Jump to content

Project Zomboid Map Project


Recommended Posts

the warehouse out of town (here http://pzmap.crash-override.net/#0.3777211047229246,0.2208725922657034,137.37055196745928) is not a warehouse. I believe it is a lumber mill that happens to have a good number of crates in it, or something like that.

 

I'll have a look and change the overlay accordingly.

 

Floating brick column?

http://pzmap.crash-override.net/#0.3862959310075398,0.2299588652819511,284.8515765597235

 

Thank-you so much for all of your hard work!

 

That should go into the Map bugs thread.

Link to comment
Share on other sites

  • 2 weeks later...

Could this be used to map RingoD123's mod map, Bedford Falls?

 

I'm doing some bug hunting and a nice detailed map would help greatly.

In theory, yes. But it'll take a bit, because:

- I'm busy fixing things in the main Survival map which will take another 2 weeks at least

- RingoD said that that map will change quite often, so I want to wait until things settle down a bit.

Link to comment
Share on other sites

Short update on the mapping progress:

I'm also finished stitching a remapping of Muldraugh to update it to current quality levels and build number, the same you already see in West Point. I'm about 8 hours of stitching, 4 hours of uploading and 16 hours of tiling away, so if all goes well, there'll be a huge quality update sometime in the middle of next week.

 

After that's done, I'll start with Bedford Falls, which will probably take another week or two.

Link to comment
Share on other sites

UPDATE

 

So, yeah, I had a bit of spare time and finally got around to implementing coordinate viewing. I took Robomats Coordinate Viewing mod as a reference and PZMap now shows you:

Coords: 10860x9894

These are the absolute tile coordinates

Cell: 36x33

Obvious, this is the cell you are in

Rel: 60x240

This is the tile relative to the cell you are currently in.

 

Check it out: http://pzmap.crash-override.net/

Link to comment
Share on other sites

If there would be a way to by clicking locking the cell information (in case someone would like to copy it to clipboard) then I think it would be even better.

 

For the time being you have to right click to bring up browser context menu, then move mouse away to the site menu on left and hit LMB to close browser context menu and have an option to copy text with data still pointing to the old cursor location (kind of hacking the system, but it works ;-) ).

 

For example to show you the big stitch:

Coords: 11118x10113
Cell: 37x33
Rel: 18x213

 

Unless you can't reverse it easily, so here you go:

http://pzmap.crash-override.net/#0.5155167306726005,0.2298998710757186,455.4900095147479

 

;-)

Link to comment
Share on other sites

If there would be a way to by clicking locking the cell information (in case someone would like to copy it to clipboard) then I think it would be even better.

 

For the time being you have to right click to bring up browser context menu, then move mouse away to the site menu on left and hit LMB to close browser context menu and have an option to copy text with data still pointing to the old cursor location (kind of hacking the system, but it works ;-) ).

 

For example to show you the big stitch:

Coords: 11118x10113

Cell: 37x33

Rel: 18x213

 

Unless you can't reverse it easily, so here you go:

http://pzmap.crash-override.net/#0.5155167306726005,0.2298998710757186,455.4900095147479

 

;-)

Noted, I'll add an option to 'lock' the coords.

Also, I'm currently upgrading the map anyway, so this'll be fixed soon(-ish).

Link to comment
Share on other sites

Brilliant - the reason I mentioned the stitch, was that I read somewhere that you used the new tiles and updated Muldraugh ... guess my memory plays tricks on me ;-)

No no, that's correct. I've just finished it yesterday or so and will upload it tomorrow, finishing everything around Wednesday. But there'll certainly be new errors to tend to :-)

 

do you have an estimated time for a bedford falls map?

If all goes well, around April 1st or 2nd. But you know how it is with ETAs :-)

Link to comment
Share on other sites

 

Brilliant - the reason I mentioned the stitch, was that I read somewhere that you used the new tiles and updated Muldraugh ... guess my memory plays tricks on me ;-)

No no, that's correct. I've just finished it yesterday or so and will upload it tomorrow, finishing everything around Wednesday. But there'll certainly be new errors to tend to :-)

 

do you have an estimated time for a bedford falls map?

If all goes well, around April 1st or 2nd. But you know how it is with ETAs :-)

 

thanks

Link to comment
Share on other sites

UPDATE

 

I've just pushed a minor code update to the map that finally fixes POIs "wandering" around. They should now be pin-point exact on the spot they're on.

This does not affect minor "wobbling" when panning the map, but rather the POI moving down-right when zooming in or out.

Link to comment
Share on other sites

If there would be a way to by clicking locking the cell information (in case someone would like to copy it to clipboard) then I think it would be even better.

 

For the time being you have to right click to bring up browser context menu, then move mouse away to the site menu on left and hit LMB to close browser context menu and have an option to copy text with data still pointing to the old cursor location (kind of hacking the system, but it works ;-) ).

 

For example to show you the big stitch:

Coords: 11118x10113

Cell: 37x33

Rel: 18x213

 

Unless you can't reverse it easily, so here you go:

http://pzmap.crash-override.net/#0.5155167306726005,0.2298998710757186,455.4900095147479

 

;-)

This is now fixed with todays...

 

 

UPDATE

 

All of Muldraugh has now been recreated using screenshots from the PZWorldEd. That means that there should (SHOULD!) be no more stitching errors and no more survivor or zombie artifacts in the map.

You might need to force refresh (Ctrl-R in FF).

 

http://pzmap.crash-override.net/

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...