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dnk3912 reacted to trombonaught in RELEASED: Build 37.14
YESSSSSSS
Best update of 2017!!!!!!
Down with the compost-fortresses!
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dnk3912 reacted to nasKo in Mod Spotlight: Nolan
There’s a plucky modding adventurer who’s been digging into the PZ mainframe, connecting wires and conducting wild experiments for a while now. He’s an ingenious soul, and we thought it’d be good for us all to get to know him better.
As such, here comes the thrilling return of the Mod Spotlight. Or, more to the point in this instance: Modder Spotlight. If you’re interested in the many and varied works of Nolan then you can find his Workshop here.
Hello Nolan! First off, could you introduce yourself? Who are you and where are you from? What do you do in your ‘real life’?
You didn’t know that I’m Canadian, eh? That’s okay we Canadians don’t get offended that easily. I’m also part Japanese. Well, at least some of the culture and language is integrated into me. I lived in Japan for a few years, and have a number of Japanese family and friends so I’m sort of… part Japanese?
Professionally, I studied Computer Network Engineering and afterwards got a job as a Laptop Technician for about a year. From then on I worked as a web development freelancer, or on short contracts with web dev or database/SQL stuff.
Right now, I’m working on a few projects on a very secretive contract with a company that has a new software product that’s unlike any other that’s gonna take the filesharing world by storm! Well, hopefully, because I could use a raise.
In my spare time, I’m also often programming stuff like tools, cheap little games, or my own website ideas. I’m quite picky when it comes to actually playing games. I can’t stand learning how to play new games, so I just play the old ones that I know how to play.
What’s your history with modding on other games before us?
PZ would be the first game I’ve modded. Unless… does an undetectable farming bot for Diablo II count? [Editor: *unsure face*]
I have done some game design though. Or, more to the point, I’ve made countless attempts to make 2D games with the likes of C++ and SDL. I say ‘attempts’, but really what happens is that I lose interest somewhere along the way every time!
How did you first discover Project Zomboid?
You probably won’t believe me on this one but… I discovered PZ while I was trying to make an isometric game engine for a zombie game. I had envisioned a game like PZ and then searched vigorously on the internet assuming something like it must exist. Unfortunately, I didn’t find anything apart from zombie shoot-em-ups.
Once I’d given up looking I thought, half-jokingly, about making something like it myself. I spent a few months on my isometric game engine: copying furniture, walls and such from the Sims 1. I had a nice level editor thing going on, I could make a house and such…
So I then thought I’d go rip off some isometric character sprites from google images to use in my ‘game’, and it was then when I was scrolling through google images, I saw a screen shot….OF THE GAME I WAS MAKING.
Well more or less the same thing: a screenshot of someone playing PZ. So obviously I followed up and that led me to Zomboid. At that point, I was kind of relieved that I didn’t actually have to make the game myself. It already existed!
I confess I didn’t immediately buy the game, I downloaded the demo version (from the Pirate Bay!), and after playing it for a while I was impressed enough that I did what I had never done before – and actually bought the game!
We are proud and happy, Nolan, that Zomboid was the game that turned you away from such dastardly and wicked ways! So anyway, you are easily one of the most prolific PZ modders. So why Zomboid – and where do you get your ideas from?
Why PZ? Well, the zombie apocalypse is a fascinating thing. And PZ tries to simulate the zombie apocalypse. Enough said.
As for my ideas, well they weren’t all mine. And I’m sure some people before me thought of those things, but I was just the first to actually be able to scrape the idea into something more real I guess.
You’ve created many mods for PZ, but which is your favourite? How did it come about and how did you make it a reality?
Maybe the Silencer mod? It was my first mod, and I made it because I really wanted a silencer at the time. I had just seen the Pillow Silencer mod, and thought why not a real silencer?
Even though I had never even heard of LUA language, it wasn’t hard for me to get to grips with it and manipulate the code because I code in other languages daily whether in my employment or spare time. So it didn’t take me long to mould it into something nice!
That’s actually how I made most of my mods. Because I wasn’t familiar with the LUA language or PZ’s Java methods and structure, I would find a similar mod that was open to community development (or one with a similar mechanic I knew was necessary) and would just start manipulating the code. So if anyone reading wants to start modding, I recommend this as a good way to start
What challenges do you face when creating stuff like your vehicles mod, when the released game’s framework for them isn’t yet in place within the code?
