Jump to content

Ciber Ninja

Member
  • Posts

    226
  • Joined

  • Last visited

Reputation Activity

  1. pillow
    Ciber Ninja reacted to TheRealXeonyx in New Denver, BC (V2.1)   
    Alrighty, I've been working on the whole of the map, adding vehicle spawns,  graphical touch ups where necessary, and am finally getting the forage map built for everything outside of New Denver.  Because the map encompasses 3 towns now, I'll eventually be renaming the map mod from "New Denver BC" to "Slocan Lake BC" as to make sense.  Another thing I'm doing is I'll be adding Rosebery BC and Silverton BC as separate towns to spawn in, instead of having to trek to them. 
    Anywho, The next update will take a little while because I want to make sure everything is copacetic before I release it, just thought I'd let you all know.
  2. Like
    Ciber Ninja got a reaction from Legoland99 in New Denver, BC (V2.1)   
    The forage is a text file with one entry per cell right?
  3. Like
    Ciber Ninja reacted to 956Texas in More Buildings and Mountains Release   
    https://ufile.io/w02uf
     
     






















     
    I added a bunch of my residential and commercial zones aswell.. alot of building variety to be added to a map.. .I hope someone adds them to a map, it be cool to play in those buildings. 
    some buildings might be missing room definitions, dont remember, this pack was abandoned months ago and I believed it was better off if the community had them.
     
    ====I strongly advice not to edit the buildings, they are made for the player to struggle to get in, Let the player figure out how to go in, them. some of the buildings blocks are straight puzzels with many dead ends====
    ***DONT FORGET TO INSTALL THE CUSTOM WALLS IN YOUR 1X 2X FOLDER!***
     
     
  4. Like
    Ciber Ninja got a reaction from pokerlucky in Muldraugh-Westpoint Farms Expansion   
    Are you sick and tired of walking that long lonely road from Muldraugh to Westpoint?
    Think its weird that rural towns have so few farms around them?
    Looking to add more content to the stock map, but hate how most mods don't really blend into the stock map?
    Well how about some of this!

    [Buildings Not yet included]
    [Work in progress]
    [Don't judge me]
  5. Like
    Ciber Ninja got a reaction from myhappines in Muldraugh-Westpoint Farms Expansion   
    Are you sick and tired of walking that long lonely road from Muldraugh to Westpoint?
    Think its weird that rural towns have so few farms around them?
    Looking to add more content to the stock map, but hate how most mods don't really blend into the stock map?
    Well how about some of this!

    [Buildings Not yet included]
    [Work in progress]
    [Don't judge me]
  6. pillow
    Ciber Ninja got a reaction from Roger in Align Mod Map Edges? [Solved]   
    Is there a way to load other maps (such as Muldraugh) into worlded so I can make sure the roads on my map line up with it?
  7. Like
    Ciber Ninja got a reaction from Blackbeard06 in All player made Building Archives Verison: 3 - 4/7/2022   
    ++ Petition to sticky this thread 
  8. Like
    Ciber Ninja got a reaction from Legoland99 in VikiDikiRUS's buildings collection.   
    Don't forget there is scaffolding and plywood tiles
    And somewhere a concrete mixer I think
  9. Like
    Ciber Ninja reacted to KinaUndead in Force hardcore reload on a multiplayer server?   
    Well... the title speaks for itself, so I'll keep the post pretty short, but...
     
    I'm sure at least someone has probably suggested this at some point in the past, but if so I'd like to revive the possibility of this idea; Include an option in the server config to maybe override client settings to force hardcore reloading on a multiplayer server? 
     
    I understand completely and fully that currently choice of reload is a decision for each player to make, and I can respect that... however arguably a huge difference can be drawn between those who use easy reload against those who use hardcore reloading, such in that the easy reloader will always have it easier...because well that's the point, but especially in the case of PvP.
     
    Of course, I also understand the repercussions of taking such choice away from players, however I would like to point out that the decision to play on such a server with an option such as that enabled, is a decision in itself.... and as such, one does not have to join a server that is running the hardcore reload only option if they don't like the way it works or performs. On the other hand, on a server that doesn't run forced hardcore reloading, whether you use it or not would still be an option through your client settings just as it has always been, so in that case people would still have the choice. The only thing I'm going for here is a point of balance in which should the server host decide that all their players should be running on the same system as everyone else they can do that, where on the other hand if they choose not to then it's still entirely up to the player(s).
     
