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  1. Altough there is no marina in the vincinity of West Point there is a boat store (Boat Doktor inc. according to Google). It would be nice to have the buildings and furniture available for the upcoming creative mode (or at a later point). Even without functionnal boat, a marina is an interesting place to loot in a survival games (at least the big ones that act as boat store or simply a boat store if the locale has only small docks and boarding ramps). They usually carry the following items : - Food and drink (small restaurant and/or bar) - Fuel, cooling liquid and lubricants - Batteries, lamp, flashlight - Solar panel and small wind turbine - Generator and invertor - Small motor - Water treatement equipent (especially if it's close to saltwater) (edit : saltwater would be for creative map, re-edit : increased generation chance near saltwater) - Various pipes, spares parts and tools - Electrical navigation instrument or conventionnal (i.e. compass), wether for geopositioning or weather prediction - Radios - Ropes and pulley - Sails And the list could go on. The list assume that the marina service both sailboat and powerboat. In addition, there is large vehicules used to move things around, making it as good a looting spot as a construction site. Some of these items are already in game (food/drink, fuel, batteries/flashlight, generator, pipes). Others are obvious additions or are to be released soon (i.e. radios). For the ropes, it could be an opportunity to have access to higher grade of ropes. For now, that is not an issue, but if gravity and material stress/breakage where to be introduced, it would make a difference as mooring lines are made to withstand tremendous stress. Some ''ropes'' that goes into stabilizing a sailboat mast are now made with woven stainless steel strand. Some of these items would have obvious uses (i.e. pulley and ropes), while other may spark quite a few crafting suggestions.
  2. Hello everybody, I have a small request *Im sorry for possible mistakes in text, english is not my native language * I think would be cool to create closed map (like a bukner or space station). If its possible to create huge buildings in this game then I think it is an easiest way: Create an empty map with bunker in center of it (bunker requires a lot of floors). And u cant leave this bunker cuz there is no exit (or its closed and can not be open). Bunker example from Fall Out: Description: This map divided into sections: living rooms; kitchens, armory, storehouses, main room, labs, jail, generator room, wastewater treatment plant, garden, small factories, hospital maybe something else? _____ Every sections (or just rooms) is like a houses on original map. You can barricade labs or kitchen and live there. But I see only one problem with realism. It is a rain. I mean is rain possible in bunker? _____ I really hope somebody will make this
  3. I would really like you to add a challenge mode. Maybe use one of the multi-player maps to allow players to spawn in a looted busted out world. The feeling of arriving in town and people had been there before you. More dead zombies (crawlers?) Loot found in burned out bases. Buildings ransacked. It would make the usual play through completely different. No more running to a warehouse for an Axe. You'd be lucky to find a hammer on the first day. Good luck finding any kind of Backpack! Just my two-cents, Thanks for reading.
  4. Topic. I've never used custom maps before, but I'm curious if I'll be losing some of the new features if I try them? How does this work?
  5. I suggest baked-in commands below with the description and why they are needed. Most of these are for MP and various other reasons. If any of these ideas are being implemented, ignore said suggestion. Should be admin-level commands. /removecorpses = remove all corpses in the world, this is much needed if you have horde after horde of zombie corpses all throughout the map and city that needs to be cleaned up. /removeblood = remove all blood in the world, this can free up the server resources and will help clean the walls and buildings and roads /muteplayer & /unmuteplayer = It's pretty obvious for this one here. /summonplayers player1, player2, player3, etc. = this would be extremely useful for events. I'm an admin on Zeeks Haven and this would be of great use from events, bringing players near to debug something, bringing all players to the start (for future races?!) etc. it's pretty expansive. It would work as a list and summon 8-10 players per command to not get so crazy. So if you wanted 3 players you separate them with ".". /summonplayers play1, player2, player3 . If you wanted to just summon one, type just one name. /rebootserver = reboot the server. This would clean the map of blood and corpses and spawn zombies. (As they already do now if you manually do it outside of the client for MP) Player commands, unless it'll be displayed on-screen or the such. /worldstatus = would explain the status of the server in terms of years passed, the current year, day, month, and time, the MOTD you get when you log in, and zombies alive and killed on the server. This can be a quick reference for players just jumping in and adds basic lore+gives info of the server itself. It can also tell you if Muld is invaded by an influx of zombies or west point, just the main areas though so for now only WP, Muld, The Mall and Dixie. Different emotes: /cry, /laugh, /sit, /dance, /wavehand I believe different short animations or icons should appear if the player types simple commands such as the ones listed above. Can start out with basic five, this would help RPers and add a bit more immersion and fun into the game I believe. Misc Suggestions but still important The Terminal or console for Mac should open up just like it does for Windows users to. It would be nice for a "Start Server" option to quickly start a server, setting the settings kind of like how Sandbox does with the options. I also think if a player dies in Multiplayer, there should be a list that cross references that character that died so if they attempt reloading on said MP server, it would know that the player died recently and won't allow that save file to load, thus kicking them to the player creation screen. The list would be server-side. Or a much easier fix would make saves server side. The commands for taking someone off the list for bug reasons or just to allow them to reload could be "/removefromdeathlist player name". Tell me what ya think!
