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SenorMonstro

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  1. Like
    SenorMonstro got a reaction from Zurgh in General Creativity   
    Some old thing~ I wish that you like them (:
  2. Like
    SenorMonstro reacted to nasKo in Mondoid Reposts   
    Top of the Mondoid to you all. It’s Build 33 fun and games today, followed by a quick service announcement. Let’s cut straight to the quick…
    MAPPING CREATIVE
    One of the fun things in game development is how work on one area of the game bleeds into entirely unexpected ones. In this instance, work on Creative Mode has produced something rather like something that’s a regular player request.
    You see, after our initial tests we discovered that the isometric perspective makes some of the more precise tasks in Creative Mode a little bit difficult – particularly in placing buildings and it potentially being unclear if it is going to fit the space allowed for it. As such: top down minimap!

    [Now, clearly, this doesn’t mean that there’s going to be a map function for SP and MP in Build 33 – and when it does it will look and work in a way more appropriate for the game to boot. Thanks to Creative Mode, however, it’s already being made to work under the hood – or ‘bonnet’ if you’re a cool English person.]
    In Creative Mode we’ve now got a complete parity between tool behaviour in the game map and the minimap. This means you can draw tiles, rooms, place buildings, copy and paste, and every other tool directly from the minimap. It’s only really possible to display floor tiles in the map, ripped from the isometric into flat perspective via code, but it grants you much more precision when dealing with placement of rooms, copy and pasting floor pieces and all that cartographical jazz.
    Another new feature is that players are now able to teleport to any position on the map at a moment’s notice – which will let you and your friends move between building projects, or to quickly get to places on the Zomboid map (or community map) that features buildings you’d like to copy and paste.
    PRETTY FLOWERS
    One of RJ’s many missions for Build 33 is the creation of a new Botanist trait. This will give you the ability to find medicinal herbs while foraging, and also let you craft remedies and poultices from ingredients found in the natural world. So there’ll be small healing and endurance boosts, natural ways to reduce the agonies of food poisoning and various other non-pharmaceutical boosts.
    On the flip-side, a Botanist will also know how to spot a poisonous berry or mushroom. It’s not just the White Berries that could be dangerous in Build 33, and all Average Joe will see is ‘Unidentified Berry’ and ‘Unidentified Mushroom’. As such it’ll take learning or the Botanist Trait to determine what sort of foraged foodstuff has been found, and also what it could potentially do to damage your insides.
    FINALISING THE RADIO SYSTEM
    Turbo is doing all manner of cool stuff – working out UI, channel packages, wavelength ranges, preset channels and just how Walkie Talkies and HAM radio will function. He brings you a video in tribute, but please excuse the debug presentation – and also please note that UI and menus will be streamlined before and during the internal testing process.

    QUICK SERVICE ANNOUNCEMENT
    Were you someone who bought the Fanboy edition on Desura back in the day? If so, please visit this page and send us a mail as we need a way to keep track of you. Thank you!
     

    This week’s featured image is from TheGuy821 over on Steam. Does anyone ever actually read this bit of Mondoid? I guess the only way I’d ever know would be through a sudden influx of activity on the PZWiki as a result of my role as a block of italicised, central text. What’s more, maybe I’d notice a sudden surge in interest in the email subscription service offered for Mondoids, build releases, changelists and other big news.
    Sigh. It’s tough being a weekly block of information-providing reading matter sometimes. If I’d worked harder at school then maybe I’d be a Headline or an Introductory Paragraph by now. Sometimes I wonder if Mom was right all along.
  3. Like
    SenorMonstro reacted to Sangennaru in Another Sprites Thread   
    And here it is! Cabled!

    Unfortunately it implies a lack of modularity... but in my opinion it totally worth it!


  4. Like
    SenorMonstro reacted to Thuztor in Gutrot - Vacation Islands (pre-Alpha 1)   
    I've decided, that everybody, who wants to test the map can do it now.
    I would be pleased, if you could give a feedback (if it doesn't works; Oddities in buildings, which I've overlook and so on)
     
    NOTICE: There are a lot of features, which doesn't work in this map with my own textures, for now.
    for example:
    - dig / farm / everything what is related to the grass-textures
    - a right item distribution of the rooms
    - Change of season / correct weather
    - A proper tropical vegetation / no erosion / no vegetation growth
    - taking / placing of my objects
     
    But I hope, you have a bit fun testing my map.
     
