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956Texas

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  1. Like
    956Texas got a reaction from Num47 in Marijuana mod: Cultivate it yourself!   
    if you like them i can give them to you man; they look alright
  2. Like
    956Texas reacted to Maska_zgz in Marijuana mod: Cultivate it yourself!   
    Now, after a lot of testing, and talk through private messages with the people who say that the mod not works, or will not appear on the ingame "mods" menu, some things are clear.
     
    1- Some people install the mods in the installation folder of the game: 
     
    \ Steam \ SteamApps \ common \ ProjectZomboid \ mods 
     
    This is not correct. The installation path of the mods in this game is: 
     
    \ Users \ YourName \ Zomboid \ mods 
     
    2- Some people not installed the correct folder of the mod. This means that, although the mod load and works correctly, THE MOD IS NOT IN THE LIST OF MODS, even if you has changed loaded.txt file correctly. 
     
    The correct mod folder is not "Marijuana mod 1.2". The correct folder is "Marijuana". 
     
    I'll include this info in the first post of the thread, and now the compressed file also include a txt file with installation instructions, and a notice on the parent folder of the mod, saying... (Not install - mod inside). 
     
    This happens because the mod is incorrectly install, and the modloader not locate the mod.info file, which contains all information of the mod, and makes this appear in the list. Because of this erroneous folder structure, perhaps there are other bugs with the mod, but I'm not sure. Make sure to install the correct folder, please.
     
    Until now, these were all cases of people who say the mod not work. If someone has a different bug of these, please let me know. 
     
    Hope this helps people who have no experience installing mods. 
  3. Like
    956Texas got a reaction from TheCautiousOne in 956Texas building thread   
    Hello guys, once more im here building stuff for all of you map makers, i hope you guys enjoy what i have been working on
     
    i will be updating every 3 or 4 days; for me not to spam this thread..anyways hope you all enjoy them
     
     
    ===all buildings are AI friendly, they all have room definitions===
     
    ****WARNING***
    ===SOME OF THE HOUSES NEED: DOUBLE BRAIN SPRITES AND Sangennaru ===
     
     
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
     
    NEW UPDATE FOR THE FORT, I ADDED AN EXTRA ENTRANCE FOR EASIER ACCESS, 
     
    ==updated fixed some small bugs==
     
    Fort Muldraugh [[or what ever you want to name it i dont mind]]
     
    Originally was build in 1960 during the cold war, it served as a bomb shelter, but later was closed due to the West and East peace treaty.
     
    In the beginning of the outbreak, the Governor of Kentucky order it to be reinstated for the purpose  of  getting people to safety in it then; later sending them in helicopter North to a safer place. After 3 weeks of operating a CH-47 came and picked up the General and 7 soldiers left out of the 30 who were there initially. The soldiers left the main gate locked and well barricaded to prevent infected and looters from getting in. Some survivors have said the military might come back and stay another month to get the last pocket of survivors out, but this is just rumors survivors got going; I wouldn't blame them hope is the last thing that dies right? And if it wasnt the case why would the military abandon food, shelter and weapons? Or did they just give up after so many incidents of civilians sniping the Kentucky National Guard troops?. The Fort contains several rooms: The Generals bedroom, Infantry Barracks, Armory, Intel- mission planning room, food storage, Medical room, Mess Hall, Bathrooms, and the Entrance building. The soldiers would take shifts 24/7 to walk the nest (top part)  and see if any survivor would show up to  get them to safety, several soldiers got killed by sniper fire from anarchists roaming the streets......some say there's no way in due to the front main door been locked, but i tell you there is one way but its up for you all to find it    (and if you do, post a video in youtube  )
     

     
     
     
     
    These are some random houses i made, you are free to use anything i make, just give me credit  
     
    ==credits to Sangennaru , and Doublebrain i used your sprites in some of the houses, if you mind pm me please and il take down the 
    houses i used them in, i hope both of you dont mind ==
     

     
     

     
     
     

     
     
     

     
    ***warning second floor is not done yet***
     
     

     
     

     
     

     
    ==updated fixed some small bugs==
     
    The Residence:
     
    The Residence of the Senator, during the outbreak, the senator left in his private plane with his family, the house was left but security stayed behind to protect it. Some looters knocked the main gate to go in and loot, but were recieved by lead by the security. The weeks went by and the security personal all abandoned the house.. the place is still intact no one has dared to go back, or maybe they just ignore the place?
     