  6. Hello everyone, I am looking at producing my own buildings and hopefully (Eventually) a map, but I need a bit of help understanding Sprites and tiles and I have a few questions. They are shown below: 1) When placing objects using tilemode on the building editor, if I place a wall tile on the door layer, furniture layer or roof layer, will it behave differently or behave exactly the same no matter what? For example would you still collide with it no matter what layer and could you still demolish it with a sledgehammer no matter what layer. 2) If I place furniture objects in tile-mode rather than using the furniture tool will they still behave the same? E.G if i place a 2 tile wide cupboard using tilemode will it still appear in world as two lootable sections and spawn loot normally. 3) I cannot find some tiles/sprites in the building editor despite them clearly appearing in the zomboid map. Some notable examples are the mannequins found in the mall at http://pzmap.crash-override.net/#0.8355907133538171,0.19491794658321468,1255.3734309738713 and the elevator also found there http://pzmap.crash-override.net/#0.8331898134094702,0.19476161261440364,1506.4481171686452 4) Some people are creating awesome custom sprites and posting them on the forums (http://theindiestone.com/forums/index.php/topic/7280-where-do-i-post-sprites-maybe-here/?hl=+sprites Credit DoubleBrain) How does one go adding these to the building editor and if someone wants to use a map with these objects in will they have to be downloaded seperately beforehand (Like a mod) or are they automatically added by downloading the map. Lots of questions some of which I'm sure have obvious answers but I woul appreciate some help Thanks in advance
  7. Hey, I just got my old files from my broken pc and started mapping again. I have all of my old files on an external hard disk. I had to place/and copy all of my buildings and textures to a new .pzw -file because I was getting missing when I tried moving the files to my pc, but this wasn't that big of a problem (a few days of twiddling). So now I've made a whole new project with all files on my pc. The problem is, when I remove the external HD I get the missing tiles again (aka notorious red question marks) on every cell, in all tiles except buildings, vegetation and water... So the tiles are still trying to find the textures from the HD (and are finding when hd is hooked), even though I have set the texture location set to the new oneon my pc (and it's correct, I triple checked). Basically I'm hooked to the HD. I can live with it, (but the cord is really short and this is a lap top) but if there's any way of getting the tiles to recognise them from my pc I'd be a happy chap. And this is an extra request, if at all possible, could we get a "save a copy" function that would save all of the meta data with the files (buildings, tilesets etc.) to a new location so that we could work on the maps from different computers for example (and/or share the non-complete maps ie. work together on same parts of the maps). This is mostly directed to EasyPickins, but if anyone knows anything that'd help I'd appreciate it! Thanks a bunch!
  8. Is there anyway to make a standalone maps and have them work in multiplayer? I am able to make a 10 x 10 cell map. Give it it's own folder, */media/maps/mymap and fill it with it's own lot files, description files, objects, spawns, etc and play perfectly fine in singleplayer, everything works perfectly. When I setup the server and pick 'myname' as the "lots=" option in server.ini, the map loads, I'm able to spawn, but others get n "unknown" error. I transfer the map from its standalone state (which uses cell coords 1,1) to an offset of 26x26 on the Muldraugh map and everyone can spawn and play no problem. My issue with this is the fact that I have to either place a HUGE 10x10cell zone to stop some of the zones that are already placed (got a lot of random forage zones on my map now because of the 26x26 offset) Another issue is I either have to stop players from leaving my custom map by building over the water surrounding it and eventually making it back to the normal map of Muldraugh and West Point. Only way to stop this is to overwrite virtually all tiles on default PZ map to water. This map has barely any weapons, but if they could just build across the water and get to West Point for guns, come back and kill all the islanders, the server will die instantly. Also, would it not be ideal to let the server use standalone maps? This would be less overhead perhaps, it would also keep zombies from spawning in parts of muldraugh and west point that the player wont even be able to see, ever. Basically making this thread to ensure some things before I continue this map. One of the errors from a client trying to join the standalone version:
  9. I couldn't find an appropriate section in maps for suggestions, so I'll post this here hoping the right person will read it. I have an idea for a challenge map sort of scenario. Instead of working within a town or city area, what about being the sole survivor on a cruise liner? Seems kinda quirky, but within a little different parameters, i think it would be worth a play-through. A few things would be key differences, there wouldn't be trees, but I'm sure that you could get more than enough planks from the hundreds of doors and furnishings on board...likewise saws wouldn't likely be on board a ship, but hammers certainly would. Nails could be find (not sure if accurate, but for sake of gameplay, why not?) Farming probably wouldn't happen either, same for trapping (maybe rats) or fishing (could probably mod proper equipment to fish, but i wouldn't want to stand around on the deck of an infested cruise liner watching a bobber). You would have to rely on raiding cabins and the kitchens. The game would likely be shorter...rather than months, you could probably survive for a couple weeks. Zombies would be fixed in number, and not respawn, but the much closer quarters would imply that chances of being caught and overrun would be greater. Since the number is fixed, you could conceivably kill all the zombies and 'win.' This may be controversial, but the whole map is a shot in left field, so there you go. Obviously this would involve a whole construct of new sprites, and is a huge order coming from someone who has no experience, knowledge, or time for the matter. But this is just an idea that I had that I wanted to share. This is obviously a talented community, and maybe the right person would come along.