    Download here: https://www.dropbox.com/s/m5x3a2u5mk6kqbn/Gutrot_Island_PRE_TEST1.zip?dl=0
     
    Put the folder in your /Users/YOU/Zomboid/mods
    Activate the mod in the main menu!
     



     
  5. Like
    SenorMonstro reacted to RingoD123 in Bedford Falls (Test V2)   
    Hey guys, so here it is, Bedford Falls Version 2!

     
    Whats New?
    Well, lots of buildings bugs have been fixed, a lot of duplicated buildings have been swapped out for previously unused ones, a large military area and water treatment facility has been added to the north of Bedford Falls, the town itself has been placed in its final (until the vanilla map expands this far) place and just needs a bit more love to join it up with the vanilla map properly. Bedford Falls is now also its own spawn location alongside West Point and Muldraugh (it no longer replaces Muldraugh as a spawn) and also has a variety of random spawn locations.
    Zombie numbers have also been significantly increased across Bedford Falls.
     
    There may still be some buildings with bugged walls etc.
     
    Unzip the file into your "Project Zomboid" install folder, overwriting all files etc as you go.
    Load the game up and select your starting location. You can now choose between Muldraugh, West Point and Bedford Falls. Bedford Falls also includes random spawn points now too.
     
    Report any/all bugs in this thread. Use the pic above to note down the Cell the bug appears in, and provide a picture of the problem area if possible. I will be going through all the lots/world and fixing all these bugs for the Final release of Bedford Falls.
     
     
    Original Contributors:
     
    Current Contributors:
     
    Download:
    OLD VERSION - NO FORAGING OR ZOMBIE RESPAWN!
    BedfordFallsV2.zip NEW VERSION - STEAM WORKSHOPhttp://theindiestone.com/forums/index.php/topic/16546-bedford-falls-v3-steam-workshop/ ENJOY! <3
  6. Like
    SenorMonstro reacted to Xeonyx in New Denver, BC (V2.1)   
    New Denver
    British Columbia
    Canada
     
    (Now with Non-Steam download link...Again!)  http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
    Yea, I updated the map to 2.0 now; increasing the size from a 5x5 map to a whopping 22x16 map.
     
    With this latest update (2.0), you can now explore North of New Denver to the Slocan Lake Golf Course, South to the Farmlands, and the world East of New Denver, with houses, farms, and more.
    More bug fixes have been addressed, so the game should play more smoothly now.
    Update 2.0 does NOT have foragable land outside of the original map size (I'm only one person!!! but I will update this ASAP)
    Note the 2.0 Update will require you to start a new game as the exact location of New Denver has increased the distance to Muldraugh
     
     
     
     
      Behold! For 11 months I secretly worked on map accurately depicting my hometown.  In this 22x16 cell map, each building is unique and comparable to the real-life New Denver, down to (almost) every house, shed, etc.  I`d add the amount of buildings I created but I lost count long ago.
     
    During the creation of the map, a horrible canoe accident claimed 4 of my friends; 
    Skye Donnet,
    Jule Wiltshire-Padfield,
    Hayden Kyle,
    and Lily Harmer-Taylor,
    so this map is dedicated to their memory.
     
