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Nazarito22

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  1. Like
    Nazarito22 got a reaction from Ciber Ninja in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    Update  07.03.2023

    THE MAP

    Was added the map to the plan section. I finally finished this routined thing. Hooray.
    Well you can see the maximized size of map which could be for this project, but it doesn't mean what everything will be created. It's only PLAN. Anyway I will follow to maximized sizes but it will be long adventure.
     
  2. Like
    Nazarito22 got a reaction from ElArielo in Pond and fish rearing   
    It was just copy paste from game suggestion because developers don't have time always and I hope modders make that things. 

    Pond:

    Add the ability to dig a pond on the ground ( sprite ).
    To dig a pond, you need a shovel and a bag.
    I propose to make this process long so that people do not turn the map into an ocean, that is, for example, to dig a hole on one sprite, you need to dig for example 50 times (actually, this will take a lot of bags and time, which will not make it possible to dig ponds the size of Kentucky).
    To fill the pond with water - you will need a tarp (or add new material) to the bottom, water and a sewing skill to connect the tarp (this still needs to be thought out well).

    The pond has a certain amount of water. When it's hot, the pond starts to dry up (new sprites which show deep of pond) a little, when it rains, it fills with water up to a certain maximum value. If you have pond by 32x32 pixels (one small cell) you have for example 1000 litres of water. When you finish dig new cell you will have 2000 litres maximum size and all sprites changes what pond is not full to the end.

    Fishing and launching fish:

    By default, the pond is empty. To fill a pond with fish, you need to catch a fish somewhere (river, lake) and launch it into the pond itself.
    You will need some level of fishing to launch. In order for the fish not to die out, you need to launch at least 10 (conditional figure) pieces of the same species.
    After that, the fish will breed and it will be possible to fish. Fish need some time to breed.
    Fish can be caught both with a fishing rod and nets from the pond as from an ordinary river.
    If you will catch all the fish and they didn't have time to breed, pond will be empty and you need to launching fish again.
     
    P.S. I think this is a great fishing extension and will give more immersion in this profession, as well as add an additional goal to the game. This system is not difficult to make, so it would be great if the developers added such a system somewhere between updates. I know developers is too busy but it's not difficult thing for making.
    so I hope modders will do that. 

     
  3. Like
    Nazarito22 got a reaction from Star Shepherd in Pond and fish rearing   
    It was just copy paste from game suggestion because developers don't have time always and I hope modders make that things. 

    Pond:

    Add the ability to dig a pond on the ground ( sprite ).
    To dig a pond, you need a shovel and a bag.
    I propose to make this process long so that people do not turn the map into an ocean, that is, for example, to dig a hole on one sprite, you need to dig for example 50 times (actually, this will take a lot of bags and time, which will not make it possible to dig ponds the size of Kentucky).
    To fill the pond with water - you will need a tarp (or add new material) to the bottom, water and a sewing skill to connect the tarp (this still needs to be thought out well).

    The pond has a certain amount of water. When it's hot, the pond starts to dry up (new sprites which show deep of pond) a little, when it rains, it fills with water up to a certain maximum value. If you have pond by 32x32 pixels (one small cell) you have for example 1000 litres of water. When you finish dig new cell you will have 2000 litres maximum size and all sprites changes what pond is not full to the end.

    Fishing and launching fish:

    By default, the pond is empty. To fill a pond with fish, you need to catch a fish somewhere (river, lake) and launch it into the pond itself.
    You will need some level of fishing to launch. In order for the fish not to die out, you need to launch at least 10 (conditional figure) pieces of the same species.
    After that, the fish will breed and it will be possible to fish. Fish need some time to breed.
    Fish can be caught both with a fishing rod and nets from the pond as from an ordinary river.
    If you will catch all the fish and they didn't have time to breed, pond will be empty and you need to launching fish again.
     
    P.S. I think this is a great fishing extension and will give more immersion in this profession, as well as add an additional goal to the game. This system is not difficult to make, so it would be great if the developers added such a system somewhere between updates. I know developers is too busy but it's not difficult thing for making.
    so I hope modders will do that. 

     
  4. Like
    Nazarito22 reacted to TheBuzzSaw in High CPU usage since using steam?   
    I need to emphasize: higher CPU usage != more work being done and/or better game performance. I've played games that have 500x the graphics and stay below 40% CPU usage. I've lost count of how many times I've seen people reply to 100% CPU usage concerns with "100% is good because it's a game, and it's doing lots of stuff". High CPU usage just means the software is acting irresponsibly with its resources.
     
