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dred

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  1. Like
    dred got a reaction from d0v3r in Tienda de Musica   
    He is a fan of Desperado 
  2. Like
    dred reacted to EasyPickins in Custom texture packs and tile definitions   
    Custom .pack files
     
    If you have custom map tiles, you will need to create a .pack file containing those tiles for the game to load.  This can be done using the "Create .pack file..." command, found in the Tools menu in TileZed.
     

     
    Place your tilesets into a directory, then click the + button to add that directory to the list.
     
    The .pack file should be saved to your mod's media/texurepacks directory:
    Zomboid/mods/MyMod/media/texturepacks/NAME.packAdd a line to your mod's mod.info file:
    pack=NAMEYou can add one pack= line for each .pack file.
     
    Custom .tiles files
     
    Some tiles require special properties to be set, to handle rendering or collision for example.  This can be done using the "Tile Properties (.tiles)" command in the Tools menu in TileZed.
     
    Place your custom .tiles files in your mod's media/ directory:
    Zomboid/mods/MyMod/media/NAME.tilesAdd a line to your mod's mod.info file:
    tiledef=NAME NUMBERThe NUMBER is important, it controls the unique ID numbers assigned to every sprite.
    NUMBER can be from 100 up to about 8000.  The game reserves all numbers under 100 for itself. All .tiles files loaded by the game and every active mod must have a unique NUMBER.  Don't use the same NUMBER as another mod, if that mod might be active at the same time as yours. Once you choose a number for your .tiles file, do not change it, otherwise it will break savefiles using your custom sprites.  This is because the savefile records the ID number for each sprite. Don't remove a tileset from your .tiles file and then add it again.  Doing so will change the sprite IDs assigned to tiles in that tileset.  If you look at the game's newtiledefinitions.tiles file in the editor, you will see that there is a number next to each tileset name, and a unique "gid" in the tooltip for each tile.  Those numbers must remain the same if you edit the .tiles file.  
  3. Like
    dred got a reaction from SillyandStrange in Propane Tanks   
    I had once a kitchen fed with a propane from the tank and one tank was sufficient for three months.
  4. Like
    dred reacted to Suomiboi in Community project: Radcliff [beta released] v0.2   
    Goooood Mondoid Vietnaaamm!!! and everybody else too!
     
    Back again with a truck load of pics and Mondoid fun times!
     
    This time we have two new cells and another shit ton of buildings. I've been busy! Go West, young man, said Horace Greeley and that I did. I've been expanding Vine Grove to the West and added some interesting new stuff.
     
    First let's count the buildings. A total of 199 buildings now! (I've updated the OP accordingly) I'm itching to do one more but I'll probably do a few soon. So that would be a total of 30 buildings and 2 cells in one week. I've also done a few special buildings which have taken slightly more time than the regular houses.
     
    To the pics!
     
    The cell of the week (2,4):
     
    The Office:
     
    The Bar:
     
    Here's a close up pick on a small kids playground, a basketball court and the town library made by Phuket
     
    And lastly the whole area as of today:
     
    So here's this week's Mondoid from me! As always have a lovely week and if you've got some buildings, send 'em over!!
  5. Like
    dred reacted to turbotutone in Tutorial: World Objects   
    Creating and Manipulating World Objects
     

     
    Seen questions pop a few times regarding placing objects on the map so decided to make a little tutorial on it.
     
    Most of the tutorial is written in a single file included in a mod you can download below. The code is commented so you can see whats going on. I recommend loading the lua file in your favorite editor and starting a custom game without zombies with the mod activated in windowed mode so you can play with the mod ingame and read the stuff in the lua file.
     
    How it works?
    The mod allows you to place a red cube on a empty tile, every time you click that tile again the code will do some stuff with the object, you can all see it in the code comments.
     
    Target audience.
    The mod is written for beginning modders, however it might be that there's some stuff useful for more experienced modders here and there. You'll have to judge it yourself.
     
    Code.
    The code is written so that one can follow the tutorial line by line, as such it does not reflect proper implementation but rather serves as a showcase of things you can do and implement properly yourself. You can also build uppon the code supplied in the mod to use it as a testbase for experimenting with objects and their methods. I suggest also digging in TIS lua files regarding buildable objects and their context menu's.
     
