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  1. Hey Folks, i tried the last hours to set up a linux server for Project Zomboid and it was very difficult to find some usefull informations, because all of it was very old. So i want to share my short solution of setting up the server successfull at the end. The instruction is for users with basic to advanced knowledge about linux. 1. Open the ports of you Router for UDP/TCP: 16261 bis 162XX (XX = 61+<number of players>) 8766 bis 8767 27015 (TCP should be enough) 2. install steamcmd and login (for login: "login <username> <password>") Follow this instructions: https://developer.valvesoftware.com/wiki/SteamCMD#Linux 3. after login insert: "app_update 380870 validate" 4. go to the PZ folder in Steam/steamapps/common/... or where you forced the installation to. 5. "./start-server.sh" (give it some time, the process is not ready in a few seconds) 6. insert and confirm an admin password and wait until the process shows "Server Started" (or something like this) 7. shut it down and go to the folder: /home/<user>/Zomboid/Server/ 8. edit servertest.ini (more or less important stats: MaxPlayers / RCONPassword / Password / server_browser_announced_ip; If you want to host a public Server, you need to edit the PUBLIC stats) 9. start the server with "./start-server.sh" again. You should be able to connect now 10. optional: start/stop Script to start the server, create a new file with a name like "startZomboid.sh" and insert (Maybe you need to create the "output" folder in you user-space first): #!/bin/bash nohup ./start-server.sh &>/home/<user>/output/zomboid & disown and to stop the server create "startZomboid.sh" and insert: #!/bin/bash TEST=`ps -e | grep ProjectZomboid6 2>&1` kill $TEST | cut -d' ' -f1 If you have any questions, hints or improvements, tell me
  2. BayCon (Also known as El_Buhdai, or Ɛɭ Ɓʊɧɖąį) Presents... Something I had been meaning to write for awhile but never had the time... A guide so extensive, that it should be highly referred to... Ɛɭ Ɓʊɧɖąį~βαɣƇᴑŋ's Extensive and Comprehensive Guide to Surviving The Zombie Apocalypse [WIP] Pre-Introduction Introduction My goal with this is to make an almost fool-proof, community-made guide to surviving long amounts of time in Project Zomboid. I want it to cover almost every possible scenario, with steps and tools for how to stay alive when faced with as many specific dangers as possible. Clearly, I can't do this completely by myself, so your feedback, additions, and personal experience would be greatly appreciated as we try to make the very best Project Zomboid Survival Guide Available! Introduction The moment you start up a new game in Project Zomboid, you've already lost. You won't survive. There is no hope at all, no reason you should believe that you will make it in the new world of death that you are placed in, but does that mean you should give up? Hell no! You may not be able to survive in Project Zombod, but you can at least extend your poor little character's life for as long as possible, and here's how. Let's get started. 10 Things You Will Need To Survive Where Others Would Surely Perish... 1. A sharp mind and quick wits 2. Knowledge that, no matter what your situation is, you are never safe from your inevitable death 3. A constant sense of constant caution, without ever getting cocky 4. The right equipment and the know-how to use it effectively and efficiently 5. Effective and efficient ways of getting what you need and don't have 6. The ability to think ahead about how your current actions, no matter how big or small, will affect your character down the line 7. Some level of stability, or at the very least a strong system or process for living on the run. 8. (Harsh Multiplayer Only) The ability to outsmart other players, and use their lives as potential sacrifices for you or your group's. 9. Strategy and the motivation to plan for tomorrow, today.. 10. Just good ole' fashioned, good friggin' luck... You Can't Know How To Survive, Unless You Know All the Ways You Can Die It only makes sense, right? Know all the ways you can die, and figure out every possible way to prevent those things from happening. Simple, right? Well, not quite. Here are a list of as many possible ways you can die (If I miss something or add one that isn't true, I would appreciate it if you would let me know.). There are plenty of ways you can die in each of these categories, but I wanted to keep them small in numbers and go into more detail with each of them individually. They are bound to change due to feedback, here they are.. [Zombies + Zombie Infection] [illness + From Food + From Tainted Water] [Non-Zombie-Related Cuts, Gashes, and Wounds + Infection + Blood Loss] [Fatal Burns] [Fractures and Broken Bones, Falling Too Far] [Lack of Food And/Or Water] [Other Players + Peer Player-Inflicted Injuries]
  3. A one minute six second guide to set up a PZ Steam Server! https://www.youtube.com/watch?v=Nx5cFgnQrzQ (not sure how to make it visible here.) Don't forget to PORT FORWARD!