    (2.0) - Added "The Back Forty" update, have fun... (1.75) - Added Friday Market! This consists of a bunch stands set up by locals found:
    http://pzmap.crash-override.net/?desc=New_Denver_v1_31L0#0.47111386928726384,0.21069731021245483,41.11783324647789
            some more bugfixes, etc.
    (1.7) - Over 75 bugfixes from unaccessable stairs, and blocked rooms, to
    others, and some additional objects added.   (1.6) - Updated map compatability to build 32, bugfixes, etc.   (1.5) - Roads have been detailed with potholes, cracks and grime, added street signs and street lights, and some more changes    (1.4) - Added object.lua for trapping and foraging; it's mostly finished and will get updated soon, and some more bug fixes   (v1.31) - Multiple bug fixes, thanks to SiderisAnon for the good word.   (v1.3) - Removed the unsightly grass patches and updated the forest grass, multiple bug fixes, connected the road to Muldraugh   (V1.2) - Fixed up mentioned bugs and a few I found. A handful of graphical updates, road lines, missing blends, etc.   (V1.11) - Fixed the invisible wall problem at the museum that Marinus had pointed out, thanks bro!   (V1.1) - Added spawn points to New Denver, now it'll be like you actually lived there  
    (v1.06) - Fixed the house Spartanz920 mentioned, no one likes a house
    with bugs in it  
    (v1.05) - Now with a working Zombie Spawn Map; Now you can enjoy New Denver in fear!
     
    (v1.0) - At the moment, the map is ready and playable.  There are no spawn points yet, and certain details (mostly road accents) have not been added yet.  There has been some bug testing, but bugs still exist.
     
     
    Screenshots:
     


     
          Edit:  Quickly added in a brief location map; kinda helps

     
    Download Links:
    Steam Workshop
    http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
     
     
      Enjoy my neck of the woods why dontcha?
  7. Like
    SenorMonstro reacted to Jatta Pake in Pen and Journal Mod   
    Simple little mod.
     
    This mod simply allows you to spawn a pen and journal on your character by pressing "P" on your keyboard.
     
    Purpose: I like to give my character a back story when playing, and I often want to write something up. But my starting house doesn't always have a pen and journal. So this mod allows you to spawn this right away when you start a new character.  (You can then turn the mod off the next time you play your save.)
     
    Credits go to the staff here as the code is just a modified version of the Add Items lua featured in the tutorials. Happy writing!
     
    https://www.dropbox.com/s/96qrjqve2xe5wir/PenJournalMod-1.0.zip?dl=0
  8. Like
    SenorMonstro got a reaction from mieksta in Riddle me this.........   
    a librarian?
  9. Like
    SenorMonstro reacted to uberevan in Riddle me this.........   
    Alcohol?
    A husband?
    That dorky girl who you meet and you're like we'll never be friends, but you never make friends and you realize that that dorky kid became really cool and you should've become friends because she turned out to be awesome but because of your selfish nature you could never befriend her in that state, but the school has a field trip and you get marooned on an island and you end up having to work together to survive on the island and you have to protect her from bears and then she thinks you're awesome too and some drama or some crap happens and you say something along the lines of "everything will work out as long as we have each other" and then you make a shelter and fire which you passionately make out in front of and then you eat the bear carcasses and take up fishing and agriculture for months on end until one day you realize you have fallen in love which in hindsight should have been obvious considering you were kissing in front of a fire and you never want to leave her but the rescue team finally finds you after reaching the verge of giving up and then you refuse to be taken back to the mainland because you and she are happy as you are and you stay there for the rest of your lives until your fifth child is born and then you go to mainland and they all become engineers who specialize in creating organic building materials and after they grow up and get families you and your now wife go back to the island to live your days in peace with occasional visits from your children and their families.
    A balloon?
    Because SCIENCE?!
  10. Like
    SenorMonstro reacted to nasKo in Ability to have NPCs in the game sooner!   
    Not happening, sorry. You may think this way, and there might be others who do. But the deal is, lots of people don't. By now, it would just be disappointing after telling people we want them done right before releasing them.
    We're sticking with that
  11. Like
    SenorMonstro reacted to blindcoder in Dirty Water and Saltwater - get sick by drinking from the toilet / rain barrel, collect water from rivers   
    As the title says, this mod will give you food poisoning if you drink from a toilet or rain barrel.
    It also lets you take water from water tiles that you must distill before you can drink it.
     
