Project Zomboid

Project Zomboid

Kingsmouth B42
24 Comments
Blood 10 Jul @ 4:59am 
Any version for 42 that's just the island solo?
BuchoJefe  [author] 25 Jun @ 3:17am 
@丰盛的基因科学家 I'll study it to see how it differs from the original challenge, but first, I'll likely release the original challenge as is, and then we'll see if other modifications are worthwhile.
BuchoJefe  [author] 25 Jun @ 3:13am 
@Justice, If you're playing with the Raven Creek mod, I recommend building the bridge to the west and then heading to RC for supplies to continue. Otherwise, I'd build to the north or towards the lighthouse located northeast.
Justice 25 Jun @ 3:06am 
If i want to get to KY where should i start building a bridge?
丰盛的基因科学家 23 Jun @ 8:34pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2330150239&searchtext=kingsmouth+sandbox you could do a version like this which wouldnt have the rest of the kentucky world attached to it. it was always my favorite challenge clearing it out in b41
MV75 22 Jun @ 6:10pm 
Thank you for that info. I'll hopefully find where I get the world x/y (cell) numbers from now I know what to look for.
BuchoJefe  [author] 20 Jun @ 1:01am 
@MV75, No, each map cell in B41 was 300x300, but now in B42, they are 256x256. Let's take the first coordinate you gave me as an example:

{ posX = 6917, posY = 16544, posZ = 0 }, --Cabins

To convert it into a valid spawn point, we need to:

1. Retain B41 positioning, as spawn points are converted internally by the game. This means, even in B42, we must divide each value by 300.
2. Now we have the cell values: X=23 and Y=55.
3. Next, we need to convert these global coordinates to local cell coordinates.
Cell X=23 --> 23∗300=6900, posX=6917 --> local posX=6917−6900=17
Cell Y=55 --> 55∗300=16500, posY=16544 --> local posY=16544−16500=44
4. Now we assemble the line according to the spawn point format:
{ worldX = 23, worldY = 55, posX = 17, posY = 44, posZ = 0 }

worldX=Cell X, worldy=Cell Y
MV75 19 Jun @ 11:59pm 
Ok, I think I sort of get it, one game map cell is 300x300 tiles with 256x256 pixels per each tile unit? I just need to know where to get the information of the current game cell from and where in it those 256 points lay. Like when I got those co-ords I just right clicked and saw the x/y reference, they seem to suffice though for now. I know the z is height.
BuchoJefe  [author] 19 Jun @ 9:00pm 
@MV75, Thanks, what you provided is sufficient. In B42, spawn points must be referenced to 300x300 cells, while other elements like objects.lua need to be converted to their new 256x256 coordinates. Specifically, you can use a map in its previous location by reconverting coordinates, except for spawn points; you shouldn't touch them because the game handles that conversion internally.
MV75 19 Jun @ 8:32pm 
I would have put them in the same format as you had them but I haven't figured that referencing out yet. They are some of the spots I recall from the b41 version.
BuchoJefe  [author] 19 Jun @ 8:18pm 
@MV75, Thanks so much! I'll include them in the next release. Really appreciate it!
MV75 19 Jun @ 12:13pm 
I sussed out a few more spawns, feel free to add them:

{ posX = 6917, posY = 16544, posZ = 0 }, --Cabins
{ posX = 6960, posY = 16446, posZ = 0 },
{ posX = 6868, posY = 16447, posZ = 0 },
{ posX = 7558, posY = 16068, posZ = 0 }, --Lighthouse
{ posX = 7471, posY = 16536, posZ = 0 }, --Houses
{ posX = 7363, posY = 16638, posZ = 0 },
{ posX = 7292, posY = 16513, posZ = 0 },
BuchoJefe  [author] 19 Jun @ 6:08am 
@Nocturnal Vic, No, this map originally belongs to one of the vanilla Zomboid challenge maps. Many people missed the map for its unique features, so it was converted into a regular map mod to be included in the general map. In challenge mode, the difference is a constant zombie spawn in the area. HOWEVER, including that feature would cause zombies to disappear from the ENTIRE map and only spawn on the island. If a challenge version were released, it would be like other challenge maps—meaning, an individual map with constant zombie respawn only on the island. While you can build a bridge using the resources of the island to reach a shore.
🦇 Nocturnal Vic 🦇 19 Jun @ 5:53am 
Is this meant to be a challenge map only? I’m wondering how to get there from the mainland, since the boat mod isn’t updated for Build 42.
BuchoJefe  [author] 17 Jun @ 7:32pm 
@baytooth :Glow_Tulip::lunar2019piginablanket:
baytooth 17 Jun @ 10:52am 
Thank's I was waiting for someone to add Kingsmouth
丰盛的基因科学家 16 Jun @ 10:21am 
Is the only spawn point in the resort? I hope theres more spots like in the actual Kingsmouth
shazmon+375 14 Jun @ 3:58pm 
what do u mean by "copy the mod from another person" bro
Metal Mario 14 Jun @ 3:28pm 
Fun Police is mad he ported a vanilla location lmfao
BuchoJefe  [author] 13 Jun @ 5:00pm 
@☠Dragnoros, der Wächter: I don't quite understand what you mean. This map comes with the game; you can see it for yourself at: SteamLibrary\steamapps\common\ProjectZomboid\media\maps\challengemaps\Kingsmouth
This particular location was first because it was technically more difficult to align the cells. I saved the easier parts for last.

@Friend 4 Hire: You can find the version with the northern location here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498573050
BuchoJefe  [author] 13 Jun @ 4:57pm 
@shazmon+375 :Glow_Tulip::lunar2019piginablanket:
☠Dragnoros, der Wächter 13 Jun @ 2:03pm 
The location is bullshit... why south and not near the river instead? And do you have permission to publish this map before entire games become unusable again because the mod is banned from Steam
shazmon+375 13 Jun @ 9:59am 
bro, thanks a lot !!! :GDNormal::GDNormal::GDNormal::GDNormal:
Doc / F4H 13 Jun @ 9:28am 
if I may, I suggest putting the Island up in the river instead.