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Project Zomboid Map Project


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I always wanted to see a map of the last stand area, but never really did much about it. If it is not to hard to make that would be nice for referencing to.

 

Like this: http://pzmap.crash-override.net/?source=maps/Challenge1/map.xml&overlays=maps/Challenge1/overlays.json&desc=Challenge1

 

Might need a force refresh in your browser (Ctrl-R in FF).

 

:-)

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Did they just add the HUD on the map? Is it possible to toggle it off?

There is no they. There is just blindcoder, although blindcoder could be an alien super AI for all we know :o

 

:D

 

 

That is EXACTLY what an AI would say.

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Haven't had the chance to thank you for the map project, it's awesome. So thanks!

Regarding some of the latest update though, personally prefer the different shade over a building instead of dots. It keeps the image relatively intact.

I know most modern map apps have dots, but it feels more intrusive when it's not a top down view like google maps. I think because it's a 3D/2.5D map, and because you can actually make out what things are it feels more intrusive to have dots covering up part of an image, as opposed to satellite view of roofs and roads, which might as well be junk data for your brain.

That said, I can see the upside of having dots is showing what may be points of interest. Perhaps an option to toggle it for compromise?

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Another thing is that the Spiffo's in Muldraugh is instead placed in a section called Muldrough. :P

 

 

 

I have a question though, i noticed some parts of West Point is messed up(glitched textures not in place): http://pzmap.crash-override.net/#0.7922834402868199,0.1303094342433788,113.60487753307184 and http://pzmap.crash-override.net/#0.7814876199860584,0.11869119531598077,136.3258530396862

 

 

Any way to fix this?(And i wonder how most of West Point's residents don't have trash cans outside the house next to the driveway... unless they're in the garages. :3)

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So is there every going to be ways to look inside the buildings? Like some kind of way to link click a building and it will open a tab showing the insides from each floor? I was considering doing something like that but if it is already planned I could just help with it.

 

I don't think I will implement this. The only way to do that would be to create screenshots of every level of the map (currently 7 levels IIRC). This would only add little use to the map as a whole, so... I don't think I'll do that. If you have a better solution, though, I'm all ears :-)

 

Haven't had the chance to thank you for the map project, it's awesome. So thanks!

Regarding some of the latest update though, personally prefer the different shade over a building instead of dots. It keeps the image relatively intact.

I know most modern map apps have dots, but it feels more intrusive when it's not a top down view like google maps. I think because it's a 3D/2.5D map, and because you can actually make out what things are it feels more intrusive to have dots covering up part of an image, as opposed to satellite view of roofs and roads, which might as well be junk data for your brain.

That said, I can see the upside of having dots is showing what may be points of interest. Perhaps an option to toggle it for compromise?

 

Unfortunately, they are mutually exclusive. This is because the rectangular overlays require a top-left and bottom-right corner, whereas the dots are using a center point coordinate. Personally, I prefered this solution over the rectangular because it looks less cluttered and especially in areas with several overlapping POIs it is much friendlier to use.

There will, however, be an option to toggle display of POIs as a whole.

 

Another thing is that the Spiffo's in Muldraugh is instead placed in a section called Muldrough. :P

 

 

 

I have a question though, i noticed some parts of West Point is messed up(glitched textures not in place): http://pzmap.crash-override.net/#0.7922834402868199,0.1303094342433788,113.60487753307184 and http://pzmap.crash-override.net/#0.7814876199860584,0.11869119531598077,136.3258530396862

 

 

Any way to fix this?(And i wonder how most of West Point's residents don't have trash cans outside the house next to the driveway... unless they're in the garages. :3)

 

Oops.

I'll fix the "Muldrough" later. The glitches will probably necessitate a re-mapping of West Point. I'll do that in a spare hour or two.

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I just figured you could make it so you could toggle each building as a clickable link, and when you click it it would link you to a few stitched together photos of each floor of the building.

 

 

Yeah, that would be the end result of the UI, but I have no idea how to easily implement creating this data. I seriously do not want to manually do it (been doing that long enough, hurrah for automating (automising? automisation?)). But other than that, I don't see a practical way other than "create a map for every level and hotswap them on the website".

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Some issues:

 

Here is some stitching:

http://pzmap.crash-override.net/#0.5598828111051056,0.1688594511036311,470.53242963870855

(there are smaller ones SW and NE, but not as noticeable)

 

Now if you follow that road SW below it, every once in a while there is a cut shadow (of a player?). Right until you reach the Diner:

http://pzmap.crash-override.net/#0.4459957560008223,0.2275885938875694,235.26621481935427

 
If then you will move NW there is another stitch:
 
And shadow this time above the road going NE
 
You can actually notice them more often, like in here:
 
Where each line runs NE (but you can find more NW from that location).
 
Saved my life more times than I hoped for, thank you.
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Unfortunately, they are mutually exclusive. This is because the rectangular overlays require a top-left and bottom-right corner, whereas the dots are using a center point coordinate. Personally, I prefered this solution over the rectangular because it looks less cluttered and especially in areas with several overlapping POIs it is much friendlier to use.

There will, however, be an option to toggle display of POIs as a whole.

That'd be cool. In that case, thanks for the clarification :) Again, thanks for the cool project, really helpful.

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you can probably just take massive ammounts of screen shots and put them together in photoshop >.>''

 

In theory, yes. But I guess that photoshop - much like gimp - will use up a huge amount of memory. right now, opening a 25600x25600 px .png file in gimp takes about 1 minute and most of 16GB of RAM on my machine.

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I have updated the map library to OpenSeaDragon 1.0.0 which should fix fullscreen issues on Android as well as give a slight performance boost.

I've also changed a wee bit around on the server config which should give a tremendous performance boost.

 

Please provide feedback if you feel the map to be faster / slower as well as more / less buggy.

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Oh, that's an indicator for a missing texture. I guess I forgot to update the World Editors texture cache. Thanks for the notice!

 

All of the blue POI on my browser have vanished. I'm not sure what I did; any suggestions on how to restore it to the original setting? I've tried running incognito and opening new instances, and reloading the browser.

 

The overlays file got truncated somehow. I've restored it. You might need to force-reload http://pzmap.crash-override.net/maps/Survival/overlays.json for them to re-appear. Thanks for the notice!

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I have just added a list of user-agents that get blocked access to the site. These are only user-agents used by overly aggressive robots that also ignore robots.txt files. I wonder why they bother with a UA in the first place (I'm looking at you, Custo!).

 

If you get a 403 Permission denied, please contact me with your browsers user-agent string (check it here: http://whatsmyuseragent.com/) and I'll see where the false positive is!

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