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  1. FOLLOW-UP: I've confirmed all of these locations were in the real 1993 Louisville - West Point - Valley Station area except the fireworks store. In a separate post I'll have more generic buildings. 1) The National Weather Service office of far southern suburban Louisville. Its Doppler radar was installed in early 1994 between West Point & Fort Knox. Images of the older radar office + the machinery is here: Radar History at Louisville (weather.gov) In 1993 the office was in southern suburban Louisville, Jefferson County, per April 16, 1998 Poster (weather.gov) - it's just off the highway near where you'd see offramp highway gas stations and basic stores, so it feels more like a rural town than suburban Louisville. - this website includes lots of old posters which you can freely use in PZ; just ask them. 2) GE Appliance Park, in southeastern suburban Louisville. General Electric's Appliance Park in Louisville, KY (Google Maps) (virtualglobetrotting.com) Appliance Park Map.pdf (geappliances.com) It's a vast campus. Half a dozen of the buildings are for production, and the largest is a massive warehouse. It began construction in the 50s and was finished by the 50s or 60s. These factory floors are for making washing machines, dryers, fridges, microwaves, and so forth - so it'd be near-useless to a survivor too, except for scrapping the production lines for goods. You could also use the name of the wholesale kitchen seller already existing in the game's downtown Louisville. 3) The Sheraton Hotel, today known as the Seelbach Hotel. Seelbach Hotel - Wikipedia This luxury hotel is mentioned by name in the Great Gatsby, and Al Capone used one of its back rooms for his dealings, as he had a secret escape door installed in that back room. Numerous secret tunnels and escape routes exist in this hotel. The hotel's been in three movies: The Hustler (1961), The Insider (1999) and The Great Gatsby (2013). The Seelbach Hilton Louisville, KY This link has 3D virtual tours of some of the rooms & meeting rooms in the building: 3D Room & Floor Plans - The Seelbach Hilton Note this hotel is VERY distinct from the already-existing hotel downtown, as this one is truly luxurious. 4) Any of these plaques and/or locations, all found here: https://www.hmdb.org/results.asp?HistMark=Y&WarMem=Y&FilterNOT=&FilterTown=&FilterCounty=jefferson&FilterState=ky&FilterZip=&FilterCountry=&FilterCategory=0&SeriesID=249&Search=Series 5) Phantom Fireworks, in a small town east of Valley Station: Phantom of Louisville South | Phantom Fireworks Numerous photos of the interior are on its website and Yelp Photos for Phantom Fireworks of Louisville - South - Yelp . It just sells lots, and lots, of things that go boom. Given that the soft start date of the Event is July 9th, there'd likely be 4th of July clearance sales of red, white, & blue fireworks on the 9th.
  2. I think it'd be really helpful if the markings you've map on the full size map also appeared on the minimap/radar in the lower right hand corner of the screen. That way you could see if you were getting close to important spots you've marked without having to open the full size map which would be more convenient and safe for the player. For example if you mark your house on the map when you're at it and run around trying to make your way back you could see if you're getting closer to it just by looking for the marking on the minimap.
  3. How do you add mod maps to an already existing server? We are currently trying to figure out how to add 4 more custom maps to the world and we can't seem to figure out how to get it working. Does anybody have any idea how to get this working?
  4. 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....