The cars came about because someone had mentioned to me that a certain server had a teleporting taxi cab mod. I thought I’d try and make something like that at first, where a car on the ground could just be used to teleport to various places.
After a while, it became clear that it wasn’t going so well, and I eventually just started looking at actual movement. I knew I could make the player ‘drive’ around by setting coordinates in the game loop, with some physics variables and calculations and such. That’s how the 2d games I have made work.
My cars are actually ‘bags’ from the game – and at first, I didn’t know how to get them to move with the player. Then someone showed me the projectzomboid.com/modding/ documentation, and it was there that I found all the methods needed to make the functionality work.
The modding doc site showed me a function I can use to drop items, in my case Car “bags”, on the ground. So I set the Car bag to re-drop at the player's feet every time the position is reset in the update loop which is a good number of times every second. I also found the setTexture method for items on the doc which means I could change the image of the car based on its physics variables to make it face the way the car is driving. Of course, that means I had to make many images of each car at various angles, but hey: worth it.
So after finding the methods I needed from the modding doc site, at that point I knew I had all the needed ingredients so… it was time to make the cake.
Other functionality and features just came along the way as a response to all the mod’s positive feedback. To be honest, though, most of my time on the car mod was spent trying to find a way to make it work on MP. I never really found a method that I was satisfied with.
What’s next in the Nolan mod pipeline?
At the moment, I’m not thinking about any new mods. I’m just thinking of ways to improve the stability and reliability of the Survivors mod, as it’s hard to move onto other features when there are still lingering problems.
However, just like how so many of my mods were born, a new feature could come out and then I could suddenly have all the necessary ingredients for something interesting. Something new could pop into the Workshop all of a sudden!
Editor’s note: Since Nolan spoke to us about all this cool stuff, the following popped into existence all of a sudden!
What other Project Zomboid mods and modders would you recommend that people check out?
I’ll shout out to ddraigcymraeg who has recently been contributing to Survivors. He added a ‘Hostile Marauders’ event that can happen while you sit around in your base. So lock your doors! He has made some mods of his own too. Check them out!
Also thanks Tommysticks for making the Chainsaw model for my Chainsaw mod. He’s got some nice weapon mods as well.
Anything else you’d like the blog-reading world to know about?
I’ll take this opportunity to share something else I made that’s PZ related, and that I think most people don’t know about. It’s a character build planner page.
When you want to show someone what build you use, go to the site, click all your traits and input all your other info. Then the URL updates as you click around, so just copy the link and send to whoever you want. When they click, they’ll see your build straight away!
Our thanks to Nolan for all the cool stuff he brings to the Workshop, alongside all the other modders beavering away to make gruesome zombie survival a more fun and varied experience.
In fact, if there’s any other particular mod or modder you’d like to see with the name in bloggy lights then please just let us know!
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dnk3912 reacted to thiosk in Prexisting corpses
my favorite guy is the guy that killed himself with the shotgun pistol.
(3 shotgun shells + pistol)
its like, blammo, man
although for gameplay purposes id rather have matching gun ammo combo
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dnk3912 reacted to RobertJohnson in RELEASED: Build 37.14
Build IWBUMS 37.6:
[New] Updated MacOS & Linux JRE to the 8u121. Added new stash map for offices, restaurants, warehouses... You can now rename map item. Now all maps can spawn on zombies, not only Muldraugh's map.
[Bug Fix]
Possible fix for multiplying rain collector on the ground when raining. Fixed nullpointer when testing vision of a non-existent item. Fixed players sleep mode logic. Player see "sleep clock", if he sleep. Each player wake up independently of other players. Each players can wake up if he press move keys. Added missing sync between players: curtains, LightSwitchs, Windows, AlarmClocks. Player can now select the inactive option (Sleep) from the joystick. The joypad has no control on join server page. Fixed coffee appearing 2 times in hot beverage recipe (Base.Coffee is now obsolete). Hot beverage now give thirst reduction. Fixed renaming something always put game speed at 1. Context menu "Barricade (Sheet Metal)" changed into Barricade (Metal Sheet). Your character will no longer auto drink from tainted water items. Fixed game freeze with alarm clock and -nosound option. -
dnk3912 reacted to nasKo in Hot Wheels
This weekend has seen a whole bunch of vehicular fun, so… buckle up? Is that too corny?
