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Suomiboi

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  1. Like
    Suomiboi reacted to Asrayl in Famous Last Words   
    "Not again!"
  2. Like
    Suomiboi got a reaction from manontheinside in A few WIPs   
    Cool stuff! I love the crane looks very nice.
  3. Like
    Suomiboi reacted to Teesee in Zombie backwards staggering invulnerability   
    My bad, I got distracted by all this 33 hype. The new animations aren't planned in in 33, hopefully 34 if my memory serves me right.
  4. Like
    Suomiboi reacted to srandiny in Srandiny's buildings collection   
    Pictures added.
  5. Like
    Suomiboi got a reaction from Footmuffin in Diagonal Roads   
    Hey there mappers and builders!
     
    Since we've gotten a lot of new maps and mappers during the holidays I decided to go poking into the system behind the blends and rules of the mapping tools. After half a day of trying and failing I've gotten a decent system working where I can create diagonal roads for the mapping tools.
     
    Basically this:

     
    It works with a bitmap too!
     
    The colors are as follows:
    Light Asphalt: 170 170 150
    Medium Asphalt: 130 130 130
    Dark Asphalt: 110 110 110
    (Just add ten (10) to every vanilla road value.)
     
     
    There are a few things that aren't a 100%. . . For example you'll have to hand place some of the diagonal tiles in crossroads that have different road types, if you want them to look correct. The blend system is somewhat limited in this way, but it's a very minute problem considering the benefits!
     
    Here's the download link and instructions on how to get it working with the tools:
    https://www.dropbox.com/s/7fw5m2x8n8rttwe/Diagonal64bit.rar?dl=0 - 64bit version
    https://www.dropbox.com/s/aj2305jisa06bv8/Diagonal32bit.rar?dl=0 - 32 bit version
    (the only difference is where the files are placed, nothing fancy)
     
    How to install:
     
    How to draw diagonal roads in TileZed:
     
    NOTE that this works only for the mapping tools! You have to create the custom packs and tile definitions to get it working in game as with any custom tilesets!!
     
    Let me know if you can't get it working or run into problems!! Happy mapping and a happy Mondoid!!! (clyde)
     

  6. Like
    Suomiboi got a reaction from Kuren in Road in Project Zomboid   
    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.
  7. Like
    Suomiboi reacted to EasyPickins in Tiles missing from old project on a new pc   
    The TMX files contain the relative path to each tileset.  Example:
    <tileset firstgid="1" name="appliances_cooking_01" tilewidth="64" tileheight="128"> <image source="../Tiles/appliances_cooking_01.png" width="512" height="1024"/> </tileset>The "<image source="..."/> lines show where the tileset image should be relative to the TMX file.  If you move the TMX or move the folder containing the tilesets it will break these paths.
     
    So if you have ??? for a tile, figure out which tileset it is (use the eyedropper tool I suppose) then check that the PNG file for that tileset exists, and that the "image source=" line is pointing to it.
  8. Like
    Suomiboi reacted to EnigmaGrey in Use 2 stones to make a chipped stone   
    I'd like to actually have several types of stone in the game, including the appropriate type for stone knapping; find the right one, shape it properly, then go to it. Would feel a bit less cheap and would justify the stone axe being a bit more useful.
    Tie it into the survival skill, or something.
  9. Like
    Suomiboi got a reaction from uberevan in We deserve at least monthy updates on NPCs   
    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.
  10. Like
    Suomiboi got a reaction from f3rret in We deserve at least monthy updates on NPCs   
    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.
  11. Like
    Suomiboi got a reaction from The13thRonin in We deserve at least monthy updates on NPCs   
    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.
  12. Like
    Suomiboi got a reaction from EnigmaGrey in We deserve at least monthy updates on NPCs   
    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.
  13. Like
    Suomiboi reacted to Themo in Farming Mod Art   
    Making some art for a project, thought i would share in case it is helpful for others. Hope this is right forum section. I give anybody permission to use them for any Project Zomboid mod.
     
    From top left to bottom right (after planter box and filled planter box)...
     