    Features of dirty Water:
    Get sick drinking from a toilet or rainbarrel Get sick drinking water from a bottle, kettle, bowl, etc. filled from a toilet or rainbarrel Collect water from natural water sources (river, ocean, ponds, etc.) "Dirty" water in a bottle that is filled with "clean" water from a faucet is still considered "dirty" by pollution. Empty your "dirty" bottles before filling in "clean" water from faucets to not get sick anymore. Clean dirty water in containers with Bleach. A bottle of Bleach has 25 uses, one use is necessary to clean between 0.1 and 1.0 units of water.
    That means it takes 1 use of Bleach to clean a nearly empty bottle with 0.1 units left, but the same for 1.0 units, so be careful. Boil your water containers on stoves or campfires for at least 30 minutes if you have no bleach. This mod will change how Bleach appears and is handled in the game (it's no longer a Food, but an InventoryItem) and won't replace already spawned instances of Bleach, only new ones.
    It also implements stills, coolers and taking water from rivers and beaches.
     
    Features of salt Water:
    Pot stills. And Coolers. You can now collect saltwater from water tiles in any water container (yes, any!). This overwrites the water collection from the dirtyWater mod if both are active. You can pour saltwater into stills and light the fire below them to distill the water. If a cooler is positioned correctly next to the still, it will catch the distilled water. You can fill any water container from the cooler. Cooler changes sprite when it contains water. The rules of water states are:
    Adding clean water to clean water gives clean water.
    Adding dirty water to clean water gives dirty water.
    Adding clean water to dirty water gives dirty water.
    Adding saltwater to clean water gives saltwater.
    Adding clean water to saltwater gives saltwater.
    Adding dirty water to saltwater gives saltwater.
    Adding saltwater to dirty water gives saltwater.
     
    ISSUES
    In Build 30, there's an issue with the amount of water being stored. This'll fix itself through this issue: http://theindiestone.com/forums/index.php/tracker/issue-1261-rain-barrel-bug/?gopid=3850#entry3850
     
    TODO:
     
    Balancing.
    Make still do something.
    Make coolers do something.
    Check for possible bug duplicating stills and coolers.
    Make saltwater collectible. But from where? River?
     
    WONTDO
    I will not start calculating the dilution of saltwater to check if it's becoming drinkable.
     
    COMPATIBILITY
    Version 0.9 is NOT backwards compatible to 0.8 and earlier. Too much has changed, sorry.
    Version 0.9.5 is NOT backwards compatible to 0.9. The separation of the mods has changed the items category from DirtyWater to SaltWater
     
    LICENSE:
     
    You are free to use this mod in any way, shape or form. I consider it public domain, as far as possible. It would still be nice if you credit me if you use it for anything amazing (do not credit me if you use it to annoy your neigbour).
    Sprites are © Thuztor, ask him before you do anything with it.
    dirtyWater_0.8.zip
    dirtyWater_0.9.zip
    dirtyWater_0.9.5.zip
    saltWater_0.9.5.zip
  12. Like
    SenorMonstro reacted to RobertJohnson in Change Project Zomboid's Name?   
    I already suggested Zomboid Farmville, but no one liked it..
  13. Like
    SenorMonstro reacted to MashPotato in Porn Store   
    It's more of an atmosphere thing. Speaking generally, these types of places are usually in seedier types of areas, and are in fact what often makes an area seedy in the first place, so having them helps create the character of an area. It's like my adding a pie shop to West Point: there's nothing to be gained *really* by having a pie shop; why not put a restaurant/grocery there instead? Having variety gives an area its "flavour"
  14. Like
    SenorMonstro reacted to harakka in Porn Store   
    A sex shop or a strip club does not require a massive amount of explicitness to convey the location's meaning, there are already suggestive posters and that level would work just fine for the purpose. And I suspect both types of places exist even in Kentucky, although probably not in Muldraugh.
     
    As to why these types of locations are "necessary": they're not any more necessary than bars, tattoo parlors or bail bonds, or anything else you can think of really. They're just things that exist in the real world and convey the sense of being in a specific type of area.
  15. Like
    SenorMonstro reacted to MashPotato in Porn Store   
    Just a note that I probably will add some dodgy areas to the map (nothing explicit) in the future. In fact, if you search around there's already some mildly suggestive posters in   I would argue that while having explicit content would be a turn off to many (and I myself wouldn't want to add that anyway), I don't see how just having their presence in the game would be offensive.
  16. Like
    SenorMonstro got a reaction from Some Clever Username in Don't post in this thread   
  17. Like
    SenorMonstro got a reaction from Oneline in Colour Me, Stupid!   
    Awesome!! Love at first sight!
    --------------
     
    Well, this is my little friend, Ratfari...
     
