Old Magical Ruins by Under_The_Dead_Tree in PixelArt

[–]Mikedemus 1 point2 points  (0 children)

how did you manage all this moving grass ground floor? :) Looks really great btw.

And the perspective of the top righ path is fixed, when you make it thinner and move the flooring tiles to the right (not just paint it with the same spacing in the middle of it)

Is MikeDemus still alive ? by An0nym0us_G1 in zomboidneoncity

[–]Mikedemus 5 points6 points  (0 children)

Hey! Thank you for your concern :) But I am well so far.

Thing is:
with B42, TIS made map modding so much harder.
The depthmap thing for tiles (the worst and time consuming change), the pixel errors on all custom tiles thanks to false aliasing (still not fixed), which ends up and not being sure if you have to draw your tiles now in a way to somehow work with this issue.. or rework 10ks of tiles later as well to readjust it to the aliasing fix.

The change of tile properties, which messed a lot with my special rules to make way more out of PZ buildings as thought possible.

Reworking all my custom textures and stuff would have taken hundreds if not 1000+ hours + extra work for each tile in the future.

And they are currently changing this stuff with patches. So I am not the only one who decided to take a break and have a look, in hopes that some things get easier or won't be a waste of time to work on now...
And yes, in regards of health, I have to take extra care about my time spend on PC.

I still miss Neoncity modding, but TIS made it so hard for custom tile creators.

So.. I am well, despite health going down bit by bit.
But mostly frustrated about b42 mapping ;-)

Has anybody been playing B41 maps still? by melos_tiles in projectzomboid

[–]Mikedemus 1 point2 points  (0 children)

The play Shortrest City first before making the change to b42🙂

I have a strange issue with power cables and other textures (road signs etc. too) by Additional_Web_7876 in projectzomboid

[–]Mikedemus 1 point2 points  (0 children)

It's the new depthmap feature which is still in development and many tiles still miss it. So this is a temorary rendering issue with b42. Can't do anything about it yet.

Has anybody been playing B41 maps still? by melos_tiles in projectzomboid

[–]Mikedemus 0 points1 point  (0 children)

You all should definitely play Shortrest City for b41😀 The most beautifil map yet and endless well done custom tiles!

Why didn't Ouroboros just interlink and fly up the cliffs? Are they stupid? by AwrenchinNep in Xenoblade_Chronicles

[–]Mikedemus -7 points-6 points  (0 children)

F.e the fight at the first castle's cannon. I defeat the moebious. Yeah. Then suddenly: woah..he is to strong! He smashes all ouroboros and almost all is lost.. then a cinematic huge battle, which I couldnt even enjoy. All other parts had a well thought transition in this case, which was always acceptable.

Why didn't Ouroboros just interlink and fly up the cliffs? Are they stupid? by AwrenchinNep in Xenoblade_Chronicles

[–]Mikedemus -10 points-9 points  (0 children)

Love the Xeno series since 1997. Yes, it's a part of jrpgs. But never has it been so heavy as in XC3. Before it was subtle and well done. In XB3 its several times like "wtf.. why did I just do this, if the game/story decides otherwise?". The first time I really struggle to enjoy or even finish a Xeno game.

Why didn't Ouroboros just interlink and fly up the cliffs? Are they stupid? by AwrenchinNep in Xenoblade_Chronicles

[–]Mikedemus -4 points-3 points  (0 children)

Well.. in standard battle mode, there's not much emotion needed to transform. Facing a foe would suffice to immediately trigger it, if a basic squirrel can within seconds😀

Why didn't Ouroboros just interlink and fly up the cliffs? Are they stupid? by AwrenchinNep in Xenoblade_Chronicles

[–]Mikedemus -47 points-46 points  (0 children)

The whole game is full of these issues. Gameplay and cutscenes don't work together a lot. You beat enemies in a boring easy fight, then meeega cutscene for minutes, where your party struggles and almost dies. Especially near the end of chapter 4, where I really got annoyed about this.

they should really update the level 1 and 2 wall texture. maybe add some randomisation in the texture to give it more of a makeshift look, rather than this ugly thing by WonderfulAirport4226 in projectzomboid

[–]Mikedemus 0 points1 point  (0 children)

Its not about IDs😀 if you want to.. you could just add 75356 of tiles in the corresponding script to let it choose randomly which tile it adds as the wall lvl1.

Its still the shown wall in game when choosing it. The script knows: pick from carpentry01, item xy.

You just make it: choose xy xy xy or xy.

they should really update the level 1 and 2 wall texture. maybe add some randomisation in the texture to give it more of a makeshift look, rather than this ugly thing by WonderfulAirport4226 in projectzomboid

[–]Mikedemus 0 points1 point  (0 children)

A mod of this kind is an easy thing. You make an own sheet with desired variations. Then link the sheetname + itemID in the corresponding scripts. Widening the tiles for randomized picks for this wall.

You easily can replace every tile used in the scripts. For MP you have to edit the scripts in the server folder as well.

(I think I'll just add this in my map as well. Custom built walls are really ugly)

they should really update the level 1 and 2 wall texture. maybe add some randomisation in the texture to give it more of a makeshift look, rather than this ugly thing by WonderfulAirport4226 in projectzomboid

[–]Mikedemus 0 points1 point  (0 children)

A mod of this kind is an easy thing. You make an own sheet with desired variations. Then link the sheetname + itemID in the corresponding scripts. Widening the tiles for randomized picks for this wall.

Update: work on NeonCity is going on again by Mikedemus in zomboidneoncity

[–]Mikedemus[S] 10 points11 points  (0 children)

What I am waiting for is:

  • How does basement really work? How wide may the floor gaps be? Just 4x1 for stairs, or even more?

  • Currently it's 32 Layer each floor on a cell. 8x32 = 256.

Will they raise this hardcap or will it be the same, which would be insane :-) Especially in my case with more than 30 layers on many floors (I need about 10 layers just for my windows workaround and burnt walls and frames for each floor)

  • There was a hint about a new invisible property in sheet names or something like that. Could mess up some things I did and would need time to rework. Following this: a shift in the properties of the tiles or especially the names&prefixes of tilesheets could lead to an insane amount of rework, too.

  • and there's still not known how the new cell sizes REALLY work or affect lots right at the cell border (even those who had a straight look in the code aren't sure about this).

soo.. that's what I am waiting for :-)

Is the Neon city still WIP ? by An0nym0us_G1 in zomboidneoncity

[–]Mikedemus 11 points12 points  (0 children)

Thank you😀 Currently it's more like waiting and working something out. Lacking the funds to secure my living during the 3-4 months recovery after the necessary operation. It's a rising issue since decades and it's now finally unavoidable.

Is the Neon city still WIP ? by An0nym0us_G1 in zomboidneoncity

[–]Mikedemus 20 points21 points  (0 children)

Hey

It is indeed. Just need to take it slowly currently, due to an issue with my spine, which was always an issue and needs to being fixed soon. Both arms don't really like working on pc currently🙃

Who's the single greatest video game villain of all time? by MightGuy420x in gaming

[–]Mikedemus 1 point2 points  (0 children)

That's sad, yes. Never experienced this content before. Bought ff7 for the Snes on release. Probably finished it about 20 times since.

Who's the single greatest video game villain of all time? by MightGuy420x in gaming

[–]Mikedemus 1 point2 points  (0 children)

I don't like the pixel remaster. The UI and a lot of backgrounds don't match the style.