    About sprites.
    To create a graphic for your object you'll need to make a transparent image of 64 width and 128 height. This covers one tile and one layer of height in the game.
    Included in the mod are a few sprites, i suppose you could use "cube_floor.png" as a template:

     
    About java.
    It's highly recommended you have some way of looking up java source classes & methods. The javadocs can be used, personally i've used JDGUI up until now.
     
    With JDGUI you can open any class file in <root>/zombie/ directory and it opens up the entire project space as such:
     
    Many of these classes are made available in lua to work with. Often they require to be constructed first. To do so you can look up the constructors:

    In lua you'll have to use the 'new' method like so:
    local myObj = IsoObject.new("parameters here");By matching the set of parameters in .new() to the ones found in the java constructors you can call the appropriate one.
     
    All other methods can then be called on that instance of the IsoObject like so:
    myObj:setSprite("test");local sprite = myObj:getSprite();The lua file for reference
     
     
     
    Download
     
     
     
    Regards,
    Turbo
  6. Like
    dred reacted to misterdark999 in Firestation & looting inside.   
    Hi survivor before exposing my idea, I warn you because I am a french guy so if my english is bad sorry for that.
     
    Sorry if that idea is allready explain.
     
    So my idea is to implant a firestation (like the title indicates) to find some axes inside and a new item : a quencher !
    Because in project zomboid there is no way to extinguish a fire and it's baffling when we are in front off our house in fire..
     
    With that we can implant a new trading cart for steam "Spiffo the fireman"  :cool:
    And why not a new skin of zombies with fireman suit but this zombie can only spawn inside the building of fireman.
     
    So thanks for reading and comment this idea !
    And sorry for my english 
  7. Like
    dred reacted to John_234 in Cooking needs its own UI   
    I did a brief search, and while I get the impression the UI is going to be changed and cooking is known to be a little bit unintuitive, I didn't see many specific suggestions for fixing it.
     
    The problem for me is that while the recipes make sense, the steps required to make them happen are so unintuitive that you basically have to dump your items into your inventory, overburden yourself and go through trial and error till you either die or manage to cook the food and reduce the weight you're carrying.
     
    For example, you can cook a bowl of ramen with a water bottle, empty bowl and a packet of ramen. Not with a bowl filled with water and a pack of ramen, or by standing near a sink. It's a little bit ridiculous and it basically forces you to look on the wiki for a very specific recipe.
     
    I find its also a little annoying you have to drag items into your inventory from you pack to combine them, when you can eat right out of your pack. Having to bounce around a can opener every time you want to open canned food seems a bit annoying and not particularly realistic. I feel like the delay the game gives you sitting stationary while crafting is more than sufficient, and having to juggle food items around your inventory and containers is unnecssary.
     
    You should be able to cook using ingredients in your immediate vicinity or backpack, really.
     
    I think there's two better ways to go about this.
     
    The first is, make it like Day Z. You click and drag an item into another, and the game asks if you would like to combine things a specific way. Example:
    Bowl + Water = Bowl of Water
    + Can of Soup  = Bowl of Soup Stock
    + Ramen = Bowl of Simple Uncooked Ramen
     
    Bowl + Ramen = Bowl of Dry Ramen
    + Water = Bowl of Boring Uncooked Ramen
    + Can of Soup  = Bowl of Simple Uncooked Ramen
     
    Bowl of Water / Cooking Pot w/ Water + Egg = Egg Drop Soup
    + Packet of Ramen  = Boring Uncooked Ramen (+ Note denoting danger if uncooked)
    + Bacon = Simple Uncooked Ramen
    + Can of Soup = Tasty Uncooked Ramen
     
    Bread + Butter = Buttered Bread
    + Cheese = Tasty Cheese Sandwich
    + Ham = Ham and Cheese Sandwich
    + Frying Pan = Sandwich on a Pan
     
    Bread + Cheese = Boring Cheese Sandwich
    +Butter = Tasty Cheese Sandwich
     
    Cooking Pot + Water = Pot Filled With Water
    + (Ingredient 1 OR Canned Soup) = Boring Soup
    + (Ingredient 2) = Simple Soup
    + (Ingredient 3) = Tasty Soup
     
    You could also right click the item, and it would allow you to add water from a sink if you were close enough. You would click and drag a bowl into a pot of soup to fill it, click and drag a can opener into a can to pop it, that sort of thing. I believe this system would also somewhat reduce the meta-game aspect to it, since you can't undo a recipe when you toss some items together experimentally. It also gives people who don't know the recipes very well a chance of making something good.
     