CAR TESTING
A new build of physics-enabled vehicles fun is currently doing the rounds in internal testing. The general consensus is still that they are ‘way better than we were expecting’, so hats off to all the work put in by EP, Martin and Yuri from General Arcade.
In our new build different car models have different handling and performance and when you’re speeding down the road you’ll occasionally be forced into a hard brake by the pile-ups of wrecked cars that we have envisaged for the edges of the map. These still need work, but one thing that’s pretty cool is that each wreck is a physics object, so you’ll be able to smash your way through if you’re in a pinch.
Right now it takes 5-6 minutes to drive from West Point to Muldraugh, and around 10 if you’re making the trip all the way up to Rosewood Prison – which will knock off about a quarter of tank of gas in an average car. This already feels fairly balanced, but will clearly come under scrutiny when we’re playing around with the system later on. We will also need to make zombies very interested in engine noise.
Here’s a video of our current vehicles build, as provided by the ever-lovable Mark.exe. Please note, as ever, that everything in the vid is WIP and in development – visuals, handling, UI, zombie collision and everything.
Martin’s new textures mean that cars pop out of the screen less than they did , but we are also going to experiment without using gradients – which could result in them looking more at home in the PZ world and its colours. We’re currently doing a few new textures with this in mind, and hope to get a few examples into our next internal test build.
Alongside general implementation and gameplay tasks that still need doing, this test flagged a few more things that need attention, and a few of which we’ve worked on today. Wheels need more detail so you can see them spin, there needs to be less ‘float’ on sharp turns, we need shadows placed under vehicles so they look a little more grounded and there’s also a few flickers and (non vehicular) MP crashes that need attention.
We should also do our best to limit this sort of zombie car-tipping – although it is quite fun.
BUILD 37
So Build 37 is nearly here – it’s just a matter of checking its fixes are working correctly, and maaaybe squeezing a few more nuggets from The Great Bug Purge in too.
To this end we’ve just released Build 37.6 into the IWBUMS public beta. This adds new annotated stash maps to the game for equipment hidden in offices, restaurants and warehouses – and introduces maps for all the major urban hubs on the PZ map. You can also rename map items should you want to make their uses clearer in your inventory, and that of you MP buddies.
As mentioned last week, this also features changes to the MP sleep system and some assaults on longstanding issues like saucepan rain, co-op curtain sync and many/various gamepad eccentricities.
BUILD BEYOND
Clearly work on overriding systems and animations continue in the background while vehicles thunder forwards into view, but we’ve also got some smaller nuggets in the can for Build 38. Stuff like extra powers for Admins over player inventories, Discord integration into MP chat and the ever increased likelihood that the next map update will be ready to roll for it too.
In more general PZ news: as of today we have a new team-member! He’s a super-talented guy with a bunch of games industry experience garnered from a multitude of different projects (some small, some massive, some Zomboid-size) and he’ll be working deep in our codebase for the foreseeable future. It’s only his first week though, so we’ll let him bed in a bit before demanding Mondoid contributions.
This week’s last stand from Levi [Hun]. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. Mod Spotlight blog featuring the lovely Nolan now coming tomorrow on projectzomboid.com. Thanks all!
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dnk3912 reacted to joe206 in RELEASED: Build 37.14
Just for consideration. Add a visual effect for when the digital watch alarm is going off. Make the time flash red or something perhaps? I'm a little hearing impaired and don't hear the upper ranges. Never have. The pitch the digital alarm uses is right on the line for my hearing. One day I can hear it but not the next.
So there I am strolling through Zomboid WestPoint attracting a crowd. Sure, I'm a conspicuous clutz but sheez.. Aha, just the alarm going off. Yeah by now I'm pretty good about keeping tabs on the alarm situation but maybe a visual aid would help others in the same boat. Just tossing the idea out there.
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dnk3912 reacted to joe206 in RELEASED: Build 37.14
Ran into an odd bug today. While following up on 3 annotated maps I had laying around the game freezes up when I get in the area of the target house. Before I can even see it while fully zoomed out. Two out of three different target locations do this requiring I restart the game (it respawns me back a little from where game froze). Have tried several times per location with the same results.