  4. ZombRand() is used in many mods to get random numbers. However, many are using it incorrectly, and because it returns a random value, they are not realizing they have a bug. The most common problem I have seen is when code is written similar this; n = ZombRand(2);if n == 2 then....else....endn == 2 will always be false as ZombRand(2) will never return 2, only 0 or 1. What is ZombRand(n)? ZombRand is an exposed implimentation of rand.Int(n) with a couple of changes. What does it do? Given value n, ZombRand will return a pseudo random number from the set of INTEGERS from 0 to n-1 inclusive. Why ask for n if it only gives up to n-1? The n in ZombRand(n) is not the maximum value wanted, but the range of the result wanted. For example, ZombRand(4) can return 0, 1, 2, or 3, which is exactly 4 values. If you desire results from 1 to n just do foo = ZombRand(n)+1;Special Cases ZombRand(0) is always 0 ZombRand(-n) = -1*ZombRand(n) Hope that clears some things up!
  5. Hey guys, This is a bit of a Work In Progress right now, but now there's a few posts up in the series, I'm open for critique. From the 5th post onwards, I'm trying a slightly different format based on feedback I received from the first 4 entries. There's more snippets of functioning code, complete working code at the end of it (also available to grab on GitHub), and a few more fully interactive demonstrations where applicable. Realmscape HTML5 Game Engines in JavaScript Blog Series Briefly: This is a blog series I've started on the components of a Game Engine, based around actually making an engine of your own in JavaScript. It was originally going to be written alongside a refactor of our near feature-complete engine, but has since taken a turn to cover things slowly and a little more thoroughly. The examples are in JavaScript, because it is reasonably close (complexity-wise) to pseudo-code, and will run on anything with a web browser. It's easy to learn, easy to translate from, and does not under-perform too badly on a range of devices. I'll update this post with new content, as I remember, and turn this into something a bit more legible when I get time. Current posts: (in order) Making an Engine, or making Games?The Basics: Development EnvironmentThe Basics: Game LoopBasic Math: InterpolationThe Very Beginning (Making a text-based interface)Human Interaction (Handling user input)Keyboard Bindings (Create reconfigurable key binds)Prototype, var, and Object oddities (WIP)Planned posts: (vaguely ordered) These will happen eventually, but after some feedback from JavaScript novices I'm taking it a bit slower than previously anticipated. The Basics: Handling User InputService LocatorThe Basics: Asset LoadingRendering: TextBasic Entities: StructurePrototype: The Engine So FarRendering: 2DRendering: 3DAI: Finite State MachinesAI: Behaviour TreesAI: PathfindingPhysics & Collisions
  6. Buenas a todos, he decidido abrir este tema porque he buscado en el Foro y no he encontrado uno concreto (si estuviese equivocado, por favor, hacédmelo saber y de ser necesario lo eliminaré). En este Post se resolverán dudas sobre el juego, problemas y demás, claro está, en español con el fin de ayudar a aquellos que no entiendan el inglés o, por alguna otra razón, quiera postear en nuestro idioma, en cuyo caso también serán bien recibidos. Intentaré ayudaros en todo cuanto pueda, pero esto es trabajo de todos. Recordad siempre tener respeto por las demás y no usar un lenguaje violento o agresivo, porque si no, ya sabéis lo que toca. Gracias y a ver si este Post sirve para ayudar a alguien. Saludos desde España. http://youtu.be/SxYBbTyPQLI
  7. Hello! Have some Problems with my Tileset. I have the tileset successfully inserted into the editor and can use it there, all fine. But when start the game the object does not appear ingame. I have tryed some Tutorials but nothing work for me :/ What I've done: - Insert new Tileset 64/128 - Make Properties and save it in Editor file/Tiles/newtiledefinitions.tiles- Make Tilesset in Building Editor, so i can place it on Map. Whats next? Ingame all works, only my custom Tileset not :/ Hope anyone can help with explanation or a tutorial link for the current version of the editor. =) Thanks
  8. hello community today I created a video tutorial for the creators of sprites that have issues to tilezed agreagar its objects, it is long but show the essentials for successfully add each object in the right position enjoy. Video subtitles are in Spanish so that should translate to English
  9. So I became VERY bored and decided to share what I've found out about the game trough my own playtrough. This is by the way in no special order. :!: -ALWAYS loot corpses. They do often have something valuble like bags or even an axe! -On the subject of axes, DON'T use the axe for combat unless you have to. You will have to use the axe to get planks later in you session so you do NOT want it to break. -Even after the water has been turned off you will be able to find some water left in sinks, toilets and bathtubs. Bathtubs have the most water left in them. -Don't fight zeds near windows. If you swing and break the window you are possibly going to call all the others zeds to dinner. -Checklist for main base. Two floors, not too far from the center of either west point or muldraugh, bedroom on top floor, bookcase for easier sorting of books and such. -Garbage bags should always be on the "shopping-list". You will need them for rain collectors. -Guns are a bad idea. Just don't use them.