    The other way, in my mind is to have a UI that displays what you need for crafting food. You'd have boxes with labels over them and arrows. Probably 'Container,' 'Base Ingredient,' 'Extra Ingredients,' 'Cooking Method'
     
    Say you stick a pot in 'Container.' If it's filled with water, 'base ingredient' is greyed out and it says water. OR, you walk over to the sink and it displays the icon, click it to fill the pot with water there. Or drag a water bottle into it.
     
    The inventory is grayed out for items that cannot be used as ingredients. The clickable ones can be dragged in to upgrade the end product, which is displayed at the top of the UI. Once all the ingredients you want are added, you can either click and drag a camp stove (if added) or walk over to a range or microwave, then click 'cook' to automatically turn on the range and put the food inside. Same with walking over to a campfire.
     
    Alternative, you can just click 'combine' to keep the unfinished food.
     
    Here's the example of sorts I threw together in MS paint:

     
     
    Just my thoughts. What do you guys think?
  8. Like
    dred reacted to Sejemus in Moding for build 25+ tutorial series (Status Update Nov. 24 - 2014)   
    Heya fellow survivors.
     
    In this thread I will write a tutorial series describing everything I know about moding for Build25+ so far.
    Please note that some of the information I supply is what I think and might not be 100% correct.
     
    I want to make this series as I want to get all the information in one place, and because I found it diffacoult to find all the information myself when I started.
     
    Part one: Folder Structure.  This is the folder structure as of Build 25 through 26.mymod: mod.info file, poster.png and all the icons your mod items use goes here. (NOTE: All icons MUST start with "Item_" like so: Item_iconname.png. Note the capital I, it's important)mymod/media/lua/client: Lua files in here are executed client side.mymod/media/lua/server: Lua files in here are executed server side. (NOTE: You ARE starting a server when you start a new sp world, so world gen stuff goes here EVEN ON SINGLEPLAYER!)mymod/media/lua/shared: I don't know the exact purpose of this folder, but I have noticed that it loads before the client and server files are loaded.mymod/media/scripts: Item and recipe scripts goes in here, just plain .txt files. That's what I know about the new folder structure so far. If you have changes or want me to add stuff, feel free to post below and let me know. Part two: mod.info The mod.info file is the most important file of any mod as it is the way to get the modloader to know it's a mod.The mod.info file contains this information:name=Name you will see in the mod listposter=poster.png (This is the image shown in the mod list)id=yourmodid (This is the id which the modloader reads when it is looking for mods that may requre this mod)require=mod1id, mod2id, etc. (This tells the modloader that this mod requires mod1 and mod2 where mod1id is the id of mod1 and alike with mod2)description=A description of your mod, what does it do?url=When you make your pzmods page for your mod you can add the link here. You can then access this link from the mod within the mod loading screen. That's about it for the mod.info. It may seem simple, and it is pretty simple. But it is also the most important file of your mod, so don't forget about it.  
    Part three: Simple Recipe Mod. Next up, I will teach you how to make your own recipes in your mod.It very simple, at least the way I do it. For this tutorial we will be adding two recipes.1. Dry towel2. Dry bathtowel All you have to do here is the following:1. Find the "mymod/media/scripts" directory.2. Find/make a new file called "yourmod_recipes.txt", or a better name if you are creative, and open it in your favorite text editor.3. Now for the "coding" part (Well, as the folder suggests, it's more scripting than actual coding here ) Start by adding the module (this is basicly the id of the recipes, if you ever need to include them. In another mod maybe.)module yourmod_recipes (or a better name){ <-- Remember these, those are most important! "Recipes goes here"}Now, import the items we will be working with, as we are using items from the base game, we will include the module "base". If you use moded items, you need to requre the mods items module here.module yourmod_recipes{ imports { <-- Again. remember these! Base } "recipes goes here"}Now we are adding the actual recipes. Don't worry, it'll be over very soon.module yourmod_recipes{ imports { Base } recipe Dry Towel <-- Recipe name, this will apear in the inventory when we rightclick a wet towel. { <-- And once again. remember these for each recipe DishClothWet, <-- Requires a wet towel, you can check the "Steam\SteamApps\common\ProjectZomboid\media\scripts" for item files in which the items are listed. Result:DishCloth = 1, <-- As you might have guessed, this is what the recipe will give you once it is done. Time:120.0, <-- And here is the time of the recipe (How long it will take in in-game seconds) } recipe Dry Bath Towel <-- Here I have added the same recipe, but for bath towels. { BathTowelWet, Result:BathTowel = 1, Time:120.0, }}NOTE: REMEMBER the "," after each line! 
    And that's it for the recipes! Yes, you are done.
     
