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Ciber Ninja

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Everything posted by Ciber Ninja

  1. You can place tiles manually. Tho pay attention to layers. I suggest downloading a pack of pre-made buildings & looking at how they are put together.
  2. Devs have not yet released the new tilesets because they contain tiles that are not yet in the game that they don't want modders to use.
  3. It all has to do with the switch to multi-tile trees. They did not want to have to manually rebuild the map, so there is a layer of code inaccessible to modders which handles the actual tree placement.
  4. When I first did it it asked by to chose the program to use & I selected the TileZed exe. If that connection broke then you might need to reassign it in windows.
  5. Blend & Rules are exactly what you need to change. There are no tutorials on editing them, so you will have to figure it out yourself.
  6. To be clear, Thuztor was talking about creating custom tilesets. It's probably completely unrelated to solving your issue with the wooden water.
  7. How will the future version with angled road tiles handle them? Is it all done via blends or do you have a special Lua tool to draw them? I've been reading through the existing Lua tools to try and figure out how to make my own, and I have a question. Is the Lua you use in TileZed/Lua related to the lua plugin TileZed/plugins/tiled/lua.dll ? I ask because I am confused reading the docs for Tiled which talk about javascript & python APIs but only mention LUA as an export format. And the "Lua Scripting in TileZed " doc hints that this might be some custom thing. If it is in house, could I request that you expose access to objects. I want to try re-implementing my old python script for creating the dirt patterns inside farm plots, and it would be nice if there was a way to specify the shape of the plot with a polygon before commiting changes to tiles.
  8. Pro-tip: You can also add tiles to rules.txt & blends.txt. For example you can add wheat and cornrows to speed up making farms.
  9. I can go without all the other new ones, but can we please get the new angled blend tiles for curved roads?
  10. Did you already enable max zoom levels in options? The furthest ones are diabled by default. Also further out zoom levels have performance impacts.
  11. Pretty sure it's random if you actually get a tree from that. Last I looked there were a few layers of rules involved.
  12. Dear fellow player: If you are unable to cope with rapid changes in the experimental version, please revert to the stable branch. Thanks.
  13. Since the dawn of Zomboid players have lorded their stairless second floors over the poor downtrodden zombinos. I say no more! No more shall the discovery of a sledgehammer herald perfect safety! No more shall ubiquitous invincible fences obstruct the passage of the great hordes! All zombies everywhere must rise up in revolution! Rise up in the form of a pile of bodies! Proposed mechanic: When a large horde of zombies forms pushing up against a wall, zombies near the center of the horde should slowly be visually lifted up until their pile is large enough to reach the second Z-level. obviously this can only happen with truly huge hordes, partially for balance, but also because I think you would need a bunch of zombies to make it look good visually. If they are dense enough that you can't see the ground, then it won't look so weird if ones near the center aren't actually touching it. Piling up like this should crush some small portion of the zombies, turning a few into crawlers & maybe leaving a corpse or two behind when they move on. And even with really big hordes, only a trickle can actually make it over the fence / to the 2nd level since most of them are needed to form the pile itself.
  14. Yeah it's kind of an annoying legacy thing. They used to only have single tile trees, then when they added multi tile trees they did some sort of weird replace script so they would not have to redo the entire map I guess, but I guess we still don't have a good way to manually place multi-tile trees.
  15. Ciber Ninja

    Prosser, WA

    Although you need to make roads & buildings align to the grid, you can get away with making organic shapes like the river shoreline more true to life. I also see several small creeks throughout the area which could be useful for sectioning off parts of the map. For instance you could make broken bridges over them. Also you don't necessarily need to have north/south in your map match real life. If you focus on just the downtown area you could rotate 45 degrees to make things align more nicely. I suggest sectioning the map into smaller chunks inorder to have the highest chance of finishing.
  16. The devs have confirmed that they have no plans to increase building height. It was either higher building or cars.
  17. There is not. And there is no possibility of it happening. The Devs will not release the source files. You have already found the nearest thing to a solution.
  18. you don't actually need to make rounded road edges to make good looking rounded roads. Instead, make rounded road centerline markings. you can hide jagged road edges behind grass, but some large radius curved yellow markings would really tie things together.
  19. IMO if you remove all a cars wheels then zombies should not be able to crawl under it or should crawl much more slowly. It may have been op but it was also a fun emergent mechanic that I don't think we should discard entirely.
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