     

     
    The old War Hardware Factory
     
    it was used back in the beginning of Vietnam as a Bullet factory to send overseas to the U.S troops, it close right after the war.
     
    ​During the beginning of the outbreak many families came over to stay, after it was designated a safe zone by city officials. Local Police left 3 officers to protect the families from attacks of infected or looters. they had food supply for 3 months but they didn't last 1 month. Infected population grew dramatically the first two weeks, and  the officers in charge of security fled to look for their families; living the civilians unsecured. The survivors barricaded the main entrance, but still wasn't enough to stop the infected. Someone or several people might of been bitten inside, because the infected never took down the doors or the main gate barricade. It has been abandoned since..
     
    Update: New Building
     

     
    =updated fixed some small bugs==
     

     
     
    The Truck Stop: Contains a Mechanic shop, Burger Place, Convenience Store and a Power Washer. Inside the Store, has showers to Accommodate any truck drivers coming from long hauling rides...
     

     
    Update: New Building 
     
    The Prison
     

     
    ==updated fixed some small bugs==

    DL:https://www.dropbox.com/s/686mbcmkxjk9q19/prison.tbx
     
     
    New style of homes
     
    these are the type of homes found on the road to another town, or on the outskirts of a town. Most of these houses have a water well system and dont require of city sewer pipes. 
     

     
     

     

     

     

     
    The Hospital
     
    When the outbreak started, this place was one of the most affected, many died in their beds or in the waiting room. The problem was they never died, they would resurrect and attack others. Panic took over the staff and people inside the hospital, police were to busy with the riots, the only ones who came to aid was the Kentucky National Guard. The order was simple clean the hospital and destroy everything and anything. The KNG set up fences and boxes to prevent further escapees, but they were loosing to many men. 1 week later all left were the infected and no one with vital signs of life. KNG fenced in the main entrances, but looters found a way in.
     
     
    ===Beware this hospital is a death trap,===
     

     
    The Projects
     
    a very dangerous place before the infection, and even worst now. 7 floor building, with its own police station inside......
     

     
     
    this are the worst places you would want to live in before the infection started.... THE PROJECTZZZ
     
    housing units found in the big cities, many gangs and junkies congregate there, (no offense)
     
     
     
    ==EXAMPLE OF PROJECT BUILDING==

     
     
    DOWNLOAD IT AND PLEASE TELL ME WHAT YOU GUYS THINK, 
     
     
     
     

     

     

     

     
     

     
    PROJECTS (THEY ARE ALL MISSING FURNITURE I LEFT THEM BLANK,)
     
     
    STORE LOTS
     


  4. Like
    956Texas got a reaction from ZimTown in Lockpicking Mod (1.8.1)   
    Now all we need is a mod that allows you to lock your doors and prevent people from getting in your place in mp. Can you do this Robomat?
  5. Like
    956Texas reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Well I am doing all the weights in Kilos so the HK91'd be around 5.
     
    and the FN FAL around 4.3
     
    I'll put them in but the weight would make them more annoying to lug around compared to the AR-10.
     
    EDIT: To make them more viable, I made them either longer range or have less recoil effect due to the weight. Basically I assumed the AR-10 was a shorter barreled one.
  6. Like
    956Texas reacted to ORMtnMan in ORMtnMan's Sprites   
    Thank you! Support is always welcome! (makes me want to keep on goin)
  7. Like
    956Texas reacted to ORMtnMan in ORMtnMan's Sprites   
    ORMTNMAN's Sprites
     

     
    I have done some spriting  for other games, so I thought I'd throw my hat in the ring here as well.
     