     
    Part four soon to follow! So stay tuned for that. We'll take items next!
     
     
    ----
    Update: It's been a while, sorry about that. Honestly.. School have taken a lot of my time this year because I'll be graduating this summer, so I really wanted to give it everything I got. Anyway, enough of the boring blabbering.. I'll continue this guide in January and then see how much I can work on it from then. I'll also see if there has been any large changes in my other examples as I go.
     
    TL;DR: School, busy, continuing in January.
    ----
    -Sejemus
  9. Like
    dred reacted to Sieben in Sieben's little - How to - I made some stuff for buildings   
    Because of use to many pictures in one thread! (and smilies )
     
    Part 2:
     
    How to recreate my military tents



    - Some "shadows". We'll take for them the grime in overlay_grime_floor_01 set as "Funiture"

    Step 2: Presets
    Because we are really getting bored after setting tile for tile in the BuildingEditor, let's create some presets (it's also better for the overview)!

    - I'll create in the next step a 6x9 room so let us create two preset with the tarpauline. We need just west and north. For each wall length drag and drop the tarpauline tile in the fields. 6x west and 6x north, set as "WallOverlay" and then 9x west and 9x north, set as "WallOverlay"
    - So we need also the floor grime (the light version, because they'll stack) 6 in a row for each direction (W,N,E,S) and (don't give up!) 9 in a row for each direction.



    - Now that we have lost the last of our sanity let's create one more preset with floor grime: a 4x4 size with the grime corners (just west) pointing to the center.



    Note: If you should use some tiles more than once then it could be helpfull to make presets with a row length of 1, 2, 3, 4, 5 and 10. 6-9 or 10+ rows can be combined with the created presets. Not only usefull for overlays, you can also create presets for funiture too, like a table with chairs for example.

    Step 3: Creating 1 room
    Create 1 room with the chosen interior wall and floor (if you want some; I'll make a pavilion styled one, which takes over the ground from the map it placed on).
    Like I mentioned it in "Step 2" my tent has a size of 6x9 tiles.

    Also change the exterior wall to your favorite wall.



    Step 4: WallOverlay and WallFuniture
    WallOverlays are stackable two times. The second overlay "buries" the first one.

    On my military tents I used an old technique. This tutorial one is a bit complicate but has "more" details. In my older version I used only WallOverlays, but there is a limit of two overlays. Adding a third overlay makes the first one vanish. So I used less tent poles in the tents.
    With a combination of WallOverlay and WallFuniture you can bypass the limit, but there are rules!!!

    WallFuniture always dominate WallOverlay because WallOverlay just change the wall and Wallfuniture is an "object" (like a clock) at the wall. So it doesn't matter how often you change the wall, the object will be visible. We can work with this!

    - Because I want the tent poles only seen from inside (the exeption is the bottom), place outside the corners with the "WallOverlay"



    - Now I'm placing the tarpauline-presets at the exterior wall. You'll see that the corners vanish except the bottom thanks to the fancy look of the tarpauline



    - Place also the tarpauline-presets at the interior wall. If we would now place at the upper corner a corner with "WallOverlay" one tile would vanish (based on which tarpauline you set earlier at first, because there is no cornertile for this and two overlays are used to create the corner)
    - So place in the interior the corners with "WallFuniture"
    - At last at the outside place the tarpaulin "endings" twice (west and north) until the Corner will be covered by them.



    - For more "realism" let's place two corners as "Funiture" at the center of the tent, because the roof would be sag... if not.



    Step 5: Second Floor
    Add a second floor for the roof by pressing the "1/1 Floor"-button in the workbar, then the (+)-symbol and OK-it.

    Place the roof until the lower room is covered

    Step 6: "Shadowing"
    If we look at our tent at this time we see the 1st floor looks really cool but the second looks... hmm let's say it looks "sterile".



    We can make it looks better but not perfectly. If you go with this stage of building then it's OK but remain here and read further
    - Let's place the 6 row-preset and the 9 row-preset at the borders of the roof.



    Hmm, so finished! Have Fun! NO WAIT!