  10. Hi guys I know some of you are considering diving in to mod making. I'd like to share some resources I made for that. Adding items, weapons and recipes does not require programming abilities. Everyone can do it, I promise Check The basics of adding items and recipes if you would like to learn how to add your own weapons, foods or other items to the game. There's also a tutorial showing how to add your own sprites to the game made by RoboMat. If you have experience with another programming language check out this hello world example Your first project zomboid lua script Also there's a Lua syntax reference Further more there's a popular event reference for the more trained LUA modders. This list shows the possible events our functions can hook up too. There's currently no commenting feature on pz-mods.net, so comments and features are greatly appreciated here. (Has been added now) And of course if you would like to share your mods, please submit them to pz-mods.net and we'll take good care of them. pz-mods.net is closed to new mods as the website is likely to be phased out. That's all. Hope you have fun with it.
  11. Heya fellow survivors. In this thread I will write a tutorial series describing everything I know about moding for Build25+ so far. Please note that some of the information I supply is what I think and might not be 100% correct. I want to make this series as I want to get all the information in one place, and because I found it diffacoult to find all the information myself when I started. Part one: Folder Structure. This is the folder structure as of Build 25 through 26.mymod: mod.info file, poster.png and all the icons your mod items use goes here. (NOTE: All icons MUST start with "Item_" like so: Item_iconname.png. Note the capital I, it's important)mymod/media/lua/client: Lua files in here are executed client side.mymod/media/lua/server: Lua files in here are executed server side. (NOTE: You ARE starting a server when you start a new sp world, so world gen stuff goes here EVEN ON SINGLEPLAYER!)mymod/media/lua/shared: I don't know the exact purpose of this folder, but I have noticed that it loads before the client and server files are loaded.mymod/media/scripts: Item and recipe scripts goes in here, just plain .txt files. That's what I know about the new folder structure so far. If you have changes or want me to add stuff, feel free to post below and let me know. Part two: mod.info The mod.info file is the most important file of any mod as it is the way to get the modloader to know it's a mod.The mod.info file contains this information:name=Name you will see in the mod listposter=poster.png (This is the image shown in the mod list)id=yourmodid (This is the id which the modloader reads when it is looking for mods that may requre this mod)require=mod1id, mod2id, etc. (This tells the modloader that this mod requires mod1 and mod2 where mod1id is the id of mod1 and alike with mod2)description=A description of your mod, what does it do?url=When you make your pzmods page for your mod you can add the link here. You can then access this link from the mod within the mod loading screen. That's about it for the mod.info. It may seem simple, and it is pretty simple. But it is also the most important file of your mod, so don't forget about it. Part three: Simple Recipe Mod. Next up, I will teach you how to make your own recipes in your mod.It very simple, at least the way I do it. For this tutorial we will be adding two recipes.1. Dry towel2. Dry bathtowel All you have to do here is the following:1. Find the "mymod/media/scripts" directory.2. Find/make a new file called "yourmod_recipes.txt", or a better name if you are creative, and open it in your favorite text editor.3. Now for the "coding" part (Well, as the folder suggests, it's more scripting than actual coding here ) Start by adding the module (this is basicly the id of the recipes, if you ever need to include them. In another mod maybe.)module yourmod_recipes (or a better name){ <-- Remember these, those are most important! "Recipes goes here"}Now, import the items we will be working with, as we are using items from the base game, we will include the module "base". If you use moded items, you need to requre the mods items module here.module yourmod_recipes{ imports { <-- Again. remember these! Base } "recipes goes here"}Now we are adding the actual recipes. Don't worry, it'll be over very soon.module yourmod_recipes{ imports { Base } recipe Dry Towel <-- Recipe name, this will apear in the inventory when we rightclick a wet towel. { <-- And once again. remember these for each recipe DishClothWet, <-- Requires a wet towel, you can check the "Steam\SteamApps\common\ProjectZomboid\media\scripts" for item files in which the items are listed. Result:DishCloth = 1, <-- As you might have guessed, this is what the recipe will give you once it is done. Time:120.0, <-- And here is the time of the recipe (How long it will take in in-game seconds) } recipe Dry Bath Towel <-- Here I have added the same recipe, but for bath towels. { BathTowelWet, Result:BathTowel = 1, Time:120.0, }}NOTE: REMEMBER the "," after each line! And that's it for the recipes! Yes, you are done. Part four soon to follow! So stay tuned for that. We'll take items next! ---- Update: It's been a while, sorry about that. Honestly.. School have taken a lot of my time this year because I'll be graduating this summer, so I really wanted to give it everything I got. Anyway, enough of the boring blabbering.. I'll continue this guide in January and then see how much I can work on it from then. I'll also see if there has been any large changes in my other examples as I go. TL;DR: School, busy, continuing in January. ---- -Sejemus