  5. I did a fair amount of modding for TES3: Morrowind, for all you Zoomers out there it was the one before Skyrim and Oblivion, and though dated it continues to have one of the most active and capable modding communities out there. I am part of a still-active project called Tamriel Rebuilt that is systematically expanding the world cell by cell, blending it seamlessly into the original game. Morrowind had an awesome alien world to explore, but it only shipped with a small part of the province playable so there was a shared dream to bring the rest of the world to life. It's really amazing what the TR team has managed to do. It's as if the original developers of the game never quit because we get these incredible expansion packs about once or twice a year from that modding team. Anyway, I live in Louisville, KY so I really got a kick out of Zomboid when I started playing it. But naturally my wanderlust isn't satisfied with the tiny piece of the world we get to play with. The modding community for Zomboid is smaller than TES3 but I thought, what if I could use what I learned from TES3 to lay the groundwork for a similar Zomboid project? I could create a functional basemap, divide it into groups of cells or "claims", and then invite other modders to claim parts of the state for full implementation. It would be the modders' responsibility to blend their work into that of their neighbors for a seamless result. Years down the road who knows, we might be able to explore in ENTIRE state of Kentucky. The freaking castle in Versailles. The capital building in Frankfort. Red River Gorge. Hopkinsville with its alien/goblin folklore. And a slew of bizarre roadside attractions and sleepy small towns, too many to list here. Imagine that kind of world to play in on top of all the features the devs have planned for the final game. So this is something I've been working on quietly for a few weeks now. I have a large photoshop file divided into cells that are sized to match the game world. I pasted in the existing playable area. Then I painted in the rest of the Ohio River and filled in the rest of the state with grass. It's not perfect, but I think I'm getting somewhere. It won't be long before I have a full state map with major roads and cities painted onto the gridmap. Then I can slice them, export them as individual cells, and import into WorldZed. I've run into a few snags. First of all, there are hundreds and hundreds of cells. I need to find some way to automate the slicing/exporting/importing workflow to make it viable. There is also a 100x100 cell limit in WorldZed that might mean I have to work in large chunks. Finally, the top of the game world is at x=0 and I'm not sure yet if you can have cells with a negative x value. I would need to do that to be able to implement any zones to the north of the current area. Does anyone else think there is value in continuing this project? Better yet, does anybody want to help me get this off the ground? Very curious what others in the mapping community have to say.
  6. Então pessoal, faz alguns dias que tento criar um mapa, oq eu queria era algo bem simples, só recortar mapas já existentes de mods e colocar num novo mapa (pois quero fazer um servidor RP e n quero q siga sempre a mesma pegada do kentucky. Ja tentei diversos tutoriais de criação de mapas e etc, mas acaba que nenhum é sobre oq eu realmente gostaria de fazer, até gostaria de criar um mapa do zero se fosse o caso, mas acontece que todos os tutoriais que tento (tanto os daqui do forum quanto os de videos) eles sempre dão um erro onde n acho o problema, como a imagem n ir pro programa, ou o programa n reconhecer o mapa após eu ja ter salvo ele no WorldEd.
  7. The unnamed town I'm referring to is here on the map project. It's been referred to by many names over the years, and I believe the most popular has been Ekron. For awhile the map project also had waypoints that referred to the area as Dixie, which is actually the area north if you follow the road out of Muldraugh to the trailer park. However, as noted in this post here, the actual town of Ekron is being developed and the town being discussed, as TheZedSurvivor pointed out in his video, is the location the 'unnamed town' refers to is an area called Lickskillet. By not naming the town, it has actually made referencing the area more confusing than it needs to be. Since there have been so many names attributed to the area in game over the years, I think at least one in game sign to give the town a name would do a lot of good in clearing up the confusion. Whether it gets the real life name of lickskillet, or a made up one, either way a name in game will make it a lot easier to call out this area when referencing the map. It may be a minor thing, but the unnamed town is a hotspot for players due to its location and useful stores and since it never had a name we could find in game, it meant players did their best to give it one. Even if the town in real life doesn't have a sign, for game purposes it would add a lot of value. It may be a weird suggestion, as far as priorities are concerned, but after years of seeing posts that give this town every incorrect name under the sun, it'd be good to have a single point of reference that finally gives this town a proper name.
  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. It is posible to move zombie spawning, ground floor lvl and growing trees from layer 0 to layer 2? That operation will give us 2 free layers that we can use to mod sewers/basments/bunkers etc. If it is posible to do that adding only 2 leyers will be great then we will not need to move every tree on diffrent leyer manualy.
  10. 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?
  11. 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.
  12. 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.
  13. • 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
  14. 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.
  15. 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
  16. 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.
  17. 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!
  18. 41.65 Singleplayer No mods Seems like the roofing above this dining room was misplaced or something. 13754x6696
  19. 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.
  20. I want to get the cell number I hovered the mouse over, but I get an error using self.mapAPI:uiToWorldX(x, y)
  21. 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.
  22. 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.
  23. 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?
  24. 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.
  25. 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.
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