    If we change the floors there are two tent poles in the center, wouldn't it be better if you can see at the roof that they exist even without entering the tent?!

    - Let's place the 4x4 grime-preset on each position, where the upper part of the "tent poles" would be.



    Better... for me

    Step 6: Other things
    - Finally we need a entrance. Because a real door doesn't seem right here, just take the doorframe without a door (choose "NONE" at doors). If we now placing the doorframe we'll notice that the real wall is replaced but the overlay remains. Nice a "Curtain"-door!
    - You can also place windows at your tent. Sadly these are realwindows (with glass), so you can break them.



    Note: Because there is no door a survivor can just went through the overlay but can't look inside. Same the Window, can't see through but if opened he can climb through. Also that this tent is a room there is a chance that the alarm turns on if entering. Z's can also go through the entrances . So be warned until the survivor won't build a door at the entrance these tents are not save. I like them

     
    How to make funny things with: WallOverlays
    -> Window Shutters



     
    Step 4: Create a preset
    Create a preset with the garage gate in the length of your drawn wall. Set is at WallOverlay.



     
    Step 5: Merge them
    Place the "window shutters" at your glass wall.
     
    Finished



     
    Closed Version
     
    Just the closed version of the garage gate as preset and set as Wall. Nothing special, need no image
     
    (Heading west and north if you staying inside in front of the door)
     
    Open Version
     
    Just a glass wall with a door. Nothing special, need no image because you've just drawn it a little while ago
     
    Closed Version
     
    Step 1:What we need
    A wall and shutters . No I should say "shutters and a wall... and a door". Use tiles: the wall from walls_commercial_01 and this time the garage gate (closed) walls_garage 02. Use a door you like, I'll take the black bordered glass door from fixtures_doors_01.
     
    Step 2: Create presets
    We need this time three presets:
    1. The closed version of the garage gate (mine has a length of 7 tiles like before) set as Wall.
    2. A glass wall preset with a door frame in it. Don't worry you can just add 3 wall tiles, 1 door frame and again 3 wall tiles in your preset. Set this as WallOverlay
    3. A door preset. Just the door . Set it as WallOverlay. Why? Because if you place a real door instead of the fake one, there will be a missing tile in the garage gate.
     
    Step 3: Place garage gate
    Place it.



     
    Step 4: Merge them
    Place the glass wall overlay at the garage wall and then place the door overlay where the door frame is.



     
    Finished




     
    The end... for now
  10. Like
    dred reacted to Sieben in Sieben's little - How to - I made some stuff for buildings   
    Hello everyone!
     
    I decide to create a little "How to" - tutorial for those, who asked themself "How did he make that".
     
    Not to mentioned that it's really easy and self explaining for myself, I'll make a step by step guide to be sure that everyone is in a position to make and use the stuff for his/hers buildings (and also not to end on a pyre because of witchcraft).
     
    Hmm, with what shall we start?
     
    Ok, have it
     
    Part 1:
     
    How to create a prisoncell with a cell style window - (one you can't open without a sledgehammer )



     
    Step 2: Creating and drawing three rooms
    I decide to make two cellrooms and one floor.
    Interior Walls should be the school walls, the floor I choosed here is from the industry_01 tileset.
    If finished, it should be look like this:
     



     
    Step 3: Draw cell walls and cell windows
    With the "Place Wall" tool, just draw a wall across the cells and the floor (the security should have full view in the rooms but the prisoners shouldn't see each other ) and two walls where the windows should be. Otherwise I've changed the Interior Walls of the two cells to the cell and not the school walls.
     



     
    Step 4: Organize Tiles (Part two)
    Because all the rooms looks really awful, let us create some WallOverlays
    What we need:
     
    A new cathegory called WallOverlay - Walls - Windows (Here you put all windowsoverlays in the future for a better overview)
     
    A new cathegory called WallOverlay - Walls - Corners (same here for corners)
    We'll need for this tutorial windows from school and commercial and both corners (even if not both corners are used now, it's could be helpful for other projects )
     
    Hit the "Plus(+)" twice in the new cathegories for two wall overlays. Then search the windowframe in the location named in Step 1. Drag westsided window to west field and northsided window to north. Same for the corners but here it's enough to place a corner only to west. Don't forget to switch the Layer from Furniture to WallOverlay on at least one field in a row!
     



     
    Step 5: Asign the walloverlays with "Place Furniture"
    Like placing your favorite fridge, let us place our created walloverlays.
    First the windows and then choose the school corner and place it twice to the cell wall. Looks much better .
     