  10. I made a set of swatches for Photoshop so that it's easy to get the correct colours for the various elements of any map you're trying to make. Instructions are based on CS3 because I never bothered to update! Download the file and save it somewhereIn your Photoshop, ensure swatches are visible from Window -> SwatchesClick the little down arrow icon near the close button at the top right of the swatches window and choose "Replace Swatches" (or if you'd rather not replace the ones you already have there, choose "Load Swatches" instead)Navigate to the file you downloaded and select itOnce loaded, hover the mouse over each swatch to see what type of map element it represents.All the colours for both the map and the vegetation map are in there. If anyone has a more modern version of Photoshop it'd be nice to know if this file works there too. For everyone using the GIMP, I don't think this file type is compatible. Not 100% on that though.
  11. This has to do with zooming in and out on areas in Zomboid. You can already zoom out pretty far in the 29.4 version of Zomboid. I suggest taking it to the next logical step and let the gamer zoom all the way out. Like in Supreme Commander and Supreme Commander Forged Alliance. If you've ever played Supreme Commander you know just the kind of zoom I'm talking about. As you zoom out the detailed items change to primitive dots. You can still see the lay of the land but the further you zoom out the more items become primitives. I think this could really work for Zomboid. You can pull way out into the air. When I say way out I mean from ground level to orbit. Normally that might put a heavy burden on the CPU and GPU but because details turn to primitives the further you move out the burden stays the same across the board. This would be a great way for us to zoom around the map without breaking the immersion. You wouldn't be seeing any live goings on outside your field of vision. It would be more like someones memories of the geography. Or you could add something like a GPS or tablet or mobile phone. Even if the world ended the satellites wouldn't just drop out of the sky. You could still use GPS with preloaded maps on them. They are not reliant on a persistent online connection. This would however break the immersion a bit having to stop and look at a screen. It would be a good use for batteries. Just a thought Eldergamer
  12. I was just wondering if it's possible to make an island surrounded by water?
  13. My Mitts 1. If you are BUTT naked. You shouldn't even be allowed to access your inventory. Meaning if you have absolutely NOTHING on, and you're indoors, in the darkness (and I'll get into "indoors" and "darkness" later). But assuming you still have two arms at least. The very LAST things you could POSSIBLY have left in your hud, is obviously Primary and Secondary. Although I guess if you lost an arm it would just be primary by default. My Eyes 1. I feel everything for your hud (that I can think of), just like your inventory menu, should be able to be moved around as much you want. 2. Allowed to be resized vertically, horizontally, and diagonally. 3. I feel ALL of the things that can be in your hud can ONLY be shown if it is in your character's direct eye sight. Now bear with me. Clocks 1. I love it, but I feel the "default" should not be the digital clock. To me, always having the digital clock kinda feels like cheating. There for, I lose appreciation for the value of time. 2. You only should see the digital clock; which should be a whole seperate icon apart from the "default" mind you, if you're holding and/or wearing, and/or just simply looking at one on the wall, and/or maybe even a big town clock that you can see from farther away, useful if it even works, and if there are any, in the towns we're in of course. 3. Same goes for analogue clocks as well, obviously meaning you'll have to animate an analogue clock for the hud. 4. We should be able to see multiple clocks on the screen too, so as to easily compare them to one another. Because SOME will be alive, and showing the right time, while most will either be dead, or need to be rewound or reset. Such as the state of the human population and economy at this point. The "Default" of Time 1. The "default" should be a seperate thing all together. But I can only call it the "default" because you see it most of the time, you cannot bring it up at will, and it was here first (before clocks). 