The third froze for about 20 seconds then allowed me to continue. What I found in the house was that the entire floor is covered with hundreds of dufflebags each containing 1-3 boxes of shotgun shells, 6-24 loose shotgun shells, and an unmodified shotgun. I'm guessing so much stuff is being added in the other houses that the game can't load it. After I managed to get into this house the game no longer freezes in that location. Might try a fresh install to see if that helps. Checking files through steam doesn't show any file errors.
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dnk3912 reacted to ChatNoir in RELEASED: Build 37.14
I would love if you can add the function to rename maps similar to renaming note books. It can be hard to figure out on which map I made my personal comments if I have them in the same container.
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dnk3912 reacted to thiosk in ItemZed (updated 1.1b)
@void the item distribution screen is a bit of a beast. I havn't fully tamed its wild ways. I think the way we're supposed to be doing large scale distribution changes is through some kind of lua script, because it does not appear to be straightforward to select a large range of items on the right hand side and add them. T
The way I've currently been using the screen is to first search for a blank field in the top center, This will open up the distributions panel and enable its editing. Lets say you want to add flamethrower parts and you want it to appear with military stuff. I would then input HamRadio1 into the search field and the distributions would then open up a range of items. You then in the right panel search "flamethrower" then drag it to the right fields. Ham radio 1 shows up in 15 different distribution spots or so, so you have to add flamethrower to all 15 of those. The search field isolates them all for you nicely.
The problems are: 1) when yo udrag the items from the right panel into the appropriate field, the searched term loses focus and the tree collapses except current branch. So you cant simply drop the item you want into the 15 lines and set the abundance all at once, you have to drag, search drag search drag search drag search until you have matched all the locatations you wanted to distribute to. This is a real drag if you have created a table of 250 items because you can't process in bulk as near as I'm aware.
Hope my comments help
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dnk3912 reacted to Mr Root Beer in RELEASED: Build 37.14
I've reported it in the bug tracker but haven't heard anything or had anyone else confirm yet. In a multiplayer private server I have with my friends, all the window curtains and sheets keep reopening no matter how many times we close them. Its maddening! Even starting a new game with different settings and all, this glitch continues.
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dnk3912 reacted to Blake81 in RELEASED: Build 37.14
Yay! No longer my wooden floor will feel like it's made of whoopee cushions.
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dnk3912 reacted to RobertJohnson in RELEASED: Build 37.14
IWBUMS 37.4
[NEWS]
Added a "Make Small Metal Sheet" recipe, done from a metal sheet + blowtorch/welding mask, gives 3 small metal sheets. Added new server option "HoursForWorldItemRemoval": Number of hours it takes for items left loose on the ground (not in containers) to disappear. Intended to prevent item build-up putting unnecessary strain on servers. Added a new Forage UI, when foraging it'll let you choose what you're looking for (mushrooms, berries, plants, animals, materials...). Also intended to prevent item build-up putting unnecessary strain on servers. Added Portuguese Brazilian community translation by HiveFuse. [BALANCE]
Lowered the floor creak sound volume. Improved the loot distributions for the annotated map. Crafting a metal roof now require 1 use of the blowtorch. [BUG FIX]
Fixed 64 bits version non working when loading a 37.2 to 37.3 version. Fixed floor creak sound playing on containers other than floorboards. Fixed some fish having wrong weight value calcul (pikes too heavy, etc..). Fixed thunder being heard by deaf characters. Fixed a crash caused by a zombie night event during player sleep. Added code check to avoid doing fall damage when running down stairs on laggy servers. Death by stairs averted. Fixed having bleach in inventory stopping you from eating evolved recipes with more than 3 ingredients. Fixed a crash due to burning IsoCompost item. Fixed blowtorch being removed if it is emptied. Fixed "e" context key not working to climb down a sheet rope. Fixed server crashes when removing a non-pvp zone. Fixed a bug in the calculation of reanimate time making every reanimation to zombie almost instant. Remove bush is now possible with a stone axe. Fixed metal door fences blocking the vision. Fixed vision not updating when barricading player made construction. Now walking to the ashes when doing "clear ashes" action. Fixed a wrong calculation of the non pvp zone size when creating it. Fixed wrong properties on Lettuce. Fixed clicking "Details" on the main screen opening up multiple UIs multiple times. Fixed duplicating factions. Remove plants + erosion data when placing floor Server options for radio tranmission staff members/invis players Some tiledef fixes Fixed oven and microwave can not be controlled from joypad Fixed do not stop alarm if alarm clock on the ground. Player can not activate alarm clock from joypad. Fixed 'Buffs/Debuffs in 4p overlap each other' -
dnk3912 reacted to Keshash in In My Garage
This vehicle thingie isn't going to end good for me. I'll, probably, collect every nice-looking car and park it in my base. And then, die of starvation because I can't get out of the base with cars blocking the doors.