    Most of my experience was with orthoscopic sprites so the switch to Isometric is a bit of a change for me so be nice.
     
    The only sprite I have done right now it a beer billboard I made for another modder on the forum. It isn't great but it is my first. The beer company pictured was made up and any resemblance to a real beer company is incidental.
     

     
    if you want to download the sprite sheet here is the link.
    http://i.imgur.com/sDKsRdb.png
     
    I will eventually do more (and much better sprites) and will post them here.
     
    Also, if  you have any requests I may be able to fulfill them, though it will probably be not a quick turnaround as I have a lot of things going at once.
  8. Like
    956Texas reacted to Suomiboi in Community project: Radcliff [beta released] v0.2   
    Radcliff beta
    Disclaimer:
    I can not and will not support any MP versions of the map and can not commit bug fixes in the forseeable nearTM future. The map is a beta version and does have bugs. I take no responsibility for broken saves or the like. You do this at your own risk. If you're willing to live with this knowledge without complaint here's something for you :

     
    ''''''''''''''''''''''''''
     
    Installation directions: just extract the files in your %username%/zomboid/mods -folder and enable the mod from the pz mods options window (you might have to restart the game). There's a readme file included with the instructions. The map should work at least from build 28 forward.
     
    I'd prefer any/all bug reports as PM rather than here on this topic. Thanks!
     
    Also this is not me abandoning the project. I've had so few bug reports that I've decided that the map is pretty much playable as is and there's really no reason to hold it back from any of you. Also since I can't come up with the improved version as quickly as I thought, I wanted to give this for all those who have supported the project so far. Thanks a bunch guys and gals!!!
     

     
    Have a blast!
  9. Like
    956Texas reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Really? I didn't know the Five-Seven was that prevalent. Also the P90 is used by the Houston PD so beware there lol.
     
    Alright fair enough I'll put those in. Though the AP round of the 5.7 would not do a heck of a lot of damage to zombies...
     
    As for the .38 Super if you can find me a non Colt Commander clone firearm that is relatively common I'll include it.
  10. Like
    956Texas reacted to Valindil in Castle.   
    With the decline of Radcliff, I started work on some structures not native to Kentucky. I decided to share it with the community!
     
    Image:
     

     
    (I'd post the images directly on here if I knew how) 
     
     
     
     
    Download: https://www.dropbox.com/s/nxv5nvytric50sk/Castle.tbx?dl=0
  11. Like
    956Texas got a reaction from Cloak in Zombie Alarm System?   
    Mmm il give it a try and il send you what i came up with. Il pm you when i have it done. I still got work to put in Eerie city.
    Give me a week and il give you my results
  12. Like
    956Texas got a reaction from Viceroy in Marijuana mod: Cultivate it yourself!   
    if you like them i can give them to you man; they look alright
  13. Like
    956Texas reacted to Duckumz 31 in Marijuana mod: Cultivate it yourself!   
    <3
  14. Like
    956Texas reacted to nasKo in Mondoid Reposts   
    Hey survivors, bit of a general update-y Mondoid today – running simultaneously to Build 29 being pushed beyond the cosy confines of our IWBUMS test branch and out into the big wide world. So…
     
    Build 29! Woo!
    The latest version of PZ is now official! If you’ve been keeping clear of our test branch than now is the time to dive back into the Knox Event – new sounds, scavenging, melee revamp, bug fixes, translations. All that jazz, which can be looked at in greater depth right here. Once we’re sure there are no unexpected bumps in the build roll-out we’ll get in touch with Desura and get PZ updated over there as well.
     
     
    Multiplayer Improvement
    Since the inception of Zomboid online play, we’ve all seen increased lag as the number of players on a server begins to tot up. With the released version of Build 29, however, we think that Kirrus, RJ, BryBry and EasyP have made some significant improvements. It should be noted here, that we all deeply love BryBry. And so should you.
    Servers were pausing for the briefest of moments when new players joined/left, which clearly became something of an exponential issue the busier the map became. We think we’ve nixed this, and internally have had a 29.3 server with 10 players and absolutely no lag. We need to get you guys and girls trying it out in the wild to make sure, but we’re certainly hoping that your online experience will be somewhat improved.
     