    Again, this is entirely a sandbox option which I can't stress enough.. it's nothing forced on any player unless they choose themselves to join a certain server that has it enabled so by their own choice they are agreeing to use it if they wish to play there, which I believe is certainly fair.
  10. Like
    Ciber Ninja reacted to Onkeen in [Extended mapping] Spawn Map-Objects - Enhance your maps !   
    Spawn Map-Objects Utility - Enhance your maps !

    Workshop link
    What is this mod ?
    While I was working with the map editor, I got frustrated some items could not be placed using it. For instance, barricades and campfires. So we decided with a friend to solve this problem... Once done we decided to make this mod and make it as generic as possible ! This should allow any mapper to use our object-spawning system to make better maps and any modder to upgrade it with ease.
    I'm a player, what do I need to know or do ?
    Nothing. This mod should be a dependency mod for any map that uses the Spawn Map-Objects Utility. One you have this mod installed, it should work without needing you to do anything.
    I'm a mapper, what is this mod doing precisely and how does it works ?
    Tell me more about it !
    This mod will allow you to place items & events within the map editor like campfire, tents, wall frames, zombies... Those placeholders will be converted into their working version inside the map once loaded. This means you will be able to place pick-up-able tents, light-able campfires, thumpables wooden and metal structures, break windows, spawn zombies at precise places and even more !
    Interesting... So how do I use it ?
    The installation is very simple, once you have subscribed and download this mod, locate it's installation folder :
     
    \Steam_Installation_Folder\steamapps\workshop\content\108600\974718243\mods\SpawnMapObjectsUtil
     
    Once inside the mod folder, you should see a Tiles folder. Open it, and then open the 2x folder. You should see all the placeholders images you will need.
     
    Copy all these .png files to the 2x folder of your Tilezed.
     
    Now, you should be able to use the placeholders via the tilset list. I usually place those on the Furniture layer but it should work on other layers too.
     

     
    If you want to test the features, check out the building we are using for internal testing : https://rbfi.io/dl.php?key=/0Sol/testmap.tbx
    Once your map is finished and you are ready to publish it to the workshop make sure to add this mod to the dependencies of your map. So that it will be prompted to the players to install it with your map.
    Great, but before I install it, can you showcase some features ?
    Of course, here is the list of what you can do with the current version of Spawn Map-Objects Utility.
    Place thumpable walls of all possible quality with adjusted durability (Logs, wood, metal). Place fences adjusted durability too (Sandbags, wood, metal plates or bars). Place thumpables and working-properly barricades on windows (1,2,3 or four planks, metal sheet, metal bars) Place upgradable by player walls frames. Place weapons, literature, trash and food items on the floor. Place properly-interactable camping materials (tents, campfires and compost) Zombies-spawner at specific places (Horde inside a tower away from the city or a lone zombie in a specific room...) Add water collecting barrels already full of water Place fishing-nets on your lake or generators in a specific room Break specific windows on the map (with them still barricadable and full of dangerous shards). Break and remove glass from windows and keep it barricadeable Place sheetropes on windows. We also plan to add more to this list with upcoming updates, things like traps, sound events and such.
    What are those red tiles on your placeholders images ?
    As said earlier, we are planning to add more tiles to the placeholders. You can use the blue ones, but if you try to place a red one, it won't work. The red tiles are the not-implemented-yet features. But we kept it so that it will be easier to update once done.
    Please do not use the red placeholder tiles.
    I'm a modder, you said I could expand your utility ?
    Even more ! We made functions for you to easily add your own placeholders or remove the "default placeholders" shipped with the mod. Let me explain.
    Create your custom placeholder
    Once you have created the png of your custom new placeholder, you will need to code the replacement function in lua. To do it, you can write your lua file using this template :
    require "WorldManager/SpawnFromPlaceholder"; MyPlaceholder = {}; MyPlaceholder.replace = function(square, tileObject) -- Your code goes here -- indicate that the method has worked properly -- and the placeholder tile can be removed return true; end -- register and identify the placeholder in the system SpawnFromPlaceholder.Add({ name = "MyPlaceholder" }); Here are the explanations :
    First, you need to implement the method MyPlaceholder.replace(square, tileObject) which will be called for each object found in each square loaded. This method need to return a Boolean (true or false) to indicate if the method has worked. If the method return true the program will automatically delete the tile placeholder else it does nothing.
    The second step is to register your placeholder in the system with the method SpawnFromPlaceholder.Add(placeholderInfoObj). The parameter expect two important properties :
    name : the name of your object which contains at least the method replace() Remove default placeholders
    This mod allow you to remove unused shipped placeholders to save resources and gain performance. To remove the placeholders, you can use this snippet :
    require "WorldManager/SpawnFromPlaceholder"; SpawnFromPlaceholder.Remove({ "WallsPlaceholder", "ZombiePlaceholder", "..." }); The method will remove the placeholders listed in the array when the event OnGameStart is fired.
    Shipped placeholders list
    BarricadePlaceholder CampingCompostPlaceholder (campfire, tent and compost) CarpentryAndConstructedPlaceholder (sandbag, barrel, rain collector, lamp) DroppedFoodItemsPlaceholder DroppedTrashItemsPlaceholder DroppedWeaponsItemsPlaceholder GeneratorPlaceholder TrapsPlaceholder WallsPlaceholder WindowStuffPlaceholder (smash & clean window, sheet rope) ZombiePlaceholder
  11. Like
    Ciber Ninja reacted to Rekkie in You wanted more snow, you've got more! Enjoy :)   
    A new video is up. I decided to talk in this video, because I wanted to explain what was being shown. Thanks for watching, and constructive feedback is always welcome
     