    Yeah, I'm not pretty proud of this, is a very shitty idea xD
  18. Like
    SenorMonstro got a reaction from Footmuffin in General Creativity   
    Some old thing~ I wish that you like them (:
  19. Like
    SenorMonstro got a reaction from MrZombifiedGamer in Don't post in this thread   
  20. Like
    SenorMonstro got a reaction from Aardman55 in Don't post in this thread   
  21. Like
    SenorMonstro got a reaction from turbotutone in General Creativity   
    Some old thing~ I wish that you like them (:
  22. Like
    SenorMonstro reacted to Rathlord in If you had a little warning....   
    The devs have mentioned that starting items is one of the things they never plan to add to the game. One of the big points about PZ is that you start with nothing, as an average guy. They feel (and I do, too) that starting with items detracts from that experience.
     
    It is certainly possible, however, to mod this. It's quite easy, really, if you'd like to learn how I'm sure you could go into the mod support subforum and someone could help you.
  23. Like
    SenorMonstro reacted to lemmy101 in STEAM KEYS   
    Steam codes, anyone? Yes, Steam codes are now available to anyone who has purchased the game. To make it clear, we are NOT on Early Access, and are just giving those who already own the game an option to get on Steam now. We're posting this just here for now, to get any serious kinks out the system before we shout too much about it.

     

    Important things to read first

     

    1) The version that's on Steam is effectively build 17, since the only build possible to use was one with Steam integration we couldn't upload the last Desura build, or forum test 16. However, there may well be some bugs still in this build that need sorting out, and some of Romain's stuff like translations is not present in this branch of the game. So please don't consider this an official release. This is about getting people on Steam who want to be, primarily, so we're not cramming it all in last-minute and risking any delays. That said, a few issues aside, will give you a chance to play with the new stuff in the build!

     

    2) There is currently no 'install script' for auto installing java and whatnot on the three platforms. This will come within the next day or two. If you can already run the game, then you should be golden. 64bit OS users who used to run the game in 64bit may need to get Java 32bit (x86) JVM installed if they do not. This will obviously be automated soon

     

    We could have waited on distributing keys until build 17 came out proper, however its in everyone's best interests we get people's transition to Steam sorted gradually but ASAP, well in preparation for going on Early Access proper. As such, please excuse any features advertised for build 17 not present, or any issues in this immediate release. It will be auto updated routinely over the next few days to patch out any remaining issues.

     

    3) At this time the only way to obtain a key is through Project Zomboid on a Desura account. The ever awesome Desura have offered to help us distribute keys to everyone, even those who did not purchase the game on Desura. To do this ourselves would likely have absorbed a whole chunk of our time that could be spent working on getting the game ready, so this is wonderful of them.

     

    We would very much appreciate anyone who hasn't bought the game through Desura to look through the games when they convert, and consider sticking around the community, because there are many gems in there including many ungreenlit games that deserve more attention. And as evidenced for doing this, Desura themselves deserve endless support!

     

    Converting to Desura for Google Checkout / Paypal purchasers

     

    To convert to Desura, input your Project Zomboid username and password (game log-in details emailed to you when you bought from Google Checkout, NOT your forum user/pass) into this form:

     

    http://www.desura.com/games/project-zomboid/activate

     

    Finding your Steam key

     

    When logged onto Desura's website, go to this page:

     

    http://www.desura.com/collection

     

    Click on the 'Keys' link, and you'll find the Steam redeemable code listed there. "Activate a Product on Steam..." in the Steam game menu. Alternatively, go here:

    http://www.desura.com/games/project-zomboid/keys

     

    Simple as that.

  24. Like
    SenorMonstro reacted to PK'EZ-54 in Musical tastes   
    No way! I played the sequel of that game, Skull Monkeys! You sir, are a legend.
  25. Like
    SenorMonstro reacted to Pixel Bombs in Musical tastes   
    More FI because HHNNNGGG
     

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