2. Now, the game is isometric, so we obviously won't ever actually be able to see the sky. But don't worry, I'm not talking about a literal first-person view, that would be way too much. I'm just talking about a basic-easy to understand-representation. Only the basic things your character would see, that the player can do with this as far as their character is equipped for. But obviously, still relying on what the player can ultimately understand. The Representation of The "Default" The Sun. It should shine really bright sometimes, and other times, not so bright, through out the potential years to come. The moon. Maybe you could make a rough idea of how much of the sun is actually reflecting off of the moon at different times of the year. Or even an eclipse and a blood moon, for flavor. The Clouds. Maybe you only wanna show a few clouds. Or maybe it's so cloudy that you can't even see the sun on this thing, hindering your ability to tell time without a proper clock. The Transition of The Sky. My basic example would be like, from black with stars to red to orange to yellow, and then strangely-suddenly to blue or grey depending on the weather, time of year, and the part of the world you're in. And it goes on like that for like, half of the day, and then back to yellow to orange to red and to black with stars again (and any other colors I missed). Maybe that could better help to figure out what colors to shade the landscape at different times of the day and year. I think that would help us better to feel apart of this planet. A Box. A box to put it all in. Directions of The Sun. On the Left then Right of the box you should put East then West. That will make a compass more meaningful as well, but we'll get to that later. Weather. To allow for better planning through out the day, add some basic weather effects that will be easy to understand. And people can eventually learn the patterns of these effects. That way, people know to get indoors ahead of time. But I'm not talking about an exact forecast, just the basic stuff you would pick up from simply looking into the sky. For example, if you know the temperature is warm, but the sky is grey, the clouds are packed, and the sun is covered, but you know there's still daylight up there above the clouds. You can probably guess that it's gonna rain. All of this in a box of allowed variant sizes. Indoors 1. Now I said you would see this "default" time indicator MOST of the time. Assuming most of our characters would be outside mostly. 2. So if you're indoors and too far away from any open shade window, the "default" would disappear. That way, being indoors with the shades closed for long periods of time, can really make you lose track of time if you don't have a proper clock. 3. You would lose happiness faster. More HUD Items Maps. They obviously NEED to be in your hands to be looked at. Compass. In hands, got a strap? You can where it. Step counter. These are supposed to be worn around the waist, so they always come with a clip, so I guess you could just always wear them. But a step counter makes it easier to learn when your feet are going to get sore as well. Oh yeah, and sore feet. . . that should be a thing. Thermometers. Thermometers and any other hand-held weather measuring equipment you could think of, you should add into the game. GPS. It should be like a map, a compass, a clock, and maybe even a thermometer all in one. That, would be a sweet use of batteries. Books. You hold books, you SEE the books (on the screen), you read books, you write in books, blah blah bl-blah blah. I'm not gonna tell you how to use pens or pencils. I'm sure I'll love whatever you all do. Player Knowledge 1. Again, able to be solely reliant on the player's knowledge of how to use these tools. Some of these items would really help to find distance. And knowing distance related to time can help plan out trips. Darkness 1. When it comes to the darkness, we all know the darkness likes to hide things. So the darkness should make your hud harder to see. Unless the tool has a screen that lights up, glows in the dark, or you have a flash light on. I don't know, could be cool. Some Extra Things Shade. Even on sunny, blue sky days, clouds should still be able to block the sun sometimes. A little shade can be the difference between depleted stamina and death. Especially, for people with asthma, on really hot days. Or making it colder in winter days with blue skies as well. Trees. Unless that's truly ALL the trees the state has, there NEEDS to be more trees besides pine trees. It is a real pain in the fracking arse to push through all of those damn pine trees. Maybe some trees where the bristle or even leaves are actually above your head. And instead of having to push through the bristles all of the time, you could just maneuver around the stocks of some oak trees or something. Plus, I wanna climb a tree. . . I wanna climb a tree. . . I really really REALLY wanna climb a tree (in the game). If some of the stuff you're already doing is the same as some the stuff I mention, sweet. But that's all I got for now, I still love this game like it's my first time, every gruesome death I endure, will allow me to enjoy the pleasant death I will earn in due time. I love you all, peace. P.S. Did I do the right punctuation for "You only should see the digital clock;" in number two about Clocks?