Eh, poor me.
But PZ gets better and better every month.
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dnk3912 reacted to turbotutone in ItemZed (updated 1.1b)
Updated the main post with a new ItemZed version 1.1b and a instructions manual (thanks to @Batsphinx and @Rathlord for making it a smoother read!)
Also thanks to those testing and posting suggestions! a good bunch have been put in the update.
@Rathlord
The distributions work for the new version 1.1b, the project zomboid's current IWBMS has the game side code updated as well to make the ItemZed distribution files work.
@makkenhoff sorry for getting back at your question a bit late i see you already gotten it working, a tip for future: it may be handy to copy an existing apple and then add stuff like the alcohol to it. For copying existing items you need to untick "show only modded objects" in the filter, then the copy section in the add item groupbox (bottom left) also shows existing game items in the dropdown box.
Currently that dropdown box and the objects list both apply the filter settings so it may not have been apparent right away.
As for your suggestion about the mod.info, the new version allows you to create a mod from scratch aswell as editing mod.info file of a loaded mod
I havent added another way of copy pasting sections of objects contents yet, but ill likely put that in a future update allong with @Butter Bot suggestion of being able to view multiple objects at once in-program, as those suggestions would be very handy indeed.
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dnk3912 reacted to nasKo in V for Victor (and Vehicles)
Hello everyone! Welcome to this week’s Mondoid. It’ll be a relatively short one this week, yet we got some cool things in the pipe to show non-the-less.
Vehicles
A big milestone today as vehicles officially went into closed testing, which is a big step toward getting them out there to you all. They aren’t completely finished yet–There will undoubtedly be bugs to fix reported by our testers, and at the moment there is only a test model, a blue pickup-truck with an oddly placed wheel on the bumper, in the game. The cool vehicle models Martin has been pumping out still need to be implemented, and on a cosmetic level some additional work needs doing on the lighting to make them appear less uniformly lit and a bit more metallic in appearance, we may bump up their size a little too, but they are getting close and all the heavy lifting has been done.
Feedback so far shows that the streaming seems to work extremely well, and the vehicles controls and handles surprisingly well considering the isometric perspective. You use a radial menu to start the car, rolling down windows, turn on the heater, change seats, or play with the car radio. It’s also extremely fun running over zombies–as you can imagine!
We’ll save on the videos until we get more cars implemented and feel an IWBUMS is more imminent (also, as cool as it looks already it’s a bit odd to see neighbourhoods of blue pickup trucks!) but here are a few pics to whet your appetite.
Thanks again to General Arcade for their amazing and tireless work getting the system working over the net, and getting through the remaining technical roadblocks that complicated and delayed their completion, and of course to EasyPickins who put a monumental amount of work into the vehicles prior to that, alongside his day to day work on PZ updates.
RJ has spawned
That’s right, always a productive one, our very own Romain has gone and co-created a tiny person, whom he has dubbed Victor, who was born literally yesterday. He is very cute, and as per his contract with TIS we have given RJ two weeks to get him up to speed on java so he can be put to work in the TIS code mines. Here is a picture of him alongside the Eternal Leader Spiffo:
Will, usual Mondoid writer, father and sentimental one of the bunch is away at GDC advancing the cause of The Indie Stone in the U.S, but if he was here I’m sure it’d he’d say much more eloquently that we’re ecstatically happy for RJ, Celine and their new son, it’s wonderful to see the Zomboid family grow, and we wish Victor every future success against the zombie hordes.
That’ll be all for this week, see you all next week after we see how the closed testing goes!
This week’s image is by us. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
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dnk3912 reacted to trombonaught in RELEASED: Build 37.14
That's a stash crate yeah? I think it's possible to imagine someone dumped it there at the door as a barricade or something. You can pick it up and move it, probably not worth rejigging the stash code.