     
    Step 6: Opposite cells
    Repeat Step 2 and 3 on the opposite. You should now youse the Exterior Wall cell for placing the windows! Place the window overlay from the commercial wall and place again twice the school corners. Adding four doors and the cells are finished!
     



     

     
    How to create an elevator of death




    Step 3: Create three more floors

    Click on Floor 1/1 and add three floors until we have 4 of them.





    Step 4: Drawing rooms

    Now we're drawing rooms on each floor. On floor 1 there should be the shaft_basement room and each floor above a shaft_none room. The size is up to you but I'll created a 5x4 tile room
    I've added some doors to each floor. Sadly there aren't functional elevator doors just some closed walllike doors under escalators
     



     
    Step 5: Drawing the elevator

    Choose the floor, where the elevator should be stucked and draw a smaller room in your shaft. I choose the 2nd floor. My shafts have e size of 5x4 tiles, so in my case it will be 3x4 tiles. Draw the elevator with the shaft_elevator01 room.





    Now up one floor and draw another room with the shaft_elevator02 room. Oh no! The "roof" have now walls, so no fall off .




     
    Step 6: Removing walls
    No problem! Use the "Place Wall"-tool and select as wall "None". Place it over the existing one will make it vanish and walkable!



     
    Elevator of death because you can fall down some floors if unwary!
     



     
    Pro tips: If placing the elevator in the basement and a player fall down the roof because of unwariness, he/she won't escape and will starve to death unless he/she has a sledgehammer .
     




     
    Part 2
     
    Feel free to comment, discuss, criticize
  11. Like
    dred got a reaction from Suomiboi in Round garden   
    Hello and greetings to all fans of Project Zomboid! 
    I wanted to share with you a map that i've been working on lately. It's not a very big project, just a single cell, an idea i came up with for a last stand map. 
    Because my set of tools wasn't working well(missing strings in blends.txt) i had to do all the blending by myself tile after tile. Also sets of tiles I chose from those that have adequate blends.
    Right now i am working on the buildings that i want to put on this map.
    Feel free to comment and give some possible ideas and thoughts, all feedback will be appreciated.
    Alright, enough talking, let's put some screenshots and links for you
     
    Important: If you want to use some of this buildings in your project be aware that many of it doesn't have room definitions set correctly (TBD - those set are the default ones when you create a new room) - recently I had quite a lot of new ideas so i do not pay attention to those details, it is still a W.I.P.
     
     
    Thank you for attention and enjoy!
  12. Like
    dred got a reaction from Sieben in Round garden   
    Hello and greetings to all fans of Project Zomboid! 
    I wanted to share with you a map that i've been working on lately. It's not a very big project, just a single cell, an idea i came up with for a last stand map. 
    Because my set of tools wasn't working well(missing strings in blends.txt) i had to do all the blending by myself tile after tile. Also sets of tiles I chose from those that have adequate blends.
    Right now i am working on the buildings that i want to put on this map.
    Feel free to comment and give some possible ideas and thoughts, all feedback will be appreciated.
    Alright, enough talking, let's put some screenshots and links for you
     
    Important: If you want to use some of this buildings in your project be aware that many of it doesn't have room definitions set correctly (TBD - those set are the default ones when you create a new room) - recently I had quite a lot of new ideas so i do not pay attention to those details, it is still a W.I.P.
     
     
    Thank you for attention and enjoy!
  13. Like
    dred got a reaction from bobheckling in Round garden   
    Hello and greetings to all fans of Project Zomboid! 
    I wanted to share with you a map that i've been working on lately. It's not a very big project, just a single cell, an idea i came up with for a last stand map. 
    Because my set of tools wasn't working well(missing strings in blends.txt) i had to do all the blending by myself tile after tile. Also sets of tiles I chose from those that have adequate blends.
    Right now i am working on the buildings that i want to put on this map.
    Feel free to comment and give some possible ideas and thoughts, all feedback will be appreciated.
    Alright, enough talking, let's put some screenshots and links for you
     
    Important: If you want to use some of this buildings in your project be aware that many of it doesn't have room definitions set correctly (TBD - those set are the default ones when you create a new room) - recently I had quite a lot of new ideas so i do not pay attention to those details, it is still a W.I.P.
     