  14. I am just saying that there should be a new city or a few. I will put a list of the cities and what can be found in them. City #1: A big city A Highway-It would be filled with cars and zombies. The over passes could collapse and then leave a giant hole between the route. A 5 star Hotel- It would have multiple stories and each floor would have about 5-7 rooms. The elevator would work until power goes out. There would be a Little breakfast place inside, Have its own basement full of supplies, Then there could also be on the top floor a penthouse. Above that is a helipad and an empty roof. A hospital-The hospital would have a generator to power it even after the apocalypse but in order to get in you would have to get through hundreds of zombies. There would be high grade pain killers, Bandages, Slings for fractures and sprains, and a few tools. This would be a dangerous e survive or thrive moment. A Club- This place has booze till the zombies come home. It is dark inside but contains a lot of alcohol and a few things off food like some chips. The front has an empty dance floor but not much can be done with it. Electronics store- This place has been raided for the most part but contains batteries, some books, DVDs, a few useless things like Computer mice and flash drives. DVDs can be played on TVs at home for entertainment. Gourmet restaurant- It has fresh everything, a deep freezer in the back that keeps everything fresher even after power goes out for a total of 2 weeks before that stuff goes bad. They have 2 stoves, 3 sinks and just about every food. They also have every cooking tool from baking pans to cooking pots. They also have about 50-60 forks and spoons as well as a ton of knifes. Clothing store- has just about every fashion any zombie could wish for. Winter coats to keep warm, Raincoats to keep dry, Hiking boots and running shoes. Everything a zombies could want. A fire station- It has fire gear, axes, and firetrucks as well as a little room upstairs to live in for a while including some books, a fridge, a sink, and a couch. alarm can go off and is louder than the other alarms but it will not work after the power goes out. An Auto shop- Filled with wrenches, screwdrivers, and car parts. when cars are added this will be the place to go. Junkyard-A place that if you look on the ground you can find empty cans, old clothes, zombies, and sometimes some food. If you are lucky you may find a weapon or tool. Gas station- It has a little bit left as well as a convenience store but the store doesn't have much. It also has a small car wash next to it. Airport-This place has suitcases and backpacks scattered everywhere. There are small gift shops and food stores. In the front is a huge parking lot. There are planes with salty peanuts and zombies. The place is filled but may be worth the risk. Camping store-As raided as it is it contains a tent kit, Fire starters, MREs, weapons, and everything else you could want. Post office- This place contains a lot of mail and stamps but in the back is a room filled with boxes that can contain ANYTHING. It may be a fork shipment or it could be a box of bullets. There may be some string or there could be guns. Homes-These homes are the suburbs and contain very little rare objects. Just normal homes. Library- Has just about every book you could want to read. It seems quiet empty and has Magazines and books. Only problem is can you find where they are located. Sewers-There are manholes in the street. Under ground there is... Not much to be seen. Its dark, filled with zombies, and leads around the city. If you wonder to far you may reach a different city. Casino- Filled with Money, alcohol, and a few little shops. Zombies may be anywhere in this place. Or they are all at the buffet. It has food, Water, rooms to sleep, and everything else besides unlimited power. This larger than life city will keep you on your toes and have alot to offer. You can reach it by following the roads then getting onto the Highway or take a train into the city. Possibly walk and hope you make it. City #2:The tiny forest village Farm- This place had a huge farmland with tractors and animals. Thieving you need in the middle of nowhere. Has a well too. Orchard- It contains alot of trees that grown apples, oranges, lemons, limes, plums, and more. It has some tools and a good sized home. Cabins- These homes are connected by a dirt road and the farms they work on. They have a fireplace and candles but don't use electricity. Some may have bushes with berries but most are just warm cozy cabins. Market- This place is a little make shift shack in the middle of the cabin network that sells some fruits and supplies. Butchers shop- Fresh meat stored in one of the few working fridges. It inst really over run but it is deserted. Railway-On the edge of this town is a tiny train stop that leads off to the city. graveyard-The best place to be when zombies break out. Has a small shed full of shovels and tools. These are my two city ideas. They would make a great additions to the map with a lot of work but so far its a start. what do you think would be good in a city or what do you dislike about my cities. That was bigger than i expected...
  15. condings

    Custom map

    Is it possible to have my custom map i made as the map people play on instead of the default west point and muldraugh?
  16. Sometimes when i play i feel weird visiting big places, becouse everything there is okay, glasses arent broken, chairs are nice set up, nothing is destroyed, almost no blood, no corpses, i cant see the chaos. Its like there wasn't any zombie breakout. Just like in second everyone turned on into zombies, and they didnt touched computers chairs tables, and everything was left clean My idea: Add more blood over the map, maybe graffiti on walls, or blood subtitles like "god forgive us" , "there is no help " flipped trash cans, newspaper all over the city, massacred corpses and bones, holes in the walls, broken doors, burned houses, shopping carts near the super market. Or any sight of survivors i mean Barricaded houses with more loot but no one inside, sign saying "nothing is here" or "big horde over here" or already looted houses Zombie events: I mean when you walk on the street you can see a group of zombies eating someone, they cant see you so you can walk around or fight them Thank u for reading
  17. Reincarnation PjuuX - TheSlapman -:- Update -:- 9/4 - Apartments, We need more ppl in this town! 29/3 - it´s been a bad day, But hey im no dead cow.. 27/3 - Omg, I wish there was working mirrors! This is just a little sneak peak of what happens on the stream. You are more than welcome to join us in the chat. There are no stupid questions when it comes to creativity and how to achieve your goal. Download the .TBX files here! Warning: Loads of missing tiles due to Costum painted ones Building TBX upload.zip Let´s hope my harddrive dosn´t die this time!
