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  1. I was thinking of making my own map, and any announcements/ updates would be posted on this thread.
  2. Hi, trying to gauge the current feasibility of an idea: I'd like to generate a base isometric projection map from OpenStreetMaps data for a major city. I think simply creating a base layer tilemap with green area, lots, and roads would help lay the foundation of a large map project that I'd like to work on with multiple people. Could anyone point me at some info regarding how this base map layer is generated: tile image properties, base layer format, schemas, max sizes, multi-map linking strategies, etc?
  3. I understand change isometric view can't be considered, so I read many post giving low-CPU suggestions : weather, presence and quality loots, doors, water (beyond 3D, a better texture, Until i saw map i thought water just was a glich from border map... ). Maybe animate trees, or flying paper in town (i saw this in a GTA, but can't remember wich one, a very impressive effect of dirty suburbs due to flying paper) can give a living stamp to the world whitout changing world engine ? there is possibilites, but i can only speculate on GPU/CPU usage : - use "3D layer" other than for people : for loot or other "light objects" - Use isometric : with animated sprites : anchor a sprite who become animated when displayed/used (doors, water, paper, trees). with multi aspect of sprite too : sprite of barricade lvl 1/2 are beautifull but give a VERY FEELING OF REPETITION, same for broken windows, but it's rare to find 3 or 4 windows broken close enough, All of this "high definition durty sprite (or texture)".
  4. For as long as I've played PZ, I've always used the railroad as the best way to move between Mul, Dixie and WP without having to take as many bites to the buttocks from the Zed. However, since then, it has always been a glaring issue that the railroad itself is broken; right after the Dixie crossing, the railroad ends abruptly, leading to a large patch of forest. After that patch, you'll end up in an empty pathway, that after a long walk, will turn into a railroad again by the time you're close to the WP Picnic Area. The Red line indicates the area without rails, while the Blue one indicates the patch of forest. So, since Mash is currently working on the maps, adding those new areas south of Mul as well as the bodies of water, I thought this was the best occasion to see if we can get this whole thing fixed. I know it ain't exactly a bug or anything that actually hampers gameplay, but for me, this was always the biggest issue of all with the map. Hopefully it ain't too hard to patch up.
  5. It'd be nice if in one of the more urban areas you could find a plant nursery with seedlings, saplings, cuttings, and all the other sources of rare fruit you could want. The catch? You'll need to get there before the power gets shut off, because the automatic watering system will only last so long, and allll those rare plants will die without water. You'll never taste a banana, orange, pineapple, lemon, or avocado again...unless you can get in, get the sprouts and seedlings, and load them into your car before the zed get there. It'd also have big stocks of seeds, shovels, trowels, watering cans, spray bottles, fertilizer, pre-made mildew and bug spray, and everything else you could want to stock your little backyard garden. Planting trees would take a year before you'd see any result, and you'd need to plant the tropical trees inside a two-storey greenhouse for them to survive, let alone thrive. But you could stay a happy gourmand, with the last banana palms in the Continental US.
  6. This is probably a very dumb idea, but after a while you do get bored and start looking for things to do. So, I have come up with this page. If you have played project zomboid for a while, you have probably saw some one of a kind stuff, or things you hardly come across. I have found a few, some being maps, doctor degrees and dark wood drawers with golden handles. So, if you guys find anything, find it on the zomboid map and post the co-ords here! please say which town it is from. remember, this is stuff that you don't see at all, or one of a kind stuff.