     
     
  12. Like
    Ciber Ninja reacted to Damien Darkside in Fighting the Dark (Lighting)   
    So I always have the electricity on. Continuously. I always set electricity to never go out (the 0-5 year option). Why? Because darkness is annoying to me. Sure at the beginning of the game, when you barely have played, night is very scary. You have low visibility and not a lot of awareness of where a zed is. However after that "scariness" is over, darkness is just that, dark. Annoying to walk around in and I want to be able to see.
     
    What we need is more LIGHT. Yes. Light. We can continue working during the night, especially since our characters don't seem to need 8 hours of sleep and have no circadian rhythm (we get sleepy with a workout, not by our internal clocks). So if I want to be able to work at night I should be able to see. We have had lamps made from animal fat since as far back as 70,000 BC (estimated), we should be able to make lamps. Also this makes and additional goal of keeping a lamp lit, and to feel more like "living" instead of "surviving" for the late-game.
     
    Basic things that are in our real world, as well as throughout human history, such as long-lasting candles, torches (wood kind), oil lanterns aren't in the game. Candles are in the game, but they are only to hold in your hand. Campfires are in the game but they are weak and only used to cook food and provide basic light.
     
    Plus the basic aesthetics of having a light source here and there is always a plus.
     
    So my suggestions are:
    Candlesticks, Candle + Bowl, Candle Lanterns, Candle in Jar, Survival Candle All PLACEABLE in the game, with the ability to place on tables. Fuel is the actual candle, which degrades over time Since we already have batteries that do the same, it wouldn't be a stretch to have candles programmed the same way for placed items Maybe X candles + cooking pot = pot of melted wax Pot of melted wax + Jar = Candle Jar Candle Jars last longer than the X candles together Torches Plank or tree branch + knife + towel/cloth strips + gas (kerosene)  This is literally how to make a torch IRL, basic torches can last from 15 minutes, with better ones lasting for several hours Kevlar, which was available commercially since the 70s, is made from flame-resistant materials, but is fantastic for making a long-lasting torch. Kevlar could easily be added into the game when armor is eventually added, and this gives it an alternate use, which adds functionality complexity which is always a plus. Oil Lamp Bowl/Jar, Cloth Strip/String, Oil/Kerosene Basic DIY lamp that you can make at home RIGHT NOW. Seriously. Like Google it right now, you can have a few oil candles for your porch since it is almost summer at time of post More "mordern" Kerosene Oil Lamps were also more common in the 90s, and have been around since 1853.  DIY Oil lamps have been around since 70,000-50,000 BC. You literally only need animal fat or oil, something to soak it up and something to hold it in. Maybe when we have hunting mechanics we can use the fat for this as well as making candles When more crops are added, possibly making vegetable oils for cooking and lamp fuel Olive oil has been used for thousands of years for oil lamps, and is preferred in making your own. Lamps work with refuelling the lamp with oil. Performance  My research shows that it is dependant on how much you are burning, maybe have a "Low light" and a "High light" setting, which influences lamp oil burn "A kerosene lamp producing 37 lumens for 4 hours per day will consume about 3 litres of kerosene per month." From a DIYer "The wicks come 3 to a pack at Wal-Mart and are about 8 inches long each. I trimmed the wick to a crown shape. I found that a half gallon of standard lamp oil lasted about 150 hours, conservatively (my actual burn time was 154.5 hours). When I measured the wick, only ¼" (6 mm) had been burned. Pressurized Camp Lamp Those Coleman camp lamps that produce a bright, white light by pressurizing the fuel. Scavenge the cans in stores Can have the same fuel "bar" as batteries, since they are pretty much the "batteries" of these lamps Tiki Torch, Lamp Post Aesthetic light source Ideal for outside placement Fire Barrel For your disposal needs Super bright Fuel is based on what you are throwing into it Wood