  18. Hello everyone, I'm new to project zomboid and as many people have probably found out the map editor used for project zomboid is available so you can recreate your hometown or a map of your choice. I really wanted to make my own map so I downloaded the tools and 32 bit tools folders from http://theindiestone.com/forums/index.php/topic/4674-map-tools/. I replaced everything except the rules.txt folder but then I just had a folder with nothing to do. I managed to find out that it used the program Tiled despite it not being mentioned anywhere on the original post. However, now i'm stuck again. Where do I install the "tools" folder in Tiled to get it to work. Please Help, Thank you.
  19. So I have been reading through the suggestion forum and it struck me kinda odd that most of the suggestions are gameplay-centric. Now this is not a bad thing at all, I just thought it would be nice to have a place where map suggestions could be presented neatly as well. This thread is for suggesting places and things you'd personally like to see in the map. Feel free to post one or a multitude of them and don't worry about suggesting something 'OP', the world will be dynamic and even a military base would be challenging because of that. Suggestion example: Place/Landmark: Insane Asylum Where: Out of town, somewhere rural and out of the way, like a forested backroad. Reason it'd rock: It is a huge complex capable of housing hundreds of zombies, it has loot ranging from weapons to food, it is a self-contained structure capable of being used as a safehouse where-in the player(s) can isolate themselves and hold out for possibly weeks under massive zombie siege. Zombie Density Expected: High to very high due to patients, panic to get loved ones out and the loot potential luring looters early on in the apocalypse. *** Suggestion Template: Place/Landmark: Where: Reason it'd rock: Zombie Density Expected:
  20. Id like to add on the continuous fight with navigation. First of all isnt this character from where the map we start is, then a map isnt that stupid as he/she knows her way around even if we dont. Even if he doesnt we still need a way to navigate where we have been. Maybe we can find maps around that we can look at that give a very simple look over the layout of the town. And lastly perhaps there should be a compass item that you can find which will help you navigate by a small compass showing up in the UI Perhaps if even paired with a map it can show the direction to your designated first and second safe house on the compass? Im not saying this to make the game easier, but more cause it is GREATLY to game'y in the form of super difficulty by giving your character 50m vision range and short term memory so he cant even remember what house is down the street which he was just inside of.. Do not mistake this for a minimap(Even though theres a reason games use that) But mainly cause navigation is a serious game breaker on the level of fun. I accept that these are mainly my own opinions and i only speak for myself and those who agree with this.
  21. Hi Guys, I have a server running and hamachi, my friend is in my hamachi network and he can connect to the server.... but he does not see the map. My seerver is running, i can connect, all Portas are open etc. Also in the server log, there is a trying to connect from my friend, i can also see him in the players tab, BUT he cant see the map. it just keeps telling: Map is loading. But this does not go away (black screen). (waited for like 5 minutes, tried several times) I did find out, that a misconfigured server config could block myself from joining but as i can join i think this is ok now. So why does the map not load to a end and he can see the map ? I think he can actually conncet but this last bit is not falling into place. To be clear here, this is not the trapped in a server map issue, it is the starting connection loading. Thanks for any help
  22. First, there's no information on doing any kind of reset as far as I can find. I searched, and dug through tons of threads. It seems everyone else already knows how to do it. How do I go about doing a soft and a hard reset? I get this error when I run my server. Apparently, the map size doesn't match up? I even did a clean reinstall of the game. C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid>".