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TitanKämpfer

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About TitanKämpfer

  • Birthday 02/15/1996

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  1. Creating a map mod you probably already created the mod folder structure right? Having a folder media\maps\[WhateverNameYouChoose]. Inside that one you add in all the map data for your standalone map: lotheader, chunkdata, the luas for objects and spawnlocations, lotpack files and if you have that (and you should at some point) the worldmap.xml file. You get all these files from WorldEd by clicking on Files > Generate Lots, Files > Write Spawn Points and Files > Write Objects for Lua. Make sure you've placed spawn points on your map as well. Now create a map.info file in the same folder up there: title= [The name that shows up in the spawn location] lots= [Whatever you want - if you have multiple spawning towns to select from, give them all the same lots name. Just make sure it isn't the default name or else it will attach to the Kentucky map] description= [This is the text description given in the spawn location menu.] fixed2x=true If you wish to include multiple spawning towns: Create a folder in the media\maps folder for each spawn town you want to be able to choose from One of those locations should include all these files: all the lotheader, chunkdata, lotpack files and the objects.lua and worldmap.xml For each map folder, add in one spawnlocations.lua and make sure it only includes the spawn locations for that town For each map folder, add in a map.info lua. Edit them according to the code reference above and make sure that lots it set to the same for all of them. If it won't show up ingame, make sure you created the mod correctly. Having a mod.info file in your mod and having it activated in the game itself. Or check if you put it into the right folder.
  2. Normally such a thing is handled as a audio option. If you turn it off for yourself, you'll never hear your nor other's voices anymore. If you turn it on you'll hear yours and others. It's not like you turn it off but will still hear the grunts and shouts of others. Don't really think it should be a setting forced upon players in the server settings, as long as it doesn't also change anything when it comes to gameplay.
  3. For me spawning works even without naming the zone and will just default to the same as parkingstall. I haven't really checked if different directions spawn things more often or less, but at least all of them spawn cars for me. Testing my current map project, there are however sometimes spawns that for some reason do rarely spawn cars even on high settings, while other parking stalls of the exact same type (name and direction) do often spawn a car. I think it's just bad luck in that case. My map however is a standalone map, I don't know if things might behave differently if they're connected directly onto the Kentucky map. But I haven't been able to spawn in cars inside of a garage as well, so I believe you really can't spawn them inside the room of a building.
  4. When asking the same question on Discord, I got a solution. For anyone having the same problem: Divide your roofs into multiple floors. Always put the top part on the floor above the slopes they're connected to!
  5. Hello, I'm still learning the building tools a bit and to learn manual roofing a bit more, I tried rebuilding some Sims 1 houses, as I remembered them having somewhat complex roofs due to their unusual shapes. Now the roof looks fine in the editor and was build in tile mode on the roof layer (I also tried putting the top part on roof 2, with no changes), but ingame it seems that layering is all over the place and parts that should be behind the top part, are drawn right above it. Does anyone know how to fix it or what I could have done wrong to avoid these problems in the future?
  6. Yeah I worded it a bit wrong. I didn't mean useless in a way that it has really NO use at all, but that if one plays more on the meta side, they have no advantage over skill teaching shows, because those also reduce stress and boredom while teaching a skill. And I obviously also don't think that the lore is worthless, especially as we learn how the government is dealing with all this, something that is explored way to little in zombie media out there that often just throwns one in weeks or months after everything happened. These were just my thoughts, that I wanted to share to this topic, including edge cases. Wouldn't say that people changing the day length do not care for TV per say, as it can have various reasons, from challenge runs (were people really might not care as much for TV), to people simply thinking the days are to long in their opinion, to people that maybe also wanna be able to reach winter, but simply just don't have a lot of freetime and wouldn't most likely make it to that point without the accelerated speed. So I just wanted to point out that this case needs to be adressed as well, if it was done and your suggested idea of priorities is actually a good one. I just still like the option of having multiple channels. May it even be for a larger mod support (additional channels or multiple channels for a custom map, that may even be set in a totally different time period or whatever). The different channels should just be all valueable in the same way, with maybe all of them having shows here and there that can teach you skills inbetween, so that the player can still choose between channels, but can choose those that they consider more useful for their build/playstyle. Like one channel having a cooking show and the other having one about camping or whatever.