    Zomboid has two aspects working against it: (1) It uses Java (slave to the whims of JVM updates), and (2) it simulates a whole city (with a large quantity of zombies). So, higher than normal CPU usage isn't the end of the world, but any game absolutely should NOT be grinding near 100% usage ever.
  5. Like
    Nazarito22 got a reaction from TheUltiM8Guy in Eine Kleine NachtmooZik   
    Background music is awesome ! Honey for ears ! Big thumb 
  6. Spiffo
    Nazarito22 reacted to Faday in Loading screen this is how you dead   
    Thank you very much for your help, it's working now. 
  7. Like
    Nazarito22 reacted to Staferot in Buildings not showing   
    In TileZed open edit->settings. Choose Zomboid tab and add your WorldEd file with buildings. After that restart TileZed.
    It's should help you. Maybe ...

  8. Like
    Nazarito22 reacted to avensis in GUIDE: How to fix red question marks on your map   
    Thanks for the explanation, that's nice.
     
        Mini Militia App Lock
  9. Like
    Nazarito22 got a reaction from Ciber Ninja in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    Update  13.02.2023

    BRIDGES + FIELDS

    CHANGES

    - added 1 new cell.
    - added new fields
    - added a lot of nature things and fences

    WAS ADDED
     
    Buildings: + 18
    Rooms: + 92
    Room rects: + 125 
    Room objects: + 124
     
  10. Like
    Nazarito22 reacted to Oppolla in Lost Province   
    Here are what the raw cells look like to get an idea of the work that still needs to be done. If any cell interests you, reach out and I'll send it over. Right now, I'm starting from the east end of the island and working my way westward. 


  11. Like
    Nazarito22 reacted to Oppolla in Lost Province   
    Lost Province
    About the project:
    Hello all! This is a custom map project I've been working on in my free time for a few months now. It's a 40x25 cell completely custom map roughly recreating the province of Prince Edward Island in Canada. 
    There are several ideas behind this project. Firstly, I wanted a map that was self contained that didn't have any invisible walls; a map with natural boundaries but also large enough that you could have a full nomadic experience on. An island felt like a natural choice. After searching the world for islands, I went with PEI.
     
    The second aspect I wanted to focus on with this map is the road system. One of my favourite aspects of PZ is doing road trips with friends. This game captures that feeling better than any other. With this map, I wanted something that resembled road systems in the real world. I adapted the actual highway and road system of PEI so the relations between highways, side roads, city roads, are all true to the real world. The roads connect the major urban centres, side roads lead to smaller rural communities, other roads lead to cottage country and resorts. I put a lot of thought into the logic of the road system, which hopefully makes navigating it feel more real.
     
    This is going to be a big map. Not as big as Kentucky, but still pretty big. I tried to keep the scale of the world in line with the official map. The length of the island is about the distance between Riverside and Louisville, but the roads a bend and wind so the actual distance will feel longer. The main town is Charlottetown in the middle. It will be roughly Muldraugh sized, but denser. To the west is the second largest town, Summerside. There are also smaller settlements throughout. 
     
    This is still really early. I'm in the process of building out rural areas on cell at a time. For the rural areas, it's 5-10 houses per cell that need building, as well as cleaning up some blends, adding curbs to roads, and general detailing. If you've been wanting a map like this and you're interested in helping, feel free to reach out. Any help would really speed up development. 
     
     
     


  12. Like
    Nazarito22 reacted to Atoxwarrior in The Sims Zomboid Map   
  13. Spiffo
    Nazarito22 reacted to Atoxwarrior in The Sims Zomboid Map   
    Hello survivors, I've been wanting to start this project for a while now, I'm a big fan of the classic sims and like many players in this community, I've been curious to see these two games combined.
    My goal with this project is to recreate the most iconic sims neighborhoods, only using base objects from the current game, I will not use custom textures, I will also take some creative liberties to be able to better adapt the structures, as well as furnish the empty buildings.

    I will try to join all the zones together to make it a complete sims neighborhood map, if you would like to help me with the constructions you can write me or also contact me on my Discord server. https://discord.gg/gZGqjqQMkU
     
    First Sims 1 Neighborhood Expanded with AI.

     
    These are the current progress:
    #1 https://www.patreon.com/posts/67942880
    #2 https://www.patreon.com/posts/sims-zomboid-2-76542402
    #3 https://www.patreon.com/posts/sims-zomboid-3-77218469
  14. Pie
    Nazarito22 got a reaction from duh7 in Pet Zombies   
    Stop watching Walking Dead 
  15. Like
    Nazarito22 got a reaction from getstoopid in Upgrading Beds With Sheets and Pillows   
    We need new textures for bed as minimum. I agree with author.
     
  16. Like
    Nazarito22 got a reaction from Anorak2023 in Mods error popup messages   
    Well , will be cool if after enable of some mod and launching the game we will see full information of error popups which can be close or close automatically after 10 seconds for example ( can be change in settings ) about errors, not only code of error if this possible to do.