     
    Thank you for attention and enjoy!
  14. Like
    dred reacted to EnigmaGrey in Fire Extinguisher   
    https://www.dropbox.com/s/jsrke7uenkeqij6/contextMenu.zip
    Fight fire with sand, gravel, dirt, and the majority of water-containing items in the game. No longer can you blame fire for destroying your mighty fort -- no, it'll be a lack of preparedness!
    Just extract the contents of this zip archive into the zomboid\mod directory and enable in the Mod Loader.
    Note: For today, debug code is included with the mod. Delete contextMenuA.lua to remove the ability to spontaneously light the world on fire, put it out, and start with a hefty bag of (useful) sand. It'll be reorganized later.
    To Do:
    -make sand/gravel/dirt incremental
    -Add a "Beat Out" option for use with the bed sheet under select circumstances
  15. Like
    dred got a reaction from 956Texas in Tienda de Musica   
    He is a fan of Desperado 
  16. Like
    dred reacted to mendonca in More Buildings   
    So I've got a few buildings that I've been making.
     
    They ain't as beautiful or ambitious as some of the others already posted, but hopefully it's better that I post them here rather than leave them on my computer never to see the light of day. Also I'm not tending to detail things like gardens etc. - if you use these files you'll get the chance to do this yourself
     
    I'll keep the OP updated as more appear.
    RESIDENTIAL:
    INDUSTRIAL:
    COMMERCIAL / LEISURE:
  17. Like
    dred reacted to lulu58e2 in Chainsaw mod: idle sound, swing sound, uses fuel   
    An intro and progress update:
     

  18. Like
    dred reacted to Suomiboi in One simple question about TileZed   
    It is possible to have the blends, but I have no clue as to how to do that. In the first release of the map tools i remember there being blends automatically when you did a bmp to tmx. However I think these were probably deleted by accident when that file didn't contain all of the other colors, like water etc. (Could we maybe have an download to that if someone has it? We could maybe figure out how to do this.)
     
    I would so much love to have it like that again. Coz, I'm sure as hell that I'm not going through 100 cells of Radcliff making blends to all of the intricate color changes I've made...
     
    I have no idea on the random mode, automapping or execute commands. Never tried. sry.
     
    EDIT: I just tried and copied the blends.txt from the 1st download ZomboidMapTools1.zip and placed it on the one that's in 64/32 bittoolszip (backup!!), did a bmp to tmx and IT WORKED! BUT, I can't draw in tile zed now. I'm going to do some more digging into this and see if there's anything I can do about it.
     
    EDIT2: I don't know how, but the drawing tools are now working. Yayy! So the answer to your first question is definitely yes! Do this:
     
    open the ZomboidMapTools1.zip and go to tools/TileZed/WorldEd and extract the blends.txt over the one that is in your installed directory
  19. Like
    dred reacted to Wilson SDS in Homemade concrete   
    Hello friends, take a while, and listen. (With Sean Connery voice)
     
    I would like to talk about homemade concrete, i read some threads about mining in this forum, i know that making iron from blocks of the floor isn't what the community or the dev's have in mid, like myself as well. But about concrete, and it's a realistic possibility for doing it, if you have the little basic knowledge about it.
     
    For doing this work out, a character alone would take a year, but i guess they will have nothing else to do besides don't being eaten, and everyone would like to have a solid and warm place to live inside. Besides concrete is already in the game.
     
    So i took a look in what does have underneath Muldraugh and West point. And guess what, there doesn't have any iron deposits, it's mostly carbonate rocks (limestone), karstic caves, gas, sand and clay deposits
     
    West Point is the only place that you can find a suitable occurrence of clay.
    Both West Point and Muldraugh has sand deposits.
    Just in Muldraugh we find carbonate and gas.
     
    So whats the magic? It's kinda simple, just mine some carbonate that occurs in almost the hole area of Muldraugh, There shouldn't be so much trouble finding an visible occurrence, so we can skip most of the digging, but i guess at some point a spade will be needed. You can identify limestone adding vinegar on it, if it fizzles, you have it.
    The tools needed, an pickaxe to mine it, and a sledgehammer to make the granulometry homogeneous and small, the smaller the better.  
     
    To transform carbonate to cement we need to heat the carbonate, so we can remove the CO2 of if. No use putting in the fireplace, we need to build a something stronger and bigger. I'm talking about an oven or a kiln.
     
