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Ciber Ninja

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  1. Like
    Ciber Ninja reacted to Zombie#24 in New Denver, BC (V2.1)   
    Lots of people ask how to get there since the mod updated.  Here you go. 
     

     
     
     
    http://deadpixels.freeforums.net/thread/88/slocan-lake-new-denver-location
  2. Like
    Ciber Ninja reacted to Xonic in Xonic's Mega Mall   
    The mall is now entering public beta testing now =w=
    Download the mall testing version here: https://www.dropbox.com/s/5ayrbv24wcuykaa/Xonics Mall.rar?dl=0
    The building is finished, the parking lot is still under construction
    If you see anything (except the railing, there are coding issues in the editor and the fix is on the way) that you feel odd inside the mall building, just post to this topic =w=
     
    And thank cardenaglo  for contribute to this mall project for making the parking lot. 
  3. Like
    Ciber Ninja got a reaction from throttlekitty in Map questions: Problematic spawns, Road Tiles and Zones   
    Those are good questions. For the roads, I would go with an overlay. Then you can use a single set with all the types of concrete.
  4. Like
    Ciber Ninja reacted to throttlekitty in Map questions: Problematic spawns, Road Tiles and Zones   
    I'm getting all my ducks in a row to work on a map + tiles mod, and here's some questions I haven't been able to figure out. I'm a fan of not having to redo a bunch of stuff late in a project, so any help is much appreciated!
     
    Are the road tiles behavior hardcoded? I'd like to make a couple more, but I don't see any properties or relevant scripts that make a road tile give a smooth ride (compared to driving on grass). I just want to make some tire marked roads so they aren't so uniformly clean; I could do this with an overlay, but if I'm going to do that, then why not save a little and make them a full opaque tile?
     
     
    In my test map, I can't get zombies to NOT spawn. I have a sandbox preset that works just fine with the vanilla map, no zeds spawning. The same preset on my map has a small amount of zombies everywhere, including where I spawn, and inappropriate places like water or in kitchen counters for example. In this case, I was using an all-black spawnmap.

    I thought maybe some slight noise was getting saved or something, but that wasn't the case. I also tried other combinations of spawn settings with some painted white spots in my spawnmap, but still seeing the loose zombies peppered across the cells. The map with the painted spots is increasing population density there, so that works as expected. But having them spawn on top of the player spawn or anywhere else they shouldn't is a problem. What am I missing here? (afterthought to point out that I am using the correct pixel size for the spawnmap)
     

    I've gathered that most of the named zone areas (TownZone, Forest, etc) relate to trapping and scavenging through a couple thread and looking at scripts. Since I can't open the vanilla map in the editors to see exactly how things are laid out, just a few questions here.
    Nav zone: What is this used for and where? I assume I would lay these zones out on roads, but what about say, a sidewalk system on a school campus? And should a Nav zone overlap a Town Zone, or does the game expect them to be broken down so they don't overlap?
     
    Also, is it possible to use custom zone definitions? I've got a half-baked idea for adding random barricade type things similar to the car wrecks.
  5. Like
    Ciber Ninja reacted to Blackbeard06 in All player made Building Archives Verison: 3 - 4/7/2022   
    I am working on revising my servers and websites. I will also be updating the Building Pool to Version 2 containing all new buildings made from 2017 - 2019. My goal is to maintain an active updating schedule to keep the pool up to date and will be working towards that in the next week. Lots of awesome new content from the community!
     
    Sorry guys, this is an active project for me so i'm only working on this and will not do anything else until it's done (working around my work schedule & other IRL to-do's). Got sick and had a fever for a few days, but now I'm back at it. I am not only adding the new buildings, but expanding this entirely. I am redesigning the website and adding more categories to increase productivity for new mappers and experienced builders.
  6. Like
    Ciber Ninja reacted to Neutz in Union City   
    Been finishing up bits and pieces of the map that have been half done while i was working on other areas, here is a bunch of apartments on the outskirts.
     

  7. Like
    Ciber Ninja reacted to Fortport in Footstep Splash/Kickup Particles   
    Dust could be kicked up behind as you move over certain surfaces. For instance, grass blades and dirt when running over grassy terrain and water splashes/mud in puddles. Perhaps you could kick up generic dust clouds on wood or concrete while you sprint outdoors? Nothing too dramatic, but semi-realistic when applicable. Something to further make you feel the texture of the world as you move through it, without being distracting or too gamey indoors. Perhaps add a toggle.
     