    - Name of mod
    - Code of error
    - Text of error

    etc.

    Is this possible to do ?
  17. Like
    Nazarito22 got a reaction from Anorak2023 in Sewer Sub-Map   
    Well I think developers never add this but it's cool idea for mod
  18. Like
    Nazarito22 got a reaction from Anorak2023 in Upgrading Beds With Sheets and Pillows   
    We need new textures for bed as minimum. I agree with author.
     
  19. Like
    Nazarito22 reacted to Anorak2023 in Upgrading Beds With Sheets and Pillows   
    I've always been bugged by the fact that nearly every bed in the game is just a bare mattress, even though you can collect pillows and sheets. This would give those items an extra use, while also encouraging the player to use higher level beds with more than just neck pain.
    Any bed can be upgraded twice by adding a pillow and a sheet. A Good bed would become Great and then Perfect. Chairs can't be upgraded, and couches can only receive a sheet.
    A Great bed will never cause your character neck pain.
    Sleeping in a Perfect bed for at least 6 hours will give the Well Rested moodle, which will give a 1.5x multiplier to all experience gains for 6 hours.
    After being used three times, the sheet and pillow will become slightly messed up, downgrading the bed once. After three more uses, the bed will be completely disheveled, returning the bed to its normal level. At any time you can use the "make bed" interaction to fix the sheet and pillow to give the bed its upgrades back.
  20. Like
    Nazarito22 got a reaction from Ciber Ninja in SOLVED: Where is gates and wickets tiles ?   
    SOLVED:   gates tiles in fixtures_doors_fences_01 file
  21. Like
    Nazarito22 got a reaction from Ciber Ninja in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    Update  03.02.2023

    NEW LANDS

    CHANGES
     
    -  added 7 new cells with marking of yards, houses, etc. I mainly worked on landscape and nature. A lot of small different nuances have been made that are not so noticeable at first glance (gardens, fields, plantings, fences and everything else).
     
    Bad news: I decided to change the number of cells for the first beta, since the map was very cut off, so sorry for those who were waiting for the release of the first beta, but its release is delayed indefinitely (also in Ukraine there is very often no electricity - so it is very difficult to develop the map because I have to make a lot of saves, etc.)
     
  22. Like
    Nazarito22 reacted to nasKo in My Zeds is on Fire   
    How do all. Here’s a check-in from a few different Build 42 departments, that also occurs in the lead-up to the first in-person meet-up for the wider PZ team since 2018. We’re all aflutter about it (and trying to remember everyone’s real world names instead of online handles) and hope to have lots of good B42 chat in amongst the introduction of an international team to traditional Geordie culture.
     
    Let’s pop into a few different areas, then – with the caveat that for a fuller B42 overview our last dev blog is probably a better destination.
    FIRE
    Work continues on the fire rewrite branch with the intention being to bring it up to a state in which it can safely enter our internal test build.

    It recently came to mind that a lot of the ‘fire dev’ chat in blogs took place in the distant past, before we had to reshuffle and our current MP team became what it is today – thereby forcing flames into the sidelines for an elongated spell.
     
    As such the guys have made a vid for us today that spells out some of the foundations of what is being done here, in terms of how fire spread, size and duration is governed – and indeed the sort of stats that lie beneath the hood that we can balance with, and that the community can mod with.
    That’s the first half of the video: done with our old fire effects (which are too transparent and also on fast forward) so please take this aspect as instructional/iterative rather than a fait accompli.
     
    The second part of the video then moves on to show our experimentation with fire visuals, working alongside our VFX artist friend Brian, as we work out different ways to make in-game flame effects better match our particularly coloured iso-world.
     
    MP TEAM
    As regular readers will know, alongside tidying up smaller multiplayer irritations as they go, our MP team are currently transferring player inventory actions over away from the client and onto the server. They have another three or four weeks set aside for the first stage of this: at which point we will the player’s inventory loaded from the database on the server, and the server always having an up-to-date player inventory – hopefully all working in sync with the progress bars, item move times and expected results you get currently.
    At this point the second major part of the code work will be getting underway: having all the item manipulation occurring on the server side, and ensuring that the server no longer trusts clients (those sneaky clients!) so that stuff like item adding cheats are rendered defunct.

    After this, clearly, there’ll be a heap of testing and such – but we thought the more technically-minded amongst us would appreciate a catch-up on where the guys are with it.
     
    FISHING
    This past week Aiteron has been working with the testers who’ve been reporting back on bugs and gameplay in the latest version of our revamped fishing – and has been largely working on an improved/experimental control system for a more chilled out and less button-holdy-tappy experience.

