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Found 13 results

  1. Hello, first of all, I am Legoland99 from the forums, creator of many custom buildings. I am planning on making a map, and need your help for that. I am wondering what kind of maps the community would like to see and play: a) A small City complete with suburbs, parks and such. A lot of undead. b) A wasteland type kind of environment with lots of burnt wreckages, half buried buildings, towns, bunkers, scarce resources and hordes of zombies. c) An overgrown game world after the apocalypse, with houses, buildings, gas stations, towns and other areas covered by greenery and ransacked. Scarce resources, high value areas with items such as nails, saws, car pieces or even guns. Car spawns are extremely rare and most of them are broken and require skills to repair them. Your chance to rebuilt society to an extent and make it yours. Most likely the c) map I would work on but I don't mind ideas, I can very well implement all of the maps into one, or compromise. Please share your ideas for buildings, areas and maps you would like to see.
  2. Creating and Manipulating World Objects Seen questions pop a few times regarding placing objects on the map so decided to make a little tutorial on it. Most of the tutorial is written in a single file included in a mod you can download below. The code is commented so you can see whats going on. I recommend loading the lua file in your favorite editor and starting a custom game without zombies with the mod activated in windowed mode so you can play with the mod ingame and read the stuff in the lua file. How it works? The mod allows you to place a red cube on a empty tile, every time you click that tile again the code will do some stuff with the object, you can all see it in the code comments. Target audience. The mod is written for beginning modders, however it might be that there's some stuff useful for more experienced modders here and there. You'll have to judge it yourself. Code. The code is written so that one can follow the tutorial line by line, as such it does not reflect proper implementation but rather serves as a showcase of things you can do and implement properly yourself. You can also build uppon the code supplied in the mod to use it as a testbase for experimenting with objects and their methods. I suggest also digging in TIS lua files regarding buildable objects and their context menu's. About sprites. To create a graphic for your object you'll need to make a transparent image of 64 width and 128 height. This covers one tile and one layer of height in the game. Included in the mod are a few sprites, i suppose you could use "cube_floor.png" as a template: About java. It's highly recommended you have some way of looking up java source classes & methods. The javadocs can be used, personally i've used JDGUI up until now. With JDGUI you can open any class file in <root>/zombie/ directory and it opens up the entire project space as such: Many of these classes are made available in lua to work with. Often they require to be constructed first. To do so you can look up the constructors: In lua you'll have to use the 'new' method like so: local myObj = IsoObject.new("parameters here");By matching the set of parameters in .new() to the ones found in the java constructors you can call the appropriate one. All other methods can then be called on that instance of the IsoObject like so: myObj:setSprite("test");local sprite = myObj:getSprite();The lua file for reference Download Regards, Turbo
  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. I would like to see in this game Mountains and different types of rivers, Potholes, Waterfalls and Rapids, where he is hard to get and survive, fast rivers in which to find excitement and explore other types of long ecosystems as it is surviving the apocalypse. Note: Im not a dev or moder is a simple idea. Meaby those ideas require a big engine change, alot of time and design many others things relationated with the enviorement, scene behavior and the height world. Many thanks for read ,sorry my English.
  5. So, I couldn't find a thread about this though there probably is 1, but i'm thinking toward a few specific items. Water cooler: store lots of water in your safe house.Oven/Fridge: collect metal or parts of them for repairing or building stuff (not saying build an oven or fridge, though possible).Window/Door: Take them apart without breaking them (not needed, might be nice).Toilet/Sink: cause water to flood out, maybe collect items of them like a tap in order to make sink-like items from water-holders.Table/Chair: Just like doors, would give planks/sticks or such.Shop Shelves: Same as Table/Chair.Stairs: Same as Table/Chair.Cupboard/Wardrobe: Just another way to get planks, but maybe handles too (like doors).Sofa/Bed: Would drop cushions to use like pillows or something, maybe wood.Lamp post: Would drop metal parts, or wires or something for repairs.Other possible items.So ye, just a general idea of collecting items from existing items, maybe its not needed but I thought it'd be nice.