    EDIT
    Size of clouds and splashes increase depending on speed.
  8. Like
    Ciber Ninja got a reaction from Irishboy in Creative Mode and the Future of Mapping   
    I for one think that this game would be much more popular if mapping was more user friendly.
  9. Like
    Ciber Ninja reacted to Xonic in Building Editor coding error (tiles appears different in game from in editor)   
    Other people told me they have the same problem, too, and now the only solution it's to create a custom tiles set to replace the wrong tiles. So this could be an editor issue.
     
    And I thought I was posting in the help forum, must be a misclick of me. If any moderator sees this, please move this topic to the help section, thanks. 
  10. Like
    Ciber Ninja reacted to Vortecus in The most reasonable suggestion ever made!   
    Allow survivors to sleep on the floor for an uncomfortable but successful nights sleep.
    1. Sleeping on the floor with a pillow equipped will dampen the hard floor resulting in a better nights sleep.
    2. Having the homeless occupation allows you to sleep outside on the floor with less harsh consequences.
    3. Becoming far too tired, or far too drunk will result in you collapsing from exhaustion and sleeping on the ground for an appropriate amount of time.
     
    Allow survivors to sleep on the toilet. (If my survivor is able to sleep on a kid's plastic chair, I'm fairly certain a toilet would suffice; plus this would
    stop us from having to pick up a chair and haul it to the bathroom to sleep in the security of having an extra door between you and the zombies.)
     
    Obviously sleeping on the floor (especially outside) would have serious consequences if you were to be ambushed by roaming zombies during the night;
    but as of now, you can just carry a chair around with you to sleep outside on instead and face the same risks. So sleeping on the floor, especially inside,
    should be an enabled feature.
  11. Like
    Ciber Ninja reacted to Flanua in Mansion, KY   
    Created for the fresh game version 40.40 and 40.43.
     
    I aslo uploaded this mod on NEXUS here is the link:
    Download from Nexus
    I also attached this mod in this post.
     
    Mansion - On the outskirts of Kentucky, in the middle of a forest is located a huge mansion. 
    This private property on its territory has a garage, steel fence, fresh air, storage unit 
    and even greenhouse in case the fridge is almost empty. 
    This is one of the nicest, safest and peaceful places you could ever find in the whole Kentucky! 
    In case you ran out of supplies you could visit a convenience store, only several miles away!
     
    In game tutorial is great and by having that kind of a mansion it would be much easier for newbies to learn how stuff works in this game and safer from the start.
     
    P.S: Game engine doesn't like walls completely made from (glass) windows and because of that it will be a little tricky to use a greenhouse.
     
    P.S.S. To developers: I would be so glad and honored to see this mansion as a part of the game in the final game. Or at least as a challenge map. Or both.
    My intention was to build a vanilla mansion on the outskirts of Kentucky. Because many houses too close to the town. Many work and testing was done. Plus a cell aligned with adjacent cells.
    I will gladly share my source files to the developers if needed, just ask me by using my email address: flanua@gmail.com
    PZ Mansion KY.zip

  12. Like
    Ciber Ninja reacted to Pop in Custom tiles problems. Partially working sheetrope ladders and stairs, getting stuck. [Solution found.]   
    So I'm hoping someone can help me figure out a solution to this.
     
    I've decided to try and add working ladders, using the sheetrope function, aswell as a new staircase.
     
    I have made a custom tilesheet and added it to the editors. I can use it in the editors as tiles, and it shows up in game when trying out the mod after doing a .tiles and .pack file.
     
    For the ladders/sheetropes, as soon as I try to climb it in the game, the whole game will freeze and climbing is impossible. It doesn't crash the game, but will make it stuck, leaving me to ALT+F4 to get out of it.
    Basically, the ladders seem to know they are ropes in the game, but it won't work to climb them, only to start the climb, before it freezes.
     
    With the stairs, I've managed to get to the second part of the stair before the above mentioned freeze occurs. Meaning, the stairs is in 3 parts, I can walk on the first, then the second level, but stepping on to the third level of the stair will cause a freeze and leaving ALT+F4 as the only solution to leave the game.
     
    I have no idea how to continue here, or what to do from this point on.
     