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dnk3912 reacted to Trojan_Turps in RELEASED: Build 37.14
I believe that they said 'most likely on Tuesday/Wednesday'
the cunning devs didn't say what week, month or year!
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dnk3912 reacted to makkenhoff in ItemZed (updated 1.1b)
Just a note, finally had some time to plug at it again, and your windows.txt works perfectly. I'm having a bit of trouble locating specific functions, as Rathlord commented on; It'd also be nice if I could copy and paste sections from other items, thus far I'm not seeing a way to do that, though the tick box seems like a good way to do that.
Another nice feature would be when creating a specific module, that it would create (or allow you to create) the mod.info file and folder structure for the mod upon save, so it can be drag and dropped right into the mod folder, for quick testing. I'll probably add more later, but I ran out of time troubleshooting why my explosive alcoholic food item wouldn't let me eat it.
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dnk3912 reacted to nasKo in Don't dead
Okay! Quick general update on the various irons currently in the fire…
Annotated loot stash maps
As discussed last week some (rare) zombies will soon carry town maps that’ve been annotated by themselves or their loved ones – which will highlight loot stashes, places of interest and bring some general colour to their (failed) story of survival.
We have around 50 different such annotations going into our next public IWBUMS beta (as a test – there’ll be plenty more to come) most likely on Tuesday/Wednesday, alongside general bug fixes and whatnot from both RJ and Turbo.
This also means that we’ve come up with some cool ways in which secret loot stashes have been hidden in the homes and businesses of Kentucky – so keep an ear out for loose-looking floorboards that squeak, emergency ‘go’ bags left by previous occupants or the slightly more obvious ‘stash with a sheet on’.
Vehicles
Current plans are for GA to polish and bug-fix their work on bedding-in EasyPickins’ vehicles and physics with the PZ map up until the point at which we can run an internal test. Hopefully at this point we can make a few videos, although this will largely be tech-testing as they’ll still require graphical and gameplay special sauce. In the mean-time, when not responding to the anims call of duty, Martin is working on vehicles models – this week looking at vans and the various different stuff we can emblazon on their sides.
Anims
We’ve got an anims summit with Martin the Animator scheduled this week to work out some new exporting procedures that the rotation discussed here demands, and are ticking other ‘tidy up’ stuff off our list.
Turbo tools
After the recent surge in mapping interest that followed on from the release of the latest versions of BuildingEd and WorldZed and RingoD’s guide we’ve realised that our tutorials for other dev/mod tools also require improvement.
With this in mind, then, alongside Turbo’s forthcoming latest version of ItemZed (now easier to get going, faster and with some great tweak ideas from our own Rathlord) we’ve got some easier-to-follow instructions written up to encourage the community deeper into the fray.
As such the latest ItemZed and tutorials will go live at the same time as the next IWBUMS beta, as it will require an update to the main game’s distribution systems too.
Mappage
While additions to the official PZ map continue elsewhere, the inestimable RingoD is fixing up the community- contributed Bedford Falls map – which suffered some visual impairments and wonky flooring after the great 2x sprite revolution and as such fell out of general use when it came to the bigger PZ servers. There’s 500+ buildings for him to work his way through, but he’s making good progress.
This week’s Walking Dead love-in image from Nikitaz98. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
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dnk3912 reacted to nasKo in Stash in the Attic
Hello! A few things from the big list of what’s cooking:
MAP STASHES
In the next IWBUMS beta release there’ll be a system that we’ve added to our new in-game maps. In essence on the maps you loot from zombie corpses in SP (specifically the ‘survivor’ zombies post-anims, when we have more control over clothing and appearance) they will often come with annotations written on them by that pre-zombie survivor, or perhaps their friends/family who tried to help them.
Sometimes annotations won’t help (zombie hordes that have since moved on etc) but more often than not there’ll be directions to interesting finds that have been left in buildings on the map. A weapon cache, tools, a booby-trapped safehouse, a dangerous building of boarded-up zeds and the like.
Depending on where in the PZ timeline you are, the more apt the different variety of ‘treasure’ that’s marked on the map. This will also be tied into our ‘random house’ system, meaning that we will also have control over how boarded up the places are, zombie numbers inside etc.