    Now the hard part, to make a suitable oven, we need clay, and clay we can find it just on West Point, so there's a logistic problem, but nothing that can't be solved with a wheelbarrow and lots of determination. Hahahahaha;
    With the clay, you will also need some beer or coca-cola bottles, some paper and patience, and follow these easy instructions. 
    The oven itself has to be bigger than the one in the video, so you can fill with the broken limestone and it would be good if you build a respirator at its back, so you breath the air that comes out, it can be toxic.
     
    After built the oven, you have to feed it for a couple hours (2 to 4), simple wood is enough (uses a considerable amount, i say 2 logs).
     
    Now we have something called quicklime, this beauty has to be sealed inside a garbage bag, or a plastic bag, so it dont enter in contact if air and water, or else you have to burn it again. Since we have quicklime you can make slag lime, for that we must add water slowly (this process can badly hurt you if you make it fast, with this you can also make homemade bombs or explosive traps =D) 3 to 4 parts of water to 1 part of lime. EDITED: (USE THE SLEDGEHAMMER TO PULVERIZE THE LIME). And vuala, we have cement.
     
    Cement to concrete we need sand and water.
     
     
    Final considerations
    Making cement, or concrete definitively has to be an end game objective hahaha, but its doable, even more in Muldraugh. 
     
  20. Like
    dred reacted to Suomiboi in ability to hide or camouflage crates   
    Or build a wall in front of the crates, plaster it and paint it the same color as the walls. It's a lot of work, but makes it slightly more likely to not get looted.
    I'd like to see a way to make a crack to the wood flooring and hide stuff under. That was suggested some time ago and I think it's a nice idea. You could have a small visual on the board and only be able to see the container after right clicking the boards to open.
    Or maybe you could use duct tape to glue a single item in a cupboard top so that it won't show in the container menu.
  21. Like
    dred reacted to Eki in The Holy Cult of Holy Boris   
    The Cult of Boris is recruiting! We have many of enemies so we decided that we won't take this blasphemy from atheists anymore, but fight back.
    We are EU based.
    Post in the comments section if you are interested.
     
    Member list:
     
    Boris
    Eki
    Jengo Mang
    Cloak
    Vladimir
    Dimitri
    Coach
    BOSS
     
    Friends of the Cult:
     
    Sassa
    admin
    Nero (peace is nice)
     
    Most Wanted:
     
    Meidan, reason(s): A crazy homicidal maniac who likes to kill at sight and burn houses down for no reason. Very dangerous. If you kill this fiend you will be automatically a friend of the cult and offered to join the cult as a VIP. Alternatively the cult can offer you food/drinks/guns & ammo as a reward for ridding the world of this monster.
     
    Lussian, reason(s): Trying to speak against the only right faith in Bedford by thinking of creating an evil anti Boris church. A reward will be given to whoever kills this heretic.
     
    LuckerLuke, reason(s): Hates the cult. Reward for him too.
     
    Kaitel, reason(s): Half by being another close minded person who hates the cult, half by request. No reward except the blessing of Boris.
     
     
    We usually play on this server in the Bedford area: 
    http://theindiestone.com/forums/index.php/topic/7200-europe-online-24x7x365-pvepvp-bedford-falls-v1-muldraughwestpointbedfordhuge-map-public/
     
    Ps. We are not bandits! This is a scare tactic used by the REAL bandits who threaten to shoot us and torch our living rooms. They obviously don't want people who are not scared of them.
  22. Like
    dred reacted to RobertJohnson in RELEASED Build 26   
    Update !
     
    [NEWSTUFF]
    FISHING, YAY ! (info thread coming soon) Axe will lose condition when used to chop trees. Sledgehammer will lose condition when used to destroy things. [MP] Password will now be hashed in the data base. (yeah, HASHED and not encrypted, damn me... Thanks Kirrus for the highlight )
  23. Like
    dred reacted to gaulgoth in Farming weed   
    Just to remind you guys that marihuana can be used for others thing than getting anxiety out (in this game, and in real life). You can make clothes with, food, ropes and such... It is a fibrous plant.
  24. Like
    dred reacted to scottsm in Farming weed   
    Yes and No, when you start growing it and smoking it you get a few negative awareness points, but as you continue to smoke through the months and years you build up an immunity to the more negative effects.
  25. Like
    dred reacted to Doublebrain in Where do I post sprites? Maybe here?   
    I'll do some last changes tomorrow and then upload the sleeping bag.
    Have a look:

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