    Anyone know a solution, or willing to help with making it work?
    It would be greatly appreciated.
  13. Like
    Ciber Ninja reacted to Pop in Custom tiles problems. Partially working sheetrope ladders and stairs, getting stuck. [Solution found.]   
    So I've managed to get it to work now. Although I'm not quite sure what exactly changed overall. I remade the .pack and .tiles files from scratch, changed some tile defs and now it works.
     
    Sometimes, after going up stairs, or up a ladder, when you reach the top, and fall down, the freeze happens again, but as of right now, it's only when falling/stepping off a ledge after going up.
     
    I'll leave with this for now, if you want to be able to get back down after climbing a ladder, that uses the sheet rope mechanic, you need to have a ledge to climb over. Like if you're climbing through a window, or over a fence, otherwise the ladder, sheet rope mechanic, won't work. Atleast this is as far as I've gotten at the time or writing this.
     
    Will mark this as answered when I'm sure no new problems arise in relation to this.
  14. Like
    Ciber Ninja reacted to Pop in Custom tiles problems. Partially working sheetrope ladders and stairs, getting stuck. [Solution found.]   
    So I have used different ladders, made my own textures and remodeled however I liked it. Have not found any more problems that I could not work around really. But I'll list what I've found out so far when doing this.

    If adding tile defs to a ladder going either topN or topW, make sure to also change the def of the top of the ladders to be NorthWallWindow or WestWallWindow. Even if there is no window there, it needs to believe there is, to you automatically vault the top of the ladder. If you don't the character animation may get stuck completely and you won't be able to go back down anyway.
     
    If you add tile def to a ladder going either topS or topE, you can not put a WallWindow def on there, because of what I believe is the isometric limitations. But, if you make a wall there that has a window, or a fence that can be jumped over, it will work just like stated above regarding topN or topW.

    So for ladders to work going N or W, a full wall can be SheetRopeNorth or SheetRopeWest, SheetRopeSouth or SheetRopeEast.
     
    For the top tiles, where you reach the top ladder, you need SheetRopeNorthTop and also NorthWallWindow for that tiledef, or SheetRopeWestTop combined with WestWallWindow. And for the top ladders SheetRopeSouthTop or SheetRopeEastTop, but you need to combine this with something to jump over, either a fence of sorts, or some type of window that you add.
  15. Like
    Ciber Ninja reacted to Pop in Custom tiles problems. Partially working sheetrope ladders and stairs, getting stuck. [Solution found.]   
    Something I forgot to mention when it comes to the stairs.
     
    The easiest way I've found to make stairs work correctly, custom ones that is.
    Is to just copy the defs of each respective stair piece in the tile definitions.
    It's included in the TileZed program and this is probably what it's intended for.
     
    No need to do guess work really, just copy paste a definition if you have the same type of tile.
    The easy way I found to do this, is to open the .newtiles file then add my own tilesheets to it.
    Eventually you can remove all the sheets from .newtiles one in tiledefinitions when all your custom tiledefs are done.
     
    After that, just save your .tiles file as something else, so you don't overwrite the original .newtiles file.
  16. Like
    Ciber Ninja reacted to Cyrrent Eiledoll in Make Planks without a Saw   
    Make Planks without a Saw (PWS) adds 3 new Items.
    - "Woodwork Weekly Vol. 1" teach you 3 recipes "Split Log with Axe", "Split Log with Splitting Wedge" and "Split Log with Stone Splitting Wedge"
    Supplementary to this you can find a new Tool
    - Splitting Wedge. With this and a Hammer you can split Logs to Planks. You need skill in Woodwork 1. Every splitted Log gives you 2 Planks and useless Wood.
     
    And you can make a new Tool.
    - Splitting Wedge from Stone. You can make this with a sharpened Stone and a Hammer. Works like the Splitting Wedge but it wears off and disappears after a few uses. Gives you 2 Planks and useless Wood too.
     
    In addition to this you can learn to split a Log with Axe and Hammer. Need Woodwork 2 and gives you 2 Planks and useless Wood.
     
    Download:
    PlankWithoutSaw.rar
     
  17. Like
    Ciber Ninja reacted to cardenaglo in Gaia Alpha 3 "A New Beginning"   
    Progress Update
    Hello Everyone! Im glad that everyone is enjoying the map on steam. I'll be making a non steam release in the next update. 
    On to what ive been upto. Ive set up a mega account so that things can run smoother for the group helping me out. I've also laid out the plans of the order you'll likely start seeing towns not including the area im trying to finish up so that I can have a larger playable area. I'm close to finishing up bridgewater so i'm trying to push that out as soon as I can.
     