    Radio: What’s New?
    As discussed in a previous Mondoid, Will has been busy concocting radio and TV channels for you to listen into while you forage, fight and fend off the undead. There’ll two broadcasts from every radio station and TV channel to tune into every 24 hours, and a fixed narrative timeline for them all to follow.
    At the moment portable radios have a news channel, a talk radio channel, a public broadcast station and (although Will is regretting it) a wavelength devoted to Country Music. Those watching TV, meanwhile, will have the option of tuning into News, News Commentary, a shopping channel, a kids channel, a ‘Life and Living’ survival channel and (of course) a cookery show.
    We’ve also now had the feedback on our (forever secret!) outbreak lore from a top specialist in infectious diseases at a London university – who’s presumably a bit busy right now what with world events. As such the next step will be to feed his tweaks and suggestions into the body of the radio and TV broadcasts, as well as write a few extra news channels to give you a true feeling of ‘channel hopping’ as you flick through coverage of the disaster.
    When all that’s done, after a final polish, the spreadsheet will be passed over for integration into the game – hopefully to appear en masse in either the next build or the one after.
     
    Future Builds
    The basic plan is that Build 30 will feature the Medical revamp, while Build 31 will herald the start of ‘Operation: Fix Late Game By Killing You Before You Get There’. As a taster, here’s the WIP health screen with multiple wounds inflicted.

    It’s also worth noting at this point that since we now have full time animator we’ll be looking to adding limps and assisted walking that will play heavily into the medical system – as well as putting an increasingly mobile Kate back into the game. In the background, meanwhile, work has begun on an extremely cool new map location (still some way off, so we won’t start hinting yet) while background work continues on all the other major systems required for 1.0.
     
    Thanks for Mondoiding everyone!
  15. Like
    956Texas reacted to Aardman55 in Some buildings   
    Here are some buildings i made from when the map tools came out and now.

     
    The inside of the station has a too large file size to upload, just imagine a bunch of chairs, an office, some cells an armory and an american flag. Dem american flags should always be included with american buildings.
    Most of 'em are work in progress as you can probably see.
    What's your opinion?
  16. Like
    956Texas got a reaction from Livio Persemprio in Eerie --coming soon--   
    From the top of the Theater with Love!
     

     
    Atox, its working Perfect on multiplayer  
    we just need to find a way to put spawn points in Irvington. other than that, perfect small town bro!
  17. Pie
    956Texas got a reaction from Shotgun_Messiah in Eerie --coming soon--   
    Team:
    956TX    = Building Creator, Map Creator, detail editor, Sprites Creator
     
    Atox   = Detail editor, Building creator, Sprite creator, map creator, Beta Tester
     
     
    VikiDikiRUS    = Building Creator, , Beta Tester
     
     
    Hello everyone

    The Team is working hard to give the community a good map with alot of love put into it. Anyone who is interested in joining the team in doing custom sprites, and buildings is welcome to join. We are doing this not for the team but for the community of PZ, we want this game to expand more and have more variety of places to explore. We promise the community the map will be fun, and maybe in two months or less ( depending on time, and school) you will be exploring the north side hoods, or centeal city avenues. Lets not forget the metro rail system implemented in the city to evade walking through streets filled with undead. This is a good project for all to enjoy and play with friends on friday nights multiplayer coop.

    If anyone would like to help in donating buildings, or officially become part of the team, please contact any of us in the top. With the help of the community the faster we can finish this map as a team.

    -Donators will be given credit-

    -Team members will test the alpha and beta stages of the map-

    Thank you all for reading.

    Danz




    update 1.0



    Ive set up a Metro System going from South to North, aswell the County Jail sitting in the Center of Town.