\jre64\bin\java.exe" -Xms2048m -Xmx2048m -Djava.library.path=./ -cp lwjgl.jar;lwjgl_util.jar;sqlitejdbc-v056.jar;./ zombie.network.GameServerLoading RakNet from: ./SVN REVISION 964versionNumber=Build 26 demo=falseserver name is "servertest"reading server options from "C:\Users\---\Zomboid\Server\servertest.ini"user database "C:\Users\---\Zomboid\db\servertest.db"Initialising Server Systems...translator: language is ENtranslator: failed to parse Recipes for language=ENtranslator: failed to parse Items for language=ENLoading: media/lua/shared/ISBaseObject.luaLoading: media/lua/shared/JoyPad/JoyPadSetup.luaLoading: media/lua/shared/NPCs/MainCreationMethods.luaLoading: media/lua/shared/Reloading/ISRackAction.luaLoading: media/lua/shared/TimedActions/ISBaseTimedAction.luaLoading: media/lua/shared/Reloading/ISReloadAction.luaLoading: media/lua/shared/Reloading/ISReloadManager.luaLoading: media/lua/shared/Reloading/ISReloadUtil.luaLoading: media/lua/shared/Reloading/ISReloadableMagazine.luaLoading: media/lua/shared/Reloading/ISReloadable.luaLoading: media/lua/shared/Reloading/ISSemiAutoWeapon.luaLoading: media/lua/shared/Reloading/ISReloadableWeapon.luaLoading: media/lua/shared/Reloading/ISShotgunWeapon.luaLoading: media/lua/shared/Reloading/ISRevolverWeapon.luaLoading: media/lua/shared/Reloading/stormysReload.luaLoading: media/lua/shared/Sandbox/SandboxVars.luaLoading: media/lua/shared/SpawnRegions.luaLoading: media/lua/shared/Util/AdjacentFreeTileFinder.luaLoading: media/lua/shared/Util/BuildingHelper.luaLoading: media/lua/shared/Util/LuaList.luaLoading: media/lua/shared/Util/StringReplacer.luaLoading: media/lua/shared/Util/Vector2.luaLoading: media/lua/shared/a_requires.luaLoading: media/lua/shared/defines.luaLoading: media/lua/shared/keyBinding.luaLoading: media/lua/shared/luautils.luaLoading: media/lua/server/BuildingObjects/ISBuildUtil.luaLoading: media/lua/server/BuildingObjects/ISBuildingObject.luaLoading: media/lua/server/BuildingObjects/ISDoubleTileFurniture.luaLoading: media/lua/server/BuildingObjects/ISLightSource.luaLoading: media/lua/server/BuildingObjects/ISNaturalFloor.luaLoading: media/lua/server/BuildingObjects/ISSimpleFurniture.luaLoading: media/lua/server/BuildingObjects/ISWoodenContainer.luaLoading: media/lua/server/BuildingObjects/ISWoodenDoor.luaLoading: media/lua/server/BuildingObjects/ISWoodenDoorFrame.luaLoading: media/lua/server/BuildingObjects/ISWoodenFloor.luaLoading: media/lua/server/BuildingObjects/ISWoodenStairs.luaLoading: media/lua/server/BuildingObjects/ISWoodenWall.luaLoading: media/lua/server/BuildingObjects/PaintingReference.luaLoading: media/lua/server/BuildingObjects/RainCollectorBarrel.luaLoading: media/lua/server/Camping/BuildingObjects/campingCampfire.luaLoading: media/lua/server/Camping/BuildingObjects/campingTent.luaLoading: media/lua/server/Camping/ISCampfire.luaLoading: media/lua/server/Camping/camping.luaLoading: media/lua/server/Camping/camping_fuel.luaLoading: media/lua/server/Camping/camping_text.luaLoading: media/lua/server/ClientCommands.luaLoading: media/lua/server/Farming/BuildingObjects/farmingPlot.luaLoading: media/lua/server/Farming/ISPlant.luaLoading: media/lua/server/Farming/basicFarming.luaLoading: media/lua/server/Farming/farmingCommands.luaLoading: media/lua/server/Farming/farming_displayInfo.luaLoading: media/lua/server/Farming/farming_vegetableconf.luaLoading: media/lua/server/Fishing/BuildingObjects/FishingNet.luaLoading: media/lua/server/HealthSystem/HealthUpdate.luaLoading: media/lua/server/ISBuildingBlueprintManager.luaLoading: media/lua/server/ISCoordConversion.luaLoading: media/lua/server/ISDoor.luaLoading: media/lua/server/ISObjectClickHandler.luaLoading: media/lua/server/Items/ItemBindingHandler.luaLoading: media/lua/server/Items/ItemPicker.luaLoading: media/lua/server/Items/ScriptItemInterface.luaLoading: media/lua/server/Items/SuburbsDistributions.luaLoading: media/lua/server/Map/MetaEnum.luaLoading: media/lua/server/Movers/ISBaseMover.luaLoading: media/lua/server/Movers/MoverStateMachine.luaLoading: media/lua/server/Movers/MoverStates/ISBaseState.luaLoading: media/lua/server/Movers/MoverStates/MoveToState.luaLoading: media/lua/server/Movers/Rabbit.luaLoading: media/lua/server/NPCs/Behaviour/BaseBehaviour.luaLoading: media/lua/server/NPCs/Behaviour/GuardBehaviour.luaLoading: media/lua/server/NPCs/FetchQuest.luaLoading: media/lua/server/NPCs/ISConversationScript.luaLoading: media/lua/server/NPCs/NPCEncountersMain.luaLoading: media/lua/server/NPCs/NPCHouse.luaLoading: media/lua/server/NPCs/SadisticAIDirector/EventSystem.luanew event systemLoading: media/lua/server/NPCs/SadisticAIDirector/MetaSurvivor.luaLoading: media/lua/server/NPCs/SadisticAIDirector/MetaSurvivorGroup.luaLoading: media/lua/server/NPCs/SadisticAIDirector/RelationshipModifiers/Modifiers.luaLoading: media/lua/server/NPCs/SadisticAIDirector/SadisticAIDirector.luaLoading: media/lua/server/NPCs/SadisticAIDirector/SadisticMusicDirector.luaLoading: