dragons in an older secret dragon branch that was bled by Robomat. I think he was later brainwashed and turned into a moderator because of this, but that's only my theory.
  12. You'd probably get more answers in the modding help section. You can ask a moderator to move a topic if you like. Most of what you want can be found by looking at the projectzomboid/media/scripts -folder and the files there. They're pretty self explanatory. You can change anything in there or create a mod. There are some good tutorials around if you just use the search bar on the top right. Also, what the rainbow doge said. EDIT: also not all "little" changes are so little. There are some that work simply by changing numbers and others that require more tinkering.
  13. Well that is a mod you're playing so you shouldn't really expect for it to work just like vanilla...
  14. It's your location... It's always been like that. If you're on a remote location an alarm isn't really that bad. But you should have less loot spawn in a location that has small zombie counts.
  15. So could you maybe put it a bit more simply so that it'd be clear for us dumb folk and maybe help the devs make the changes without extensive study? Maybe a nice chart? Which frequencies should each of the medium be? TV, car radio, HAM, walkie talkie etc.?
  16. I like randomness. What I dont like is a system that makes you lose your non-renovable resources when you fail. But there's already such systems in game. For example repairing weapons. You lose non-renewable materials (eg. Duct tape, glue etc.) and you have a chance of failing and it even increases every time. The difference would be that you could do that to carpentry if you wanted to, before you're normally able. So no one's making you lose those resources, if you don't want to. I consider it trading resources for xp or recipes. If you're saying that it'd not be good because you feel you'd be forced to take that choice then we have a different matter and I totally understand. But if a feature is totally optional and only encourages risk managing, I personally don't see the problem. It gives extra reward for using supplies and I don't quite see the harm in that. EDIT: I like this idea, but I'd be willing to limit the lost materials to "renewable" or "unlimited" ones like logs and planks, if losing the items would bother too many people. Eg. you could fail at building a rainbarrel and would get back the nails and maybe a/the garbage bag(s), but not the planks.
  17. That was the intention. You're welcome! And welcome to the forums! Happy mapping!
  18. Hey, I just got my old files from my broken pc and started mapping again. I have all of my old files on an external hard disk. I had to place/and copy all of my buildings and textures to a new .pzw -file because I was getting missing when I tried moving the files to my pc, but this wasn't that big of a problem (a few days of twiddling). So now I've made a whole new project with all files on my pc. The problem is, when I remove the external HD I get the missing tiles again (aka notorious red question marks) on every cell, in all tiles except buildings, vegetation and water... So the tiles are still trying to find the textures from the HD (and are finding when hd is hooked), even though I have set the texture location set to the new oneon my pc (and it's correct, I triple checked). Basically I'm hooked to the HD. I can live with it, (but the cord is really short and this is a lap top) but if there's any way of getting the tiles to recognise them from my pc I'd be a happy chap. And this is an extra request, if at all possible, could we get a "save a copy" function that would save all of the meta data with the files (buildings, tilesets etc.) to a new location so that we could work on the maps from different computers for example (and/or share the non-complete maps ie. work together on same parts of the maps). This is mostly directed to EasyPickins, but if anyone knows anything that'd help I'd appreciate it! Thanks a bunch!
  19. 1. Yes collision and all of the tiles definitions are attached to the tile, not the layer. 2. Yes, but you should use tile mode only as putting down small extra stuff, like roof accents/wall trims and the likes. Trust me it's for your sanity's sake if and when you have to fix something. You can also make any tile into an object by double clicking the "tiles and furniture" window in building editor. Then find the correct category for it and click the small + icon in the lower left of the screen. Then just drag and drop the tiles to the small square that popped on the lower left window. 3. Not all of the latest tiles have been given to us yet. In theory you could try to unpack the game tiles and use them as custom tiles, but it's a bit of a hassle. 4. Read this: http://theindiestone.com/forums/index.php/topic/8790-custom-texture-packs-and-tile-definitions/ You should if possible, always add the whole map and textures etc. as a mod. It makes it more user friendly and it's easier to figure when something's wrong with it. The textures won't be automatically loaded. You'll also need the tile definitions for the new textures. But I strongly suggest learning the more basic stuff before adventuring to custom textures.
  20. I'm sorry, but I have to ask, where are you getting all the wounds from? I've never had a problem where I get too many wounds. Maybe you're being a tad recless?
  21. Suomiboi

    Tainted Water

    The tile definition editor itself doesn't seem to have any modifier for tainted water per se. It only defines if and how much a tile holds water. And I also checked the tiledefinitions in a text editor, but they don't give any info on the taintiness, again only water amounts.
  22. I personally wouldn't like it. I get tempted too much if a game has a chance to cheat easily. And no, there's no use behind putting it behind a button that says "cheat mode" or "enable commands". I'll just press it. When it's behind mp I don't have that temptation. Besides you can already play mp-mode by yourself. I'm weak and I acknowledge it, but many good games have been ruined for me because of too easy cheating or shortcuts (ie. fast travel and the likes). Minecraft is probably the best example for me. When I don't first succeed without cheats I usually rage quit and start a game with cheats saying to myself: "I won't use them, they're just there if I'm just about to die" aaand the game is ruined and I cheat all the time. I've had to download a mod that disables the button so I can play safely. Same with Skyrim/Oblivion and fast travel. And I know many players who experience this. Not everyone is willing to say it though. I prefer to think that mods are a better solution for this.
  23. Or cat-burglar! The kittens will never be safe again!
  24. No it's not. Fishing buffs can confirm that fish can get that heavy. And yet a tree yields two 9 pound logs. So a tree weighs less than a big fish. I personally like the idea of making the game more realistic than your average "crafting" formula game. Sawing boards and planing them should take much longer and you should also be able to use a wheel barrow or drag bundled up logs with a tarp and rope. Half a tree should weigh much more than 9 pounds. But hey, that is just IMHO. I love this game either way. Anyway, if you take a big fish at the rate of 6 logs... what would you say is heavier? I would apprieciate heavier logs or lighter fish! Go to projectzomboid/media/scripts. Find items.txt open with any text editor. Then search for 'item Log'. Under it there's a line that says 'weight = 9'. Change that to your heart's desire. You can do so on all of the items and more.
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