  12. Hello everyone! I decide to create a little "How to" - tutorial for those, who asked themself "How did he make that". Not to mentioned that it's really easy and self explaining for myself, I'll make a step by step guide to be sure that everyone is in a position to make and use the stuff for his/hers buildings (and also not to end on a pyre because of witchcraft). Hmm, with what shall we start? Ok, have it Part 1: How to create a prisoncell with a cell style window - (one you can't open without a sledgehammer ) Step 2: Creating and drawing three rooms I decide to make two cellrooms and one floor. Interior Walls should be the school walls, the floor I choosed here is from the industry_01 tileset. If finished, it should be look like this: Step 3: Draw cell walls and cell windows With the "Place Wall" tool, just draw a wall across the cells and the floor (the security should have full view in the rooms but the prisoners shouldn't see each other ) and two walls where the windows should be. Otherwise I've changed the Interior Walls of the two cells to the cell and not the school walls. Step 4: Organize Tiles (Part two) Because all the rooms looks really awful, let us create some WallOverlays What we need: A new cathegory called WallOverlay - Walls - Windows (Here you put all windowsoverlays in the future for a better overview) A new cathegory called WallOverlay - Walls - Corners (same here for corners) We'll need for this tutorial windows from school and commercial and both corners (even if not both corners are used now, it's could be helpful for other projects ) Hit the "Plus(+)" twice in the new cathegories for two wall overlays. Then search the windowframe in the location named in Step 1. Drag westsided window to west field and northsided window to north. Same for the corners but here it's enough to place a corner only to west. Don't forget to switch the Layer from Furniture to WallOverlay on at least one field in a row! Step 5: Asign the walloverlays with "Place Furniture" Like placing your favorite fridge, let us place our created walloverlays. First the windows and then choose the school corner and place it twice to the cell wall. Looks much better . Step 6: Opposite cells Repeat Step 2 and 3 on the opposite. You should now youse the Exterior Wall cell for placing the windows! Place the window overlay from the commercial wall and place again twice the school corners. Adding four doors and the cells are finished! How to create an elevator of death Step 3: Create three more floors Click on Floor 1/1 and add three floors until we have 4 of them. Step 4: Drawing rooms Now we're drawing rooms on each floor. On floor 1 there should be the shaft_basement room and each floor above a shaft_none room. The size is up to you but I'll created a 5x4 tile room I've added some doors to each floor. Sadly there aren't functional elevator doors just some closed walllike doors under escalators Step 5: Drawing the elevator Choose the floor, where the elevator should be stucked and draw a smaller room in your shaft. I choose the 2nd floor. My shafts have e size of 5x4 tiles, so in my case it will be 3x4 tiles. Draw the elevator with the shaft_elevator01 room. Now up one floor and draw another room with the shaft_elevator02 room. Oh no! The "roof" have now walls, so no fall off . Step 6: Removing walls No problem! Use the "Place Wall"-tool and select as wall "None". Place it over the existing one will make it vanish and walkable! Elevator of death because you can fall down some floors if unwary! Pro tips: If placing the elevator in the basement and a player fall down the roof because of unwariness, he/she won't escape and will starve to death unless he/she has a sledgehammer . Part 2 Feel free to comment, discuss, criticize
  13. Create own sprites I will just cover some basic stuff here. But I think if you got all the basics you can reach the “advanced” status by yourself very easy. That’s something you should always remember: to do advanced stuff you just need practice. After creating a bunch of basic chairs, tables and doors you can start doing completely new stuff like machinery for factories or objects with round surfaces. How to start: Looking at sprites: Create a very bacis chair: Some tips:
  14. Project Zomboid developers will add that mini tutorial that existed in older versions? I loved that tutorial ... and could stay in the survival section ... but will be added?