  7. I am a bit ambivalent towards this. Gameplay wise the other channels are not useful and only serve to tell us a bit more lore, but I like the ability to actually be able to switch between channels. I think it would be better to have just multiple channels that we can benefit from. Maybe towards the end, when things get out of hand, the news air interviews or get tapes send in, to teach basic survival skills (farming, making traps, etc.) for people to hold out, til the military may (or in the game's scenario may not) arrive to rescue everyone. Maybe the kids shows have episodes that are meant to teach children some useful things, like an episode about various plants in a forest (which may increase our foraging skill), etc. I think however the biggest problem with putting all TV programs into one channel comes from the custom options of changing the length of a day. Having days be one hour long ends up with programs taking around 20 to 30 ingame minutes and TV stations being off for the most time (though I always considered it as interference caused by whatever not allowing us to watch more, instead of there actually being no TV program at all). However what about days set to be only 30 irl minutes or 15? I can see it might causes overlap of the program timings, which depending on the chosen solutions would either end up with all programs after that getting delayed and therefore the news lore maybe get out of time over the days or programs getting skipped, which may result in the player not getting the chance to learn skills from TV or missing lore, not because they didn't tune in, but it never being aired.
  8. Just tried it, but it sadly does not work. It loads it in like a normal string, though in the case of a leading "\" the symbol itself get's removed like the Umlauts themself. I believe the leading zeroes would be important, because aren't they supposed to be values as well, like the last two digits? Otherwise it could lead to problems where it might not know if the symbol right after the codes end, might not still belong to the code itself, whenever it is a number between 0 to 9 or letter between a and f. (Like the difference between "\ua" followed by an "e" or "\uae" itself). However I still tried it nonetheless. While I wasn't really convinced that it would work due to not being HTML itself, I also tried those codes, but as you can see they also just get simply loaded in as the codes. As one can see, sadly none of those variants seem to work.
  9. Hey, I'm currently working on a map that I want to be set in an fictional region of another country (Germany) and I'd like to put in a lot of smaller details as well and so I thought about replacing the default name generator, so that newly made characters would have German names too (unless the player decides differently). I got to replace the default lists, but noticed that the game does not generated names with Umlauts (in my case ä, ö, ü, ß) correctly. You can type them in the textfield yourself, so the game does support them, but when picked from the list, they just end up getting removed, turning names likes "Rüdiger" into "Rdiger". Is there a way to have them be generated in the game? Or do I have to replace them with "ae", "oe", "ue" and "ss"?
  10. I also tried giving them no name (actually you can see that the list also still features 3 none named ones). But besides that also postal and bad never spawned anything. But I will try renaming my objects file to objects.lua and test it. Edit: No, Did not make any difference. Edit 2 & Solution: I just added all possible car zones to my map to test if any of them works and now cars do spawn (on all parkingstalls). Seemingly the game does need at least some different types of parkingstalls? Probably normal ones and burnt or traffic jam ones? - I can now confirm that the game does at least need one traffic jam parkingstall to spawn cars at all
  11. Hello, I'm pretty new to map making in Zomboid and went through some tutorials on youtube. However spawning cars simply does not work for me. At first I tried creating them like in the tutorial video, naming them "parkingstall" and giving them the template. First only 3x4 or 4x3, but neither them, nor the larger ones do spawn anything. I even tried not naming them or what would happen if I don't attach a template. The parking stalls are in the worldobjects.lua and the worldsobjects.lua is also included in my maps folder. What else could I have done wrong?
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