  7. Hello Guys! Recently I'm playing PZ extensively with my Girlfriend and because I have 3 monitor's I always have the map (http://map.projectzomboid.com/) open on one of the other monitor's. One thing that annoyed me was that even in borderless window mode I had to click out of PZ to move the map to see everything I wanted. Finding the position of your player was also a bit annoying, so one night I sat down and started programming and PZTracker was the result. PZTracker connects the online map to the game. The map will follow your player position if you like and you can move around (arrow keys) or zoom in and out (num+ and num-) on the map by pressing the keys WITHIN PZ. No need to tab out of PZ. You really just need to press buttons ingame. Little Preview: https://www.youtube.com/watch?v=sJEKmZ5Nrh0 I was faced with the problem of connecting two separated systems that had no connection whatsoever. PZ and an Website. I had to get information out of PZ and into the map website. At first I thought about memory reading, but I dropped that idea when modding PZ came to my mind. And so PZTracker currently consists of 3 "components". Component 1: The PZTrackerMod I had to get the information out of the game. I realized this by writing a simple mod. So the PZTrackerMod is just a typical mod written in lua (never worked with lua before, but was easy enough to get everything working in a few minutes) that prints out important information, like player position and keypress events to the PZ cmd. Currently the PZTrackerMod has the following Shortcuts: F - Enables or Disables follow mode. If disabled the map won't follow the position of your player. Arrow Keys - Move the map up, down, left, right for easy navigation. Num + - Zooms into the map. Num - - Zooms out of the map. Component 2: pz_tracker.exe Now I had to get the data that gets printed by the PZTrackerMod out of the cmd, so I wrote a program in golang that starts PZ as a child process and reads and parses the stdout (the text stuff you see in the cmd). Now the program is able to get the data out of the game. To forward this data it also opens a websocket in wich all the data get's send if somebody is connected to it. Component 3: inject.js Now we come to the last part. We got the data that we can get through the websocket from the pz_tracker.exe. Now we have to get the data into the map. Currently I solved the Problem with a small javascript code that I lode into the running map website via the "Chrome Development Console". It,s just pasting the code into the console and hit enter, so even somebody without coding experience should be able to do this. What the code does is to connect to the websocket and read the data that get sent to him. It then uses the data to move the map to the player location or respond to key press events and move or zoom the map. Just download the ZIP File of the latest release: https://github.com/BigJk/PZTracker/releases Setup Video: https://www.youtube.com/watch?v=a4ycQgryxzw Step 1: Download the current Version and extract it somewhere. Step 2: Copy the "PZTrackerMod" to your "Mods" Folder (C:\Users\YOUR USERNAME\Zomboid\mods) Copy the "PZTracker.exe" and "inject-min.js" to your "ProjectZomboid" Folder (With steam: C:\...\Steam\SteamApps\common\ProjectZomboid) Step 3: Start the "PZTracker.exe" and open the PZMap Step 4: Activate the "PZTrackerMod" in your running Project Zomboid. Step 5: Open the Developer Console in your PZMap browser window (Chrome: Ctrl - Shift - I). Paste the code that is displayed in PZTracker after "Insert into development console:" into the development console and hit enter. (Should be something like: $.getScript('http://127.0.0.1:9090/js');) Step 6: Load a Singleplayer Game or join a Server that has "PZTrackerMod" enabled and hit F when you see your character. Now you should see the map moving. Use the shortcuts mentioned above. Advanced Stuff If you start PZTracker for the first time it will generate a config filed called "pztracker_config.json". Open this file with a texteditor and you will find the settings for PZTracker. You should understand them just by the name, but in case an explanation of them will be added shortly. Github Repository: BigJk/PZTracker First of all I would really like to hear the opinion on this from you guys. Maybe you don't like the idea and it will just be a little tool for me to use when I play with my girlfriend, but in case you like it I will get it ready to release in a short while and think about possible future features. Any ideas? Maybe I can simplify the process of getting the data into the map and get away from this "hacky" way of doing it, even though I must admit that it works way better than I have ever expected xD Thank you for taking your time and reading this and huge thanks to blindcoder for creating this awesome map website! I hope you don't mind my playing around xP
  8. For example, using the machines for massive metal casting. BTW, different towns in PZ should have more unique features, like unique functional facility, or unique loot, or unique events.
  9. I am having trouble getting the terminus map to work, when I put it in my mod folder, enable it in game, and try to spawn in Kentucky it gives me an error that says cant spawn player at x, y, z tile is null. So I assume the game is trying to spawn me off map? all of this is in Solo mode btw.
  10. Hey all, I was just wondering if theres any hope of a Mac compatible Map Editor? Im very interested in making new maps for the area where I live but the only issue im running across is that the PZ Map Editor is a windows only program. If PZ is a Mac compatible game, it should only make sense that the Editor should be Mac compatible as well.
  11. Hello ! maybe a couple of engineers can bring the electricity back? we just need a map with a coal power plant and then a mod for use coal into a machine or something to bring electricity back. This will be cool for mp too. The new mod map called "Kaputt" (WIP) will add a coal power plant soon. PD: i think hydrocraft have some razors maybe is time for the beards to grow? (MOD?)
