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  1. Good day survivors! While I love the new map additions with b41 stable, I've come to find the power lines along long stretches of road to be a bit of a distracting feature. I'll show a couple of examples to what I mean: While from the perspective of the camera the lines would look like this, the lines create this distracting illusion of being lines laid along the road, not up in the air due to the isometric perspective. I'd like to propose that the power lines near the character fade away in a similar fashion to the tree I'm standing next to when they're close to me. The fade away would keep the lines being directly atop the character which I've come to find a bit distracting and doesn't look as good. I've only got a small sample size of people I've asked about how the power lines look along roads like this and had a couple in agreement, so I'd thought it make for an interesting discussion if other people get that optical illusion of the lines being on the road. To check that I've got a little video clip below I took of driving along the power lines. driving along the road shown below: https://i.imgur.com/j93g6zi.mp4 Not all roads are like this, some have the power lines in an orientation that has them off the road and they look amazing driving out in the country and look that much more realistic and beautiful. The road in this video look a lot better, to me anyways. https://i.imgur.com/1ni5EXP.mp4 What are your thoughts? Do you think a fade-away option similar to trees would help with this or make it look better, or do you believe it's fine from the camera's perspective versus the player's perspective?
  2. Hey, wanted to report stacks of hay that you can't remove with sledgehammer. Position on map: 10790x9080x0, inside and outside of the barn. While you can build build wooden floor over floor with hay which allows you to build stuff there, stacks of hays can't be destroyed with sledgehammer so they are pretty much permanent on the map.
  3. Hey y'all! I decided to try to make a small map for the first time using the project zomboid map editor. I watched a tutorial and have all my files set up properly (I used paint.net to make a png file, a _veg.png file, and a _zombiespawnmap.bmp file) however, it seems to have blended the colors when I saved it so the map won't render properly as it cant read the RGB colors even though when I painted the map I triple checked that I used the correct corresponding RGB codes. Does anyone know what I'm doing wrong/how to fix this? Thanks!
  4. My friend and I love to loot houses and shops, marking the ones we have already shared on the map. But the unpleasant moment is that I have to throw my marked card to a friend in the discord. It would be nice to add the ability to share your map with a friend to show him the marked houses. This could be done through the player click action menu or, more realistically, by discarding your map so that a friend can pick it up, display it and discard it back, but I like the first option.
  5. • Version: 41.70 • Singleplayer/Multiplayer: Singleplayer (but I assume this also happens in multiplayer) • Mods: Nope • Old or new save: New save • Reproduction steps: 1. Start new game. 2. Wait for music/OST. 3. Open the Map (Press M). 4. Music stops and won't play after you close the map
  6. Hi guys ! already, sorry for my english, i'm french and i use google trad. I am embarking on a map project with a mod pack to recreate the movie "I am a legend" in PZ. I'm going to make a reduced version of Manhattan (3km x 6km) but I still need a lot of different buildings. I would therefore like to know if some of you would be interested in making some buildings and then sending them to me so that I can integrate them into the map. Go on google maps, in a street of Manhattan and redo the buildings you want. you can tell me the address of your buildings so that I can place them as best as possible on the map. I hope some people are interested. I have already started on my side.
  7. The elevator in the military base has a duplicate IsoObject fixtures_escalators_01_56. Map Coordinates: 5542x12501x0 There is no way to see the elevator when it is in this position as the elevator doors and elevator button do not render like normal doors using the cutaway system. This example can be found at the prison. Map Coordinates: 7698x11873x0 This is what it looks like from the other side. Here's another example at Finnegan's Research Group. Map Coordinates: 13602x1705x0 (also z=1 and z=2). A solution to this issue would be to make the elevators render like doors and light switches. Even if they are not useable in the current game at the moment, there are mods that have implemented elevator functionality, so this would be a useful thing to have more easily visible. BONUS ISSUE: A sink on the 2nd floor of science building at LSU is mounted backwards on the wall. Map Coordinates: 12399x2289x1
  8. When respawning as a new character in an old world, it would be nice to be able to fill out your current map with the contents of your old character's map by finding it in the corpse of your old character.