  15. How to import custom maps to the Laststand gamemode Video on Youtube: https://www.youtube.com/watch?v=kw12RYhmZu8&feature=youtu.be Buildings taken from here: Trailer Park: A big project Credit for the BMP maps goes to: mendonca For his awesome Random Mapzoid program
  16. These instructions are outdated, please refer to the new updated thread by RJ: http://theindiestone.com/forums/index.php/topic/2011-how-to-use-the-upcoming-modloader/ So with the new modloader we need to change our mods a little bit. First of all you'll need to create a mod.info file: name=The name of your modposter=posterToDisplay.pngdescription=This will be shown as a description, by RoboMat.When packing your mod I suggest the following structure (I'll use my Lockpicking mod as an example): - /Lockpicking (top folder)---> mod.info---> poster.png---> /media-------> /lua-------> /scripts-------> ...The poster.png (use any name you like of course) will be displayed in the mods section. I use 650x810 sized poster images at the moment. If everything works it should look like this in the game:
  17. Welcome to my video tutorial series! Watching videos was how I learned to use the RPG Maker programs. Sometimes reading posts can be confusing without seeing the directions applied. That's what inspired me to make videos for potential RPG Maker users. My latest video is How To Create A Boss Battle. It first of the series with me talking on the mic. I feel more comfortable speaking on the mic and hopefully will improve in future videos! Please tell me what you think I should improve on in future videos! Do you think these videos will be useful for new users? Thanks! I don't have a video recorder at the moment. Don't expect any new videos soon. RPG Maker ACE Tutorial-How To Map The House's Interior RPG Maker VX ACE Tutorial-How To Make A Shop RPG Maker VX ACE Tutorial-How To Create A Boss Battle
  18. Hi, guys. I've found a way to survive in a land of rotten food. Even if refrigerators don't work anymore or your crops were left unattended for too long, you are not completely screwed! Of course, this needs some additional tests. 1. Making your own tinned soup You can preserve food by cooking pots of soup! Put all the ingredients, even rotten, into a cooking pot filled with water, then cook it. Temperature will sterilize it's contents. According to game files, pots of soup don't have a "DaysTotallyRotten" parameter. If I am right, that means you can cook and make your own tinned soup! Collect cooking pots! But beware! As soon as you open it and make 4 bowls of soup (adds a bonus to it's nutritional value and allows to eat 4 smaller portions instead of a whole pot), it will become susceptible to rotting again. Bowls of soup have a "DaysTotallyRotten" parameter. Hint: if your chicken, salmon of steak became burnt, don't eat it and don't throw it away! You can use it as a soup ingredient. Just cut the bad pieces out and leave some good meat =) Adding more ingredients (meat, peas, butter, flour, sugar, eggs) increase nutritional value even more! + + + = (salvation!) Farmers! Grow broccoli and carrot! Each can decrease hunger by 15 points, but if you combine them, make a pot of simple soup, cook it and pour into bowls, each bowl can decrease hunger by 45 points, providing additional bonus against boredom and unhappiness. If you make 4 bowls, each bowl will make you 14 points less hungry. Also, you can cook this soup in a campfire, increasing it's value even more. Growing your own cookable crops provides great sustainability! + + + = (non-perishable) + 4x = 4x (more yummy, but perishable) Very soon I will make an little mod allowing to use potatoes and tomatoes in a soup as a third ingredient, so survivors will have a reason to grow more crops and be able to make better soups. 2. Refurbishing other food So you've got a watermelon, but it's rotten? Don't eat the rotten parts! It still got some fresh parts inside! Smash it or slice it, and you will get some fresh watermelon slices (I prefer slices) or chunks. They, in turn, will rot after some time, but right after slicing it's still edible. I still have to double-check this, but it seems like rotten chicken, salmon and steak can be cooked. Temperature seems to kill bacteria =) 3. Bugs While making tinned soup and cutting the fresh pieces of food is legit, there are other ways to get some fresh food from garbage. A cheese sandwich (not grilled) does not have a "DaysTotallyRotten" parameter. I believe (haven't checked yet) it is possible to craft a fresh cheese sandwich from rotten cheese and rotten bread.
  19. Heyho, I've created another tutorial over at pz-mods.net which explains how to use inventory context menus. How to create Inventory Context Menus It especially shows you how to differentiate between single items, stacks and multiple stacks of items. Hope it helps! P.S.: http://thecodinglove.com/post/47120159615/when-my-code-works-on-the-first-try
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