    Apple, Avocado, Banana, Bell Pepper, Blackberry, Blueberry, Broccoli, Cucumber, Cabbage, Carrot, Cherry, Chinese Cabbage, Corn, Cotton, Coffee, Eggplant, Garlic, Grape, Green Onion, Hemp, Jute, Lemon, Leek, Lettuce, Lime, Orange, Onion, Pear, Peach, Pumpkin, Peanut, Pea, Pineapple, Potato, Poppy, Radish, Rubber, Strawberry, Sunflower, Sweet Potato, Tea, Tomato, Watermelon, Zucchini  

     
    Lotus, Papyrus, Watercress, Taro, Water Hawthorn, Eel Grass, Lepironia, Sweet Flag, Aloe, Bamboo, Barberry, Basil, Bean, Belladonna, Celery, Cashew, Chamomile, Clove, Date Palm, Elderberry, Eucalyptus, Ginger, Henna, Kava, Lavender, Mango, Maple, Mandrake, Mescal, Mint, Okra, Pepper (chili), Papaya, Passion-fruit, Peyote, Rice, Rosemary, Sage, Spinach, Sugarcane, Thyme, Turmeric, Valerian, Wheat-grass.



    Also made these non farming related objects.

  14. Like
    Suomiboi reacted to deprav in What are you listening to?   
    lol, I just found something amazing. Let It Be, from the beatles, 'remixed' with minor chords.

    That's just haunting, could be a zombie movie song.


  15. Like
    Suomiboi reacted to Firechaser in Add map to Steamworkshop   
    Ok i found it out myself  
     
    but for those who like me didnt find it:
     
    There is a ModTemplate inside C:\Users\"User"\Zomboid\Workshop which help me out.
     
    And then in game click on workshop and youre good to go
  16. Like
    Suomiboi reacted to Firechaser in South Muldraugh   
    Welcome to South Muldraugh!
     

     
     
     
    This little Town is located to the south of Muldraugh (obviously  ) direktly on the Route 31. This town is home to a once great Factory and the US Military.
    The map has an urban center which is crawling with Zeds but oviously has a high reward for those who manage to get there and back savely. 
     
    Points of interest are:
     
    Big Factory to the South  Farmhouse direkt by the creek Military Base to the East Serveraly isolated locations for you to set up base And of course a once busy city center Since there ist no map overlay yet you will have to find the POI yourself 
     
     
    Credit goes to:
     
    This map project uses some buildings from the Forum so I have got to give credit to the amazing people who upload their buildings.
     
    Jela331 for the amazing buildings from Rebuild Sieben for the cool Military style buildings Veged - Arma 2 Firestation cmseter BeastlyBean I may have forgotten someone   
    A couple of buildings are my own. I will upload them to buildings section for everyone to get their hands on. 
     
     
    Download Link:
     
    https://www.dropbox.com/s/60ect56clze21to/South%20Muldraugh.rar?dl=0
     
    I will also be uploading to the workshop. But I find the forum should be a always have a link as well. 
     
    Installation:
     
    Place "South Mauldraugh" Folder inside C:\Users\"Enter Username Here"\Zomboid\mods\ and enable in game!
     
    (Easier to just download over Steam)
     
    I will also be uploading to the workshop. But I find the forum should be a always have a link as well. 
     
    Disclaimer:
     
    If you are interesed in playing this map give it a download and give me some feedback. Its still a working project so there might be a few bugs here and there  . Post bugs here or on the workshop,
  17. Like
    Suomiboi got a reaction from Zombadger in Survival.....harder then if it really happened?   
    I almost never use an axe as a weapon, I find too valuable for that. I have no problem tackling 3 zombies with just a rolling pin, although I prefer frying pans. When there's more than 3, I know to walk, or rather sneak away. Avoiding zombies is easy if you just learn to walk/sneak behind corners as soon as possible, breaking sight and never run except if you're covering distance or in serious shit. And remember to charge your attacks. I also generally try to stay away from anything remotely crowded. I almost never go to WP(West Point) or its center.
     
    The sandbox is also another option for you in addition to First bite.
     
    I don't understand where you had the idea that the game is made to cater this special, elusive group of people called casual players? Also the "casual" player is not supposed to survive this, you aren't either. This is a permadeath game. There was a post by Lemmy, I think, at one point where he described that they wanted a years survival to be an actual challenge. It hasn't been that after the early days of the game. However people wanting the opposite now, might suggest that we're getting somewhere close to that.
     
    Remember, PZ is a "Hardcore Sandbox Zombie Survival Game". It says so in the steam presentation page. For building forts, there's first bite, sandbox, the mapping tools and soon the creative mode. There's plenty of where to choose and not all can be satisfied with the survival settings. Also these additions were made from extensive community testing. Zombie amounts are unrealistic in my opinion too, but I think this is more of a gameplay concession thing.
     