  12. BeWater

    Kaputt, PA

    Hey all so I just got into project zomboid a few months ago after not having played it for like almost 2 years and I love where the game has gone and I'm impressed with the community immensely So to my point; I decided to get into map making because its something I enjoy in all games of all genres. I'm here to reach out to the community for help in any way they are willing. For starters the map is called Kaputt because I like the name and it's "located" in Pennsylvania because it's where I'm from; it has no realistic basis map wise. Let me express what I want to do. Firstly I'm doing this for fun so I hope people enjoy what I can manage in my spare time. Secondly I want to get the community involved as best as I can. I've seen some really awesome building designs and I want my map to be entirely unique, no recycling (as in every building is different, aside from 'chain' stores). To do this I need all your help to make it take less than forever. I'd love to see what people can come up with for my map and how I might implement it. If you want to get involved by giving me tips on mapping, building, making your own building to put on the map (credit due of course!) please leave a comment or message me directly. Lastly I plan to update this thread at minimum weekly to let people know how Kaputt is coming along if they're interested! STEAM LINK: http://steamcommunity.com/sharedfiles/filedetails/?id=678778880 UPDATES: 5/4/16 Started the map today 5/5/16 Got the map up on steam 5/6/16 Updated the map a few times. Have some small neighborhoods, hospital, towers, apartments, etc. 5/7/16 Added another neighborhood. Continuing to tweak and customize buildings. Side note: working on some texture packs for additions accent items in game. 5/12/16 Made a lot of changes to the environment and the main map itself. Lots of new buildings. Going for a more natural look. Lots of good movement 5/28/16 Working on a big update with a ton of detail. However i just had teeth removed so I'm behind schedule. Hoping to get some updates rolling soon. See you all around and remember to be water my friends! Edit: Updates
  13. I did all the action as it was in this guide (http://theindiestone.com/forums/index.php?/topic/16786-how-to-update-your-map-mod-to-include-foraging-and-zombie-respawn/) But, zombies dont spawn on the map and they rarely spawn in the houses. I have ZombieSpawnMap.png, objects (nav, farm, forest, etc...), everything is ok... What is the problem? If need, I will make screenshots. Thanks. UPDATE: I fixed it. Problem was with ZombieSpawnMap.png, it was at a lower resolution than would be.
  14. On YouTube I've been making tutorials of the basics of project zomboids Map editor tools. right now I am finishing up with the building editor. if I missed anything let me know and I'll make sure to make tutorial covering it here is part one for more tutorials check out my channel Doge's Creator
  15. First of all I want to thank the people at The Indie Stone for such an amazing game. So I began this project very recently. I've always wanted to survive the zombie infested lands where I live myself and the surrounding towns. My project will be to make an as exact match as I can get to the real location of Uppsala, Sweden and surrounding towns. https://www.google.se/maps/@59.8844851,17.6289256,64489a,20y,344.06h,0.31t/data=!3m1!1e3 My start location is here: https://www.google.se/maps/@59.9503013,17.5483208,1743a,20y,344.06h,0.34t/data=!3m1!1e3 And here is what I've got after an hour of trying to figure out the scale (I'm pretty dense) The bright orange is just the shape of the building that will come when I've got the basics done for this location. Any suggestions or tips regarding anything around mapping is appreciated. Literally just picked this up. Thanks for reading, Updates to come pretty soon!
  16. Hey all, I've recently changed laptop, and re-downloaded PZ (which I must say has been made very easy, including the workshop downloads). Everything seems fine, the game boots (33.20 [steam]). All mods are showing in the Mods section of the main menu. I can start a new game, spawn into any of the maps (excluding south muld that just throws up an error and closes the game). I have successfully spawned in New denver, Walking dead prison and in Drayton. The problem is, it seems, only the base game map and the spawn map load in. For example, If I spawn in New Denver and travel to the Walking dead prison, the prison will not be loaded, similarly, if I spawn in the Walking dead prison, and travel to New Denver, ND will not be loaded. No idea why this is happening, Hopefully I'm doing something wrong... Any help is greatly appreciated as I want to play the game with all the community maps installed. Thanks - The Googlator
  17. is there any tool or any way to take our map file folder in a saved game and get the very large image that the map files would represent in game? i have taken a look at the map tools but they only open .pzw files. Is there a pzw file for my current map somewhere? or one for the general clean version of the map?
  18. 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.
  19. I recently rented a server, took alot of time to get it running cuz i just could'nt get the danm map to work. (And some extreme problem that MrinSayne helped me solve, which was totally not just me thinking there was a problem when there really wasnt..) Anyways, if i then were to add the map mods i wanted to the server just like any other mod, add the IDs to the "mod=" line in the ini. Is there anything else im supposed to do since its a map? Am i supposed to place some files in other folders aswell? The only map i tried was Bedford Falls, i added the mod, the ID and then set "map=" in ini to "BedfordFalls, KY". Caused the server to instantly crash. Prob cuz its allready running another map, and the only way i found to restart the map would start a new world and create a new INI again. If its simple, anyone who could take the time to add some points on what to do here? like: -add to mods folder -add ID to ini -set as "map=" in ini -etc.. -etc.. (-also put files in "xxfolder"?) EDIT: Actually, i just need Bedford working. So if anyone could make a list on whats needed to accomplish that, it would be truly appreciated!
  20. Hi all, I wonder if a community map project is on the way to fill up the existing map. With the creative mode coming from build 33. A mapping project to complete it (ie zone around the railyard, unfinish zones with roads or the warehouse out of town with no roads) could be nice. Maybe the devs could add it to the game if it's well done? I'm not a mapper, but that new tool remember me the building mode from the sims. I will learn how to use it and take time to make my own project. Creating new houses and neighborhood. But, if someone starts a mapping project I will follow him!
  21. 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.
  22. 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
  23. 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?
  24. 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!
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