  9. I LOVE the map system in game and how it fills in as we explore. The only problem I have is that if we read one of the map objects then it automatically transcribes over to the players map. I'd love for this to be made as an optional thing to do. Add the "transcribe map" option to the map objects context menu and then have it take some time to transcribe over. I love the aspect of exploring and filling the map with the areas I've been. I avoid reading maps, including the annotated maps, because having it auto-fill my map with removes the exploration aspect and also makes it so I don't know which areas I've already explored.
  10. Hello together, i thought its about time for a official announcement-thingy.... The mapaddition im building for PZ finally has its name and position at the mainmap. I will roughly stay in line with google maps, but wont do a 1:1 copy of something, i aim for fun to play and a decent challenge of course. (so, detail-riding trolls can go play behind my house with the wooky)^^ I aim for a playable betaversion of the map within the next weeks, but not in the next 4 of them^^ you will get the map and the tilesets for it, of course in the local workshop of your choise then. (also, have a look in my WS, maybe u find something nice for Empyrion ) https://steamcommunity.com/id/HeckenDiver/myworkshopfiles/ So far, so good.... All of you a nice start into the day or whatever the time is giving....
  11. So as far as progress goes I don't like to stress things and get things wrong right? so slow and steady wins the race in my case. Cell 0.0 is complete with roads so far and I have begun on making basic roads on the second cell, I will ofc make more details on each cell as I go but only once all the roads and streets are done. Now am gonna warn everyone, I'am not making Raccoon City to a 100% accuracy because there are several different design on the city that people might be used to, so I'm doing MY take on Raccoon City. Anyways will work on it more in the afternoon or tonight we shall see, and don't worry I will post pictures of the map and houses later once I got more progress done but for now I really wanna do something else rather then looking at maps of the city!
  12. 41.65 Singleplayer No mods Seems like the roofing above this dining room was misplaced or something. 13754x6696
  13. Version : 41.65 (Steam) Player Mode : Singleplayer Host Or Dedicated : N/A Mods : Vehicle Mods such as filibuster. Reproduction Steps : Not Tested On Any Other Saves. Location(s) : 13402x1500x0 is roughly where my player dot is. Cell:44x5/Rel:204x0 Problem : The streets indicated by the red lines do not draw on the map despite being "discovered." Also Note the Gaps between a few roads towards the bottom left that are connected despite what the map is showing.
  14. I want to get the cell number I hovered the mouse over, but I get an error using self.mapAPI:uiToWorldX(x, y)
  15. Hello everyone, first day & first post here. Let me tell you about our issue, we're currently hosting a private, dedicated server and we had this problem twice already. hile playing we disconnect and suddenly the next time we want to log back in the screen stops on the messege: "Loading 40/546 segments of the map" (or something like that). This blocks our character from loggin in, and kicks us back to the desktop, but not all of us, only the ones on Rosewood. 3 of my firnds play on Luisville and the rest of us are using the Fire department as a safehouse, this building got rolled back to zero (it even had water again 30/30) but our vehicles and carts were right where we left them. If we try loggin in with a new account, it lets us in, logs the whole map and everything, but our main characters are stuck on that screen. In addition to this, while driving around on this new characters we found a lot of "black squares" where the streets should've been, this lagged the game HARD and then *PUFF* the streets reapeared. We don't know if this issues are connected or not, but this rollbacks are killing the game for us. Any idea of what can be causing this ? We tried verifying the files, starting the server again from zero, uninstalling the game individually, copying and pasting the files of our saves/multiplayer folders, deleting the folders, and nothing fixed it.
  16. Some irridated locations where we need a gasmask and insulated clothing to explore safely that would have some pretty rare loot and face high number zeds maybe, that would both give us a reason to explore uncharted places of the map and use the masks in the game. Where we can find military or industrial supplies in the late game when all the cities are emptied. some secret labs, exclusion zones or military outposts? Maybe some random generated places of the cities that bombed to hell that would require this to pass through safely Upvote or get out of here stalker.
  17. 41.64 No mods How to reproduce: Teleport to this location 5795x5391 There used to be gates when I last played on build 41 in November 2019. It seems like they have disappeared sometime since then. Maybe this also happened in other places?
  18. All buildings around the 3750-8520 coordinates still have broken respawns. This includes a gas station, diner, 2 houses, a survival shop and a gun shop.