    As always questions, comments and suggestions are always welcomed!


  18. Like
    Ciber Ninja reacted to Woldren in Hashima island by Woldren   
    Hi guys! This is my new map: Hashima Island. https://steamcommunity.com/sharedfiles/filedetails/?id=1600890711
     
    This map is located in Japan. The Island is also called Battleship Island. You can find more infos here: https://en.wikipedia.org/wiki/Hashima_Island
     
    And you can take a look on the map here:
    https://www.google.it/maps/place/Hashima/@32.6277314,129.7360418,568m/data=!3m1!1e3!4m5!3m4!1s0x3515469d4b782379:0xa8d331536ecbeea4!8m2!3d32.6278328!4d129.7385884

     

     

     

  19. Like
    Ciber Ninja got a reaction from Nisora in Union City   
    Needs more trees.
  20. Like
    Ciber Ninja got a reaction from Ayrton Orio in Cap Levi, Normandy, France   
    I don't have the files to double check this now, but I think it was blends.txt?
    Basically there is a text file somewhere that controls how the colors of your bmp are translated into tiles. Once you get that setup I suggest using Paint.Net for editing your bmps, Keep a master .PDN with all your base, veg, and zombie maps in different layers. I like to also keep things like roads in a separate layer.  Then if you want to change one part, you have much less editing to do. There are a few plugins you should look for I don't have that stuff on my comp atm so I can't give names. There is one that lets you make grids which can be nice, but the most important one lets you select a few colors or a color pallet and make every pixel have the closest value in that pallet. That way you don't get any errors in conversion.
    To create random forrest paths I suggest first create a new layer, fill it with a grid of lines. Then you can apply what I think was called the warp filter. It was definitely a default filter. That keeps all your paths connected, but makes them naturally squiggly. 
    And for farm plots you can use the fill tool with a pattern selected the apply a little warping to get those nice cornrows.  Also look for an erode/dilate plugin and experiment with that.
    Don't be shy about reusing buildings with minor changes. People are not very observant.
    Make liberal use of the "pothole" road textures, they can give you some interesting looks. I often see country roads with a meter or so of gravel on the side irl. 
    You can make it look like you have drainage ditches on roadsides via alternating light and dark grass.
  21. Like
    Ciber Ninja got a reaction from Legoland99 in Union City   
    Needs more trees.
  22. Like
    Ciber Ninja got a reaction from Ayrton Orio in Cap Levi, Normandy, France   
    The many small streams & canals should be good for controlling player movement. By making zombies very dense at bridges, you form a chokepoint that forces players to be crafty once an area runs out of resources. You can alter certain files to let you paint crop vegetation. 
  23. Pie
    Ciber Ninja reacted to Neutz in POI Fort Redstone, KY   
    Having a break from my Union City map, as i was getting really burnt out.
     
    I didn't like some of the community maps because they add too much and some of them just don't fit right and are too big with no online map.
     
    So i decided to start some small POI type maps with alot of detail that fit right into the original map and only replace a few cells
     
    First up is Fort Redstone, a Military Base located just North of Rosewood.
    Some buildings are from the community pack but edited and the others i made myself.
     
    It includes custom tiles and spawnpoints for FilibusterRhymes military vehicles.
     
    https://steamcommunity.com/sharedfiles/filedetails/?id=1516836158
     



     
  24. Like
    Ciber Ninja got a reaction from TurtleShroom in If anyone is looking for a building creator   
    If you wanna help me out, just navigate to Old Mission, Michigan (using google earth) and work your way top to bottom left to right down the peninsula. If you are interested, I can pm you my wip map so that you know what I have changed to make everything compatible with an isometric system. Fyi I think the northernmost building is a lighthouse. I can also put together an itemized list of every building I need and its role if that helps.
  25. Like
    Ciber Ninja got a reaction from MrCouper in Card's Tutorial for Terrain Generation   
    When I experiment with mapping I like to keep a master .pdn with every feature on its own layer. Not just each terrain type, but each feature. for instance I generate the forests as though nothing else is there. Then I have a seperate layer with planned building foundations, and another layer derived from it by an outline and distort to determin the vegetation around foundations that needs to be removed. 
    This way I can make major changes to things like road layout without having to compleatly regenerate my veg map or fill in lots of gaps.
     
    My basic rule is to seperate every operation into a new layer and only delete them if I absolutely know that I will not need them later.
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