media/lua/server/NPCs/SadisticAIDirector/SurvivorSelector.luaLoading: media/lua/server/NPCs/SendOnLootMission.luaLoading: media/lua/server/NPCs/TestThing.luaLoading: media/lua/server/NewSelectionSystem/GridSquareSelector.luaLoading: media/lua/server/Professions/Professions.luaLoading: media/lua/server/SandboxVars.luaLoading: media/lua/server/Seasons/season.luaLoading: media/lua/server/Seasons/seasonProps.luaLoading: media/lua/server/TurnBased/TurnBasedMain.luaLoading: media/lua/server/TutorialHelperFunctions.luaLoading: media/lua/server/XpSystem/XPSystem_SkillBook.luaLoading: media/lua/server/XpSystem/XpSystem_text.luaLoading: media/lua/server/XpSystem/XpUpdate.luaLoading: media/lua/server/katebaldspottutorial.luaLoading: media/lua/server/mapScripts.luaLoading: media/lua/server/metazones/metazoneHandler.luaLoading: media/lua/server/metazones/metazones_westpoint.luaLoading: media/lua/server/recipecode.luaLoading: media/lua/server/timedactionshelper.luaLoading: media/maps/Muldraugh, KY/spawnpoints.luaLoading world...tiledef: loading media/tiledefinitions.tilestiledef: loading media/newtiledefinitions.tilesmap_meta.bin world size (1145393987x1) does not match the current map size (20x26)Exception in thread "main" java.nio.BufferUnderflowException at java.nio.Buffer.nextGetIndex(Buffer.java:498) at java.nio.HeapByteBuffer.getInt(HeapByteBuffer.java:355) at zombie.iso.IsoMetaGrid.load(IsoMetaGrid.java:335) at zombie.iso.IsoWorld.init(IsoWorld.java:1031) at zombie.network.GameServer.main(GameServer.java:157)C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid>PAUSEPress any key to continue . . .
  23. One Thing that has been annoying me is how near useless the crowbar has been in the game. Sure its a very durable weapon, but because it tires characters out so fast and has no other uses, most people avoi picking one up They are quite the versatile tool and hopefully something can be added where you can pop open locked doors, windows, and maybe other items that could be sealed later like crates. It doesn't make sense that you can only smash windows and doors open with one, but can't take the quieter and easier approach of prying them open. Another thing is that they could give you an option of lifting up manhole covers which brings to the next part of this suggestion; Sewer exploration. If not able to be added into the game, then maybe a mod, but it would be interesting to delve into the sewer system below the towns. On the positive side, they are alternate routes to get from one side of a town to another, and can hide from zombies topside. On the negative aspects, sewers are not a good place for your health, too dark to see where your going without a light, zombies could already be roaming down there, and a good rainstorm can flood parts of the sewer, making places inaccessible.
  24. Hello PZ-Community In this post i only want to ask, how i can costumize the zombie spawns in my map. I made the smallest German island as a map in PZ and at this island do only live 11 people, so i leave the zombie_spawn.png complete black, but there are still spawning zombies, and a lot more than 11, so my island becomes very unrealistic. Did anyone know if i can edit the spawns better as example in lua? Thanks for your time reading my post And i hope you understand me, because my native language is german so my english isn't that nice. MrGoldenLP
  25. dred

    Round garden

    Hello and greetings to all fans of Project Zomboid! I wanted to share with you a map that i've been working on lately. It's not a very big project, just a single cell, an idea i came up with for a last stand map. Because my set of tools wasn't working well(missing strings in blends.txt) i had to do all the blending by myself tile after tile. Also sets of tiles I chose from those that have adequate blends. Right now i am working on the buildings that i want to put on this map. Feel free to comment and give some possible ideas and thoughts, all feedback will be appreciated. Alright, enough talking, let's put some screenshots and links for you Important: If you want to use some of this buildings in your project be aware that many of it doesn't have room definitions set correctly (TBD - those set are the default ones when you create a new room) - recently I had quite a lot of new ideas so i do not pay attention to those details, it is still a W.I.P. Buildings: Entrance Gate Post Kiosk Ristorante1 Risto-bar Kiosk Security Hut Laboratory (not exactly for this map) Survivor hut Botanic Garden (W.I.P.) Thank you for attention and enjoy!
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