    Btw welcome to the forums Panda!
  18. Like
    Suomiboi got a reaction from Z3759xy in Making a map mod?   
    Without the .lot files? What do you mean by that. Of course you need the lot files for your map. They are the map...
  19. Like
    Suomiboi reacted to RingoD123 in Bedford Falls V3 (Steam Workshop)   
    Hey guys, so here it is, Bedford Falls Version 3! (Workshop V1)

    Visit the Steam Workshop page to subscribe: http://steamcommunity.com/sharedfiles/filedetails/?id=522891356 - don't forget to favorite and rate up!
     
    Decided to start a new thread to seperate the old from the new.
    Bedford Falls now has proper zombie respawn mechanics, foraging, and a lot more zombies.
    Subscribing to the mod on steam should make things a lot easier, just subscribe, load PZ, go to the mods screen and double click on Bedford Falls. All new games you start will now have Bedford Falls in the game world and available as a starting spawn point.
     
    Report any/all bugs in this thread. Use Blincoder's awesome map ( http://pzmap.crash-override.net/ ) to get the coordinates of any bugs (click overlay Bedford on the left and then Map Coordinates further down) and then leave a post here with the coordinates and a brief description .
     
    Original Contributors:
     
    Current Contributors:
     
    Hope you guys enjoy!
  20. Like
    Suomiboi reacted to RingoD123 in Bedford Falls (Test V2)   
    Hey guys, sorry for the long absence, but Bedford Falls V3 is low live on Steam Workshop - with added zombies and foraging!
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=522891356
     
    I will update the download in the OP of this thread, but for now your best bet is to subscribe to the mod on the workshop.
     
    As far as parts of the map not loading on a multiplayer server, I'm afraid I can't really help you much there, you might have better luck looking in the PZ Multiplayer forum.
     
    There will still be the odd building that may have a bug or two, if/when they are reported here I will squash them and update as quick as I can (another reason to use workshop rather than having to manually re-download and install).
  21. Like
    Suomiboi reacted to Atoxwarrior in Uniting elevated train tracks.   
    Thanks Suomiboi, you've been a great teacher in construction, your advice has worked for me and I could join the train tracks.
  22. Like
    Suomiboi got a reaction from Atoxwarrior in Uniting elevated train tracks.   
    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...
  23. Like
    Suomiboi reacted to Necromatic_Corgi in The Walking Dead Prison [Now On Steam] V1.2 (Update soon)   
    The Walking Dead Prison
     
    Hello all and welcome to a walking dead build.
    This one is of the prison, It has taken a lot of work
    learning the tools and getting it ready and keep in 
    mind there are still some rooms that are empty and
    some that have not been made. This is still a WIP.
     
    Pictures
     
     
     
     
     
    Download 
     
    Steam Download
     
     
    Installation
    To install simply extract the contents of the archive to C:\Users\\Zomboid\Workshop.
    To have the prison work properly on the map you must select it as the starting location. You will spawn anywhere on the map as always.
     
     
    Please report any bugs and feel free to leave any suggestions. Have a nice day.
     
    Location
     
     
    Credits:
     
    Z3759xy: helped me figure out stuff with the mapping tools.
     
     
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
  24. Like
    Suomiboi got a reaction from Necromatic_Corgi in missing roof cap tile.   
    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.
  25. Like
    Suomiboi got a reaction from uberevan in Survival.....harder then if it really happened?   
    I almost never use an axe as a weapon, I find too valuable for that. I have no problem tackling 3 zombies with just a rolling pin, although I prefer frying pans. When there's more than 3, I know to walk, or rather sneak away. Avoiding zombies is easy if you just learn to walk/sneak behind corners as soon as possible, breaking sight and never run except if you're covering distance or in serious shit. And remember to charge your attacks. I also generally try to stay away from anything remotely crowded. I almost never go to WP(West Point) or its center.
     
    The sandbox is also another option for you in addition to First bite.
     
    I don't understand where you had the idea that the game is made to cater this special, elusive group of people called casual players? Also the "casual" player is not supposed to survive this, you aren't either. This is a permadeath game. There was a post by Lemmy, I think, at one point where he described that they wanted a years survival to be an actual challenge. It hasn't been that after the early days of the game. However people wanting the opposite now, might suggest that we're getting somewhere close to that.
     
    Remember, PZ is a "Hardcore Sandbox Zombie Survival Game". It says so in the steam presentation page. For building forts, there's first bite, sandbox, the mapping tools and soon the creative mode. There's plenty of where to choose and not all can be satisfied with the survival settings. Also these additions were made from extensive community testing. Zombie amounts are unrealistic in my opinion too, but I think this is more of a gameplay concession thing.
     
    Btw welcome to the forums Panda!
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