  19. Hi everyone ! First post here, I was a ghost watcher for a long time but I have finally decided to bring my contribution. english is not my native language so bear with me is my sentences doesn't make sense sometimes XD. Be prepared, this post is going to be a little long. PART 1 First, I would like to say that I really love this game, I am not a hardcore player who has like 1400 hours on it but I have played it enough to appreciate it ^^ The developpers have made already a really good game and I am very thankful for that. This post will not be about some gameplay changes but about the overall artistic scope of the game. Honestly, the only thing that bother me in this game is the lack of mood and horror vibes. I have seen some suggestion post about that, like adding some crows and such, which is already a very good suggestion in my opinions. But so far I have seen nothing about the lighting or colorimetry of the game. So I have made some little rough mockup about some stuff I would like to be added if possible of course. I am in no way a game designer or a programmer so I have 0 knowledge about what is possible to do. So, my first point is about lighting and ambient light. I find the overall lighting of a room ( when you press the switch on the wall) lacking of credibility. The room suddenly become clear and you can't see where the light attached to the switch is. I have add some shading on the floor and a glow at the top to look like the light is attached on the ceiling Another similar examples is about bedside lamp, the 2d asset have no real difference between switch on or off right now. So I have made a little mock up that show a more clear difference in my opinion. I don't know if it's possible to add some rim lighting on the characters but it could add a lot more mood and presence to them. In this scene you see the TV screen give a real sense of presence in the room. I think, the tv screen asset could be better with some animated GIF depending on the channel you're on. I also have imagined what a near lightning strike could do on the screen with a big flash ! I think it could bring a lot more horror vibe ^^ Again, I really don't know if the rim light on the character is possible. Another thing I was thinking about is flickering light. Of course, a very few lamp in the game would flick but again It could add some really creepy mood. I have attached some examples, but I imagine the same could be applied to the lighting of a gas station or a neon motel sign for example.
  20. First of all, it was a while but thanks for updating the map to build 41 some while ago! However, there's a few issues/suggestions that I have that would make it even better certainly First of all, there's an issue with how vegetation appears on current map, probably something wrong with exporting, see this area for example: https://map.projectzomboid.com/#11550x9702 Secondly, the map currently shows the main build it was exported from, e.g. Build 41, Build 40 and so on, but would it be hard to show either the minor version, or better yet the world version, the same as save games in the game show? (175 as of 41.50) or an export date? Sometimes map is being fixed in between major versions and it's hard to judge whether the fix is already included in the map. Finally, the hardest part – would it be possible to include new sims-esque cutaway for walls as an extra set of the layers? That way one could see what's hidden behind walls.
  21. The Tabletop Soda Machine in the diner at around map coordinates 5422x5922 (West of the Riverside factory) is doing one of those neat gravity balancing tricks on the counter instead of being aligned.
  22. I really enjoy the building editor, but I really want to test these buildings quickly and see if they are working as intended. I was hopping to find the .pzw file for the vanilla map, so I could place my buildings straight on there, rather than trying to create some half formed tile map and tacking it on the Vanilla map. From my searches, came across this guide. The One Stop TileZed Mapping Shop - Tutorials & Resources - The Indie Stone Forums Which followed up with this guide. Mapping Guide_v0.2.pdf (dropbox.com) The second source (the dropbox), mentions on page 38, of something called the "raw map". Something that I was hoping would be a .pzw file, that I could then open up in world edit, and slap my custom made buildings right in, download it as a separate mod, and give it a go in singleplayer for the latest Beta version. However, when I headed to Steamapps/common/ProjectZomboid .... I couldn't find anything that held this "raw map" file. I tried looking in Steamapps/common/ProjectZomboid/media/maps to find anything I could open in world edit, and could get anything to work at all. I just am stumped, and I apologize if it is an obvious solution, as I am brand new to modding. Thanks for your time. Usidore the Wizard
  23. CURRENT STATUS: STOPPED Current version: 0.1 beta Hi guys. I released first version of my mod. This is test map with new rounded textures for roads in PZ. While this is a deep beta version, but the map is quite playable and not as simple as it seems. Here you can get the map => https://steamcommunity.com/sharedfiles/filedetails/?id=2320942352 Link to the branch and news of mod => https://theindiestone.com/forums/index.php?/topic/31797-rounded-roads-circle-crossroads/ Big thanks for the buildings: Kennethdio , Jela331 and me ( Nazarito22 )
  24. Using Blindcoder's map project, I made an in-game map. https://steamcommunity.com/sharedfiles/filedetails/?id=2270363865
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