Corpses Unusable wood Planks Baseball bats Trash Pick up the barrels on the floor of some buildings Right click > Make Fire Barrel Maybe require hammer to punch holes in the side for airflow Also can be cooked on, if corpses are used as fuel, it taints the food and water until new fuel is added NEW ITEMS Kerosene Camping Oil, Lamp Oil, Firestarting Oil etc Common for camping, especially in sheds and stores. Fuel for oil lamps, used to make torches If used in campfire, instantly the strongest light you can have Cooking oil Used for cooking, maybe more efficient times for stir-frys as well? Additional crafting option when growing compatible crops Used as oil lamp oil, or torches Placement Items All items have somewhat varied capacities, place on surfaces that make sense Makeshift Oil Lamp (Wine/Empty Glass Bottle) Makeshift Oil Lamp (Whiskey Bottle) Makeshift Oil Lamp (Jar) Makeshift Oil Lamp (Bowl) Oil Lamp Camp Lamp Lamp Post Carpentry skill, place it down, right click-add fuel Tiki Torch Scavenge, place it down, right-click add fuel Candle in Bowl Candle Jar Wall-mounted oil lamp Wall-mounted candle holder Fire barrel
  13. Like
    Ciber Ninja reacted to Blackbeard06 in All player made Building Archives Verison: 3 - 4/7/2022   
    I've managed to search the forums of every player made building and assembled them all into one archive. In addition I have created this forum post that organizes all the buildings to make searching very fast. (link down below) This would hopefully help mappers easily find and use buildings to save some time. As I was looking at each players contributions about 35% had dead links, so I could not get all of them. Also if the buildings required custom tiles I did not include them as there were no working links. 
     
     
    Categories;
    City - Spaces Commercial                  Apartments
                     Automotive
                     Businesses
                     City Buildings
                     Entertainment
                     Merchandise
                     Recreational
                     Restaurant
                     Shop
    Industry                  Construction
                     Warehouse
                     Misc.
    Military Public Service                  Education
                     Fire
                     Hospital
                     Municipal
                     Police
                     Religion
    Residential Special Incomplete Needs Thumbnails  
    This greatly improves finding which building you need rather than wasting time searching.  I have also added Pictures so most buildings in the archive now comes with a picture you can view before opening.
     
     
    Database Statistics:
    Total Artists contributions:
    37
    Commercial Buildings:
    355
    Industry Buildings:
    65
    Military Buildings:
    70
    Residential Buildings:
    465
    Special Buildings: (doesn't fit in any category)
    300
    Buildings in total:
    1290
    Total Rooms:
    6,825 (estimate)
    Total Size:
    938mb
    Total Man Hours:
    670.00 (estimate)
     
     
     
      Now hosting on steam! 
    Building Pool V2: (all buildings)
    https://steamcommunity.com/sharedfiles/filedetails/?id=2790725628
    Building Pool V3: (error free, cherry picked)
    https://steamcommunity.com/sharedfiles/filedetails/?id=279072623
     
     
     
    A very Spacial thanks to;
    Atoxwarrior
    BeastlyBean
    Blackbeard06
    cmseter
    DavidBlane
    dko112
    DoctahWong
    Doublebrain
    EUDOXIO
    fluffe9911
    GothicGhost
    grivcin
    Jela331
    kaizokuroof
    Kennethdio
    Leolvanov
    mads232
    Mainulainen
    Neutralnz1
    Project Zomboid (for 2 example buildings)
    rsdworker
    Sieben
    srandiny
    The googlator
    Traya Aclus
    Valindil
    Veged
    VikiDikRUS
    Way2sp00ky
    Z3759xy
    IndigoRebel
    zoeyflower
    For all your hard work and dedication!
     
    If you have buildings you should add it to the database Simply create a folder with your name and add all your building .tbx files into it then send me a download link. Feel free to add any pictures.
     
    If anyone does not want their creations in this archive let me know and I will remove them. Since I am dealing with a lot of files, I will need you to provide the building names.
     