    Anyone who wants to contribute in helping me do Buildings 2 floors and up
    I need the following, and you will be given credits for your help

    20x20 buildings 2 floors and up
    10x10 small houses (brick walls)
    10 x 10 Convenience stores


    update 1,2





    The Metro....
  18. Like
    956Texas got a reaction from WingedSnake in .   
    Does it work on the new build 29?
  19. Like
    956Texas reacted to Atoxwarrior in Problem with new map   
    hello Zomboid community.   I have a problem with creating a new map, I created the necessary files asking me to run the game.  lotheader lotpack spawnpoints map.info description  configure the cells in this area.  http://pzmap.crash-override.net/?#0.3112313403331722,0.26880536688550943,11.534207561982774 all as according to what I learned. perform the same steps realmpaze the (lotheader) and (lotpack) map Muldraugh, KY, with files from my map.  Identification drop the folder with my map spawnpoints, map.info, description and map image.   try to run my map, but I get an error on the screen and the game quits.   I hope I can find solution. 
  20. Like
    956Texas reacted to Kylian in how do you add a zombie map?   
    The way I got them to work is by making a seperate mod (instead of just a map) that did nothing but include the custom texturepack I made for my map. This is assuming that you already got the textures to work in Tilezed, not completely clear on that from your post.
     
    Took me a little bit of effort to get it to work, but if you keep to the foldertree in this topic (with the additional help from this topic), it's doable. I'm pretty sure the only essentials for a 'texture-only' mod are these files;
    .../MYMOD/mod.info
    .../MYMOD/media/mymod1.tiles
    .../MYMOD/media/texturepacks/mymod2.pack
     
    These last 2 files you create through TileZed, the first one you have to type up yourself, with notepad or something similar. I gave them the 1&2-names for further explanation, they can be the same if you want... Or any name, for that matter.
     
    The mod.info file basically points out every part of your mod to the game, and for a simple mod for only textures it would look something like this:
    name=My modid=mymoddescription=This is a description!pack=mymod2tiledef=mymod1 7756The 'name' is the name that shows up in the Mod-screen ingame. The ID is used by the game itself; Only thing you need to know is that you should probably keep it pretty unique, so it doesn't bump into any compatibility issues with other mods. Description is pretty self-explanatory as well, shows up ingame.
     
    Now for 'pack' you need to use the exact filename of your .pack file, no need to add '.pack' to it in the .info though. Same thing goes for the tiledef field, the exact filename of your .tiles file. The number following that has to be one from 100-8000, and it has to be unique. The first 100 numbers are reserved by the basegame itself, but beyond that the chances of your mod clashing with another one at this point are pretty slim. I just added a random example above, not sure if it's used by any mod at the moment. More detailed info is in the links above.
     
     
    Now if there's any easier way to do this (perhaps actually just 'with' the map), I'd love to hear about it.
     
     
     
     
    edit: Also, if you haven't figured out the zombiemap yet, look at the examples in the /tools/rawmap folder. Compare Muldraugh.png to ZombieSpawnMap.bmp, kinda cleared up how things work to me.
  21. Like
    956Texas reacted to Atoxwarrior in Eerie --coming soon--   
    hello community Zomboid !!! Today I come to show an update of this great project.  my collaboration with my friend 956 Texas, I was in charge of making a small town to be appended to this great city in the future, but time is short arem possible. anyway for those interested in helping with the creation of homes and apartments would appreciate them very much for your contribution.  I say goodbye, greetings from Venezuela 
  22. Spiffo
    956Texas got a reaction from Shotgun_Messiah in Eerie --coming soon--   
    If you are from the U.S im pretty sure you have seen a similar store in your city or town.
     

     

     
    I have over 20 buildings
  23. Like
    956Texas reacted to Suomiboi in how do you add a zombie map?   
    Draw a grey scale map on top of your png map, with white being lots of zombies and black being basically none. Then scale it to 1/10th of the size of the original. Eg. If your map is 900x900px, your zombie spawn map should be 90x90px.
  24. Like
    956Texas reacted to _Gold_ in Eerie --coming soon--   
    Call it..brace yourselves
     
  25. Like
    956Texas reacted to Viceroy in Zombie Alarm System?   
    Sure thing dude, no rush
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