All stash description, contents and locations are done in lua, meaning that the community will be able to easily add to the system – and of course how frequent you can find these maps will also be a sandbox option.
The system will also work in MP, but because the system is reliant on highlighting unvisited locations it won’t last for long on big servers. Clearly, however, the annotated maps will be discoverable written by ‘real’ people in this instance though – so it shouldn’t be too much of an issue.
Unseen in the above video is an improved ‘handwritten’ font, and also new stamps for the maps system. We also intend to have stashes be a bit more visually appealing without them just appearing in crates or ‘underneath the sink’ – so things look like they’ve actually been hidden by someone in a hurry.
VEHICLES
Okay, so here’s what’s happening with vehicles. Yuri, one of our inestimable friends from General Arcade, is currently making the streets and streaming of Muldraugh and environs a smoother ride for EasyPickins’ fab work on vehicles and physics.
The results have been really exciting, and at a later date the vehicle movement interpolation code can also be extended over into player movement to make life smoother for non-drivers too.
We’re not looking at a release in an imminent build, but we clearly are at a stage when we’re more comfortable with talking out loud about them – and Yuri’s engine-smoothening, performance-improving and zombie/player collision work over the past few weeks has been great to see.
In terms of visuals, meanwhile, Martin (whose name you’ll know for his animating mentions) has been tasked with creating various different vehicle models that’ll be found on the Zomboid map – and the various skins that’ll pretty them up and differentiate them. He’s working on these whenever he’s not working directly with us on the animations (or the other wilderness features the anims will unlock) so here’s an example of his current work on two different varieties of ‘pick up truck’.
COOL MAPS
There’s something of a community mapping frenzy at the moment with lots of cool projects bubbling away on our forum and in the mapper Discord. We just wanted to highlight Cardenaglo’s awesome sequence of islands known as ‘Bungil’ which is a really imaginative ‘Zomboid journey’ we’d love to see in action.
Xeonyx has also recently updated his New Denver map on Steam so that it plays nicely with Rosewood Prison, while it also sounds like he has the Rosebery expansion brewing nicely. Also a quick shout-out to Pat_Bren and his small Irish village of Ballincoolin. We saw your plea for love Pat. Happy Valentines.
This week’s featured image from the, hopefully not rude-named, Kobrakum. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here.
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dnk3912 reacted to Shagyee in Better Eyesight
Right now, no matter how far you look, everything looks crystal clear, until you can't look any farther. I think it would be more realistic if when you start to look into the distance things start to get a little blurry, like to where it's harder to read signs or see details on buildings.
It would also make the eagle-eye and poor vision traits more realistic, instead of just changing the size of the arc.
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dnk3912 reacted to Capt_Paradox in Valley Station Military Outpost
Workshop Page:http://steamcommunity.com/sharedfiles/filedetails/?id=860479137
This is a map I've been working on. It is a continuation of a map I started for Nolan's Survivor Mod. Please note you cannot use Nolan's Survivor Mod at the same time you use this map.
Title:Valley Station Military Outpost
Version:1.1
Size: 1 Cell
Cell Location: 41,14 http://map.projectzomboid.com/?desc=Survival_1xL0#0.8336425885023149,0.11389437032158789,237.37631379976963
Description:The military has created an outpost on the highway leaving Valley Station. All knowledge of this outpost is classified, who knows what you'll discover!
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dnk3912 reacted to turbotutone in ItemZed (updated 1.1b)
ItemZed
Scripts & Distribution editor.
Welcome to ItemZed!
ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found and looted on the map. Additionally, it loads texturepacks containing icons so you can change how things appear in-game.
On top of the manual editing of data, there are options for the batch refactoring of large numbers of items and in-game objects.
We have also added lua integration that allows the entire data set to be programmatically modified, and output to any sort of format – meaning that changes and new items can quickly and easily become part of user mods, and a part of the main game. They can also be used to created handy tables in html and wiki format.
Videos
Video I
Video II
Downloads
Most recent version:
ItemZed 1.3 (FULL) | ItemZed 1.3 (UPDATE)
Old versions:
ItemZed 1.2 (FULL) | ItemZed 1.2 (UPDATE)
ItemZed Version 1.1b download.
(if you have 1.0 installed, put this one in a seperate directory, dont update the 1.0 version)
ItemZed Version 1.0 download.
Changelog
ItemZed instructions