    One last thing. Please credit the original artist if you plan to use any of these buildings in your creations.
     
     
     
     
     
     
     
     
     
     
     
     
     
  14. Like
    Ciber Ninja got a reaction from trombonaught in Change how loot is generated.   
    The current system of per tile loot results in wierd situations where houses have can have like six radios. 
    How possible would it be to instead generate loot on a per building basis and then allocate it to containers?
    Then we can create rules like no house should have more than one watermelon.
     
  15. Like
    Ciber Ninja reacted to xXxFANCYCAPYBARA36xXx in Map Tools & Tiles for Build 36   
    any way to modify the rules to create custom spawns like a dark green color on the vegetation map representing specific pine trees only and light green on the veg map representing specific decidious trees only? 
  16. Like
    Ciber Ninja got a reaction from VikiDikiRUS in Muldraugh-Westpoint Farms Expansion   
    Are you sick and tired of walking that long lonely road from Muldraugh to Westpoint?
    Think its weird that rural towns have so few farms around them?
    Looking to add more content to the stock map, but hate how most mods don't really blend into the stock map?
    Well how about some of this!

    [Buildings Not yet included]
    [Work in progress]
    [Don't judge me]
  17. Like
    Ciber Ninja got a reaction from Legoland99 in Muldraugh-Westpoint Farms Expansion   
    Are you sick and tired of walking that long lonely road from Muldraugh to Westpoint?
    Think its weird that rural towns have so few farms around them?
    Looking to add more content to the stock map, but hate how most mods don't really blend into the stock map?
    Well how about some of this!

    [Buildings Not yet included]
    [Work in progress]
    [Don't judge me]
  18. Like
    Ciber Ninja got a reaction from srandiny in Muldraugh-Westpoint Farms Expansion   
    Are you sick and tired of walking that long lonely road from Muldraugh to Westpoint?
    Think its weird that rural towns have so few farms around them?
    Looking to add more content to the stock map, but hate how most mods don't really blend into the stock map?
    Well how about some of this!

    [Buildings Not yet included]
    [Work in progress]
    [Don't judge me]
  19. Like
    Ciber Ninja got a reaction from xXxFANCYCAPYBARA36xXx in [W.I.P.] Project South Zagoria - Chernarus   
    Once cell is only 300 meters square. So for a 15000 meter map you would need a map 50 cells to the side.
  20. Like
    Ciber Ninja reacted to Atoxwarrior in Developers, image basemap, WP, Muldraugh and Valley Station.   
    This is a small request for developers, if I could share the image base map, specifically the locations of West Point, and if possible Muldrauhg Valley Station.
     
    I have some old images of Tilezed but still missing several details of the current field, I'm not asking maps future updates, only the current field of play is a work in collaboration for a mod map if you can help us with that detail will be a great tool for the community.
     

  21. Like
    Ciber Ninja got a reaction from Legoland99 in Union City   
    Idea: In older towns some houses along main roads are often turned into businesses. Replace the yard with a parking lot and fill it with office furniture and boom you have a real estate office. Down the street from me there is a psychic.  That could be an interesting business.
  22. Like
    Ciber Ninja got a reaction from Legoland99 in Union City   
    Here is a more refined michigan turn.

    And here is today's work on the map. I did not like how my first ideas were turning out. This way things blend together much more realistically. I think I kept it so that only two cells would have to be redone and I think we can all agree that this is looking much better.
     
  23. Like
    Ciber Ninja got a reaction from srandiny in Union City   
    Here is a more refined michigan turn.

    And here is today's work on the map. I did not like how my first ideas were turning out. This way things blend together much more realistically. I think I kept it so that only two cells would have to be redone and I think we can all agree that this is looking much better.
     
  24. Like
    Ciber Ninja got a reaction from Legoland99 in Union City   
    Purple/ Red is planned forrest. 
    Took hours but I finally hit on a simple 200 step process to producing beautiful farm fields.
    Here is a zoomed in example:

    It only requires two clicks on each farm you want and every other step works on the image as a whole. 
    So I could scale this up to an entire counties worth of farms with negligible increase in processing time.
    How hard would it be to add a rule tilezed so that yellow in the veg map translates to grain like is in the farm west of Knox county?
  25. Like
    Ciber Ninja got a reaction from Legoland99 in Building Show Off   
    I really think you are overdoing it with the glass ceilings. Especially on the storage units. There are many sound financial reasons that no storage unit would ever have a skylight. Most don't even have electricity. 
×
×
  • Create New...