  6. GUTROT ISLAND http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/ Preview:
  7. The main Idea is that you are able to select the Era of Play alongside with the map. For example , you have chosen muld as the map. Then you have the choice to Play in a Medieval Muld (even though that would mean that you were an indian and I don;t think their population in that area could provide a fine zombie horde so lets keep the Medieval Era for Maps in Europe) an Industrials era Muld ( like the one in the game now) , a Modern era Muld (What I think that is already for the game in the game ) , A futuristic Muld (...) Each era will have different items and also some items will be easier to find. For example in the Medieval era it can be easier to find a Saw or an Axe while in modern era you will find mostly Phones , iPads and Food also some buildings like hospitals will have their own power generators . Each era will have different Professions. Medieval : Blacksmith , Baker, Builder, Slave, Soldier, War Machine Constructor, Philosopher, Shaman , Scientist, Cleric, Fisherman, Farmer , Hunter etc Industrial: Policeman, Investigator, Military , Builder etc Modern : Many of the professions we have today Futuristic : Space Explorer + Same professions as in Modern but there are more traits like Genetically Reconstructed etc. I know that such feature in the game requires very much work but if the community really likes it I think it can be added officialy in the game (after its release) as a DLC . I also know that I will get a Comment saying that something like that can be done by a mod or that it is already completed but I just think it is a feature that will be fun to be added in the Original Game.
  8. killerline


    Dimmsdale ================================================= PROJECT SHUTDOWN! Sorry but this would take too long time to make with this few staff (me and friend here) and it just happened that me and my friend isn't friends anymore. Sorry and thanks for all the votes and replies
  9. Hello, I am a newbie to PZ and the forums of course. I am here to discuss a more "Apocalyptic" world. Now, lets get started! The Buildings During the outbreak of the virus, the town would've gone to hell. Houses with smashed windows and blood, houses on fire ect. This would be a nice feature to the game. Maybe a house half-barricaded as the owner was munched on by a zombie during the construction? Maybe even survivor camps when NPCs are added. This would be quite real... The Streets Ok, now were onto the streets... Blood splattered across the road, power lines snapped if we get power lines to the world. Maybe once vehicles are added the highway can become packed with them and zombies. Not once have I seen a zombie apocalypse without a highway packed with cars. Maybe bodies of those who didn't make it and have them soon come back? The Woods There could be some tents and fires in the woods with survivor living in them, farming for food. It would be great to finally have something out in those, deep, derpy woods. Once animals and hunting are added the survivors can hunt for food. But as I know programming all this in would be a challenge and kinda hard. But yes, its good to get this suggestion out there. Someone else probably suggested this in the past but yeah, I would absolutely LOVE to see this happen. Yes I have seen the Erosion mod and I love the look of it, well done Turbo. Thanks for reading, this is my first suggestion and I don't mind any criticizing.
  10. Hello! In the Sandbox Presets thread, I said I'd make a little collection of some different sandbox loadouts with a few that resemble the lore of different zombie films, like 28 Days Later, Dawn of the Dead, I am Legend, All Alone, etc., so here it is! Please feel welcome contribute one you've thought of if you'd like to share it and stuff, or correct or improve an existing one so this seems a little less dismal and barren and stuff. 28 Days Later: Dawn of the Dead (2004): The Walking Dead/Night of the Living Dead (1968): All Alone: Stinky Walking Corpses: My Own thingy-bajiggle: Hellishly Hardcore: I am Legend: (probably much much much better with a mod or official night active feature thing to balance it) DayZ-ish: Left 4 Dead-ish:
  11. Good Evening, After reading the article about the modding tools, i come up with the question if it is already possible to do some pre modding regarding new maps. Apart from the planing and design part, i read something about the surface definition via colors. Is there a limit of colors you can use for surface types? What about the road surface and the actual road tool within the editor, i paint the road onto the bitmap and can add or edit roads later? Can we import/export heightfields? What is the max size of the gameworld? or how many 300x300 tiles i can use? As the old tools are useless (are they really?) we can expect new Modding tools with RC3, any rough eta for the release or even some beta tests planned for the editor? For any information i would be thankfull. Greetings
  12. Hi everyone. I'm just trying to do some free promoting for a new Kickstarter game called Aterra. In a nutshell it's a first person viewpoint fantasy patformer with the ability to change the direction of gravity anytime, any direction. It is like a pleasant mixture of the Portal games and Planescape with a hint of Thief. The game looks sweet and is sure to scratch many genre itches, especially if you like any of the games above. As of this writing the Kickstarter campaign has just started to reach the goal which is £9001 (yes, it's over 9000). I'm just trying to get the word out so we can make the game happen. Please check out the link or search for Aterra on Kickstarter. If the game looks like something you would like to play then please back the project, even it's only £1 every little bit helps. Thanks for reading and your time http://www.kickstarter.com/projects/1608554263/aterra (Greetings from KisDre, member of VVVaVe)
  13. I think this idea should be at least tried, because with different maps all the time it makes the experience different every time! ((like "Minecraft" and "the dead linger"))
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