    He has also been working with our aforementioned VFX specialist friend Brian, who has been supplying us with various splashes, bubbles and signs of water movement that will indicate the presence of fish, and also be a suggestion of the size of what lurks beneath. On top of bug fixes, changed recipes and improved items for the system he’s also been firming up on exactly what sorts of fish we’ll be adding to the game, and whether they’d be found in rivers or lakes (and definitely not swimming pools).
     
    There’s gonna be lot of bass: largemouth, smallmouth, white, spotted and striped. And let’s not even get started on the crappies…
    CRAFTING
    After an awful lot of code-side tinkering, a super WIP version of our crafting improvement has surfaced into something that’s viewable in a vid. Please note this is the visible tip of the iceberg, and clearly what’s on show isn’t final: you do not saw logs in a furnace, and this isn’t how you make a hammer.
     
    So what’s on show here?

    Various objects can now be entirely created using the game’s scripting language that’s been made similar to the way items and vehicles etc. are defined.

    This covers various currently planned objects that can function as a craft station: stuff like blacksmith furnace, tailoring bench, fletchery, brewing stands, kilns etc. And, unlike the way it is now, these can also be objects consisting of multiple tiles/sprites with various rotations etc.
    At a craft station the player is able to use their normal recipes (which may provide a bonus for doing the recipe at a craftstation) but it’s here that they can use their blueprints – and which ones are available will be defined by the associated object script.
    Blueprints (working title) are similar to recipes in that they can take inputs, and produce outputs. However they are distinct from your usual recipes in the following ways:
     
    They have different duration modes – in real world seconds, game minutes or can run passively in the background for long periods. They may not require the player to be present. For example, a melting process may run on the craftstation while you run off to do other things. As well as items, they can take the input (and produce) Fluids and different in-game ‘energies’ – Electric, Heat, Kinetic or Steam. When active a Blueprint in progress can store its inputs/outputs, and may have storage capacity for them. For example, a blueprint that needs water as an input may well have an internal storage buffer for water. We’ll probably show this in a development vid next time.
    Blueprints are processed much like recipes where the inputs by default are consumed to create the outputs. However the default behaviour can be complemented or overridden by custom lua code for certain blueprint events like OnStart, OnUpdate, OnFinish, OnCancel. This is similar to normal recipe events such as OnCreate.
     
    Using this custom lua code interesting things can be done – like for example a blueprint for a Meat Drying Rack which has several input slots for meat. The blueprint can be set to run passively, so it wont require a player to manually start it up.
     
    The OnUpdate event then triggers a lua function which checks if the Meat Drying Rack is situated in a exterior space, and if so we can then go into our usual PZ super-nerdery level of depth by calculating the amount to dry a meat item based on temperature and the cloud intensity / sunlight at that time. So when a meat item is dropped in one of the UI slots it starts passively drying the meat.
     
    Another feature of blueprints is that their UI can be scripted. The video shows a few simple (bizarre) test examples of different UI layouts. However they can potentially be scripted to have any desired appearance – using any of the game’s existing UI elements, or indeed modded ones.
     
    As mentioned heavily above: the video is very early WIP, especially where the UI is concerned, and there are still some parts not yet functional. In a future update we can show a more functional UI, and run through some more interesting case examples.
    LES ANIMAUX
    Finally, over to RJ in the animal zone.

    “I’ve been diving more and more into a farm animal’s designation zones – which are paddocks you outline for your animals to occupy (as long as they don’t get loose) and where the game will allow you to do all your various primary animal-rearing tasks. For most of this week I’ve been refactoring and simplifying my animal behaviour and meta code, but there’s a few interesting things to mention.”
     
    “Cows and sheep can now recognize a roof area and stay under it during heavy rain, I’ve been trying to get sheep to move in more of a flock most of the time, and baby animals will follow their mother more correctly. You can also now drop food directly on ground for them to eat, or in the feeding trough container – where it won’t spoil quite so quickly.”
     
    Also, among many other things (haircare, first aid, dropping bags, new emergency broadcast system noises) the Sound Team have also started making animal noises.
     
    Behold, the cows now have hoofsteps.
     
    This week’s tarmac follow party from Darth. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

    Experienced gameplay coder and want to join Team Awesome? Jobs page here.
  23. Like
    Nazarito22 reacted to RingoD123 in Zombies not spawning on custom map   
    Your zombie spawn map has to cover all of your map mod, even if you are only exporting a single cell the image has to be the correct size for your whole map. A 300x300 zombie spawn map would be for a 10x10 cell map not for a single cell.
  24. Like
    Nazarito22 got a reaction from duh7 in Picking up doors   
    Also check "More builds" mod. That's access for you possibility of building any objects which exis in vanilla game. Some recipes so funny.
  25. Like
    Nazarito22 got a reaction from Ergenta in Picking up doors   
    Also check "More builds" mod. That's access for you possibility of building any objects which exis in vanilla game. Some recipes so funny.
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