Project Zomboid

Project Zomboid

APEXMAKER
AlexSledge  [开发者] 2022 年 7 月 3 日 上午 7:24
Including & Excluding Maps
SET UP INCLUDED MOD MAP VARIABLES
Here we simply populate a list with values so our lives are made easier later on.

To exclude a map, simple rem out the lines as shown elsewhere in the script.
To add a map, add it to the end of the list using the next number in sequence.

rem set mapmod[NextNumberInSequence].WorkshopID=[NEW MAP WORKSHOP ID] set mapmod[NextNumberInSequence].ModID=[NEW MAP MOD ID] set mapmod[NextNumberInSequence].MapFolder=[NEW MAP MAP FOLDER NAME]

Next increment the number to the highest number in the list of mapmods. The 87 in the example below.
for /l %%a in (0,1,87) do (

CREATING APEXMAP FOLDER STRUCTURE & COPYING CUSTOM MOD FILES
To unify everything included into a single mod requires a standardized folder structure. Included in this structure are custom files to:
  • Utilize components from multiple maps I've had to re-write a few files to include components of various included mods.
  • Correct defects in included map mods by using custom versions of files which are used instead of the originals.

To exclude a map, find it's original folder name (APEXMAKER\structure\ApexMap\media\maps\[ORIGINAL MAP FOLDER NAME]) and delete it.

To include a map, create a folder with it's original folder name under APEXMAKER\Contents\mods\APEXMAKER\structure\ApexMap\media\maps. Add a map.info file which uses lots=ApexMap.
The rest (title=, description=, etc.) is up to you, though I'd model it after the original:

title=[NEW MAP MOD NAME] lots=ApexMap description=[DESCRIPTION OF MAP MOD]

COPYING CORE MAP FILES
This section iterates through all the included maps and copies the core map files to the appropriate destinations.
No need to touch this.

OCD-IFYING FOLDER NAMES
Pretty much what it says. I want the folders in the resulting ApexMap mod as human-readable as possible.
Add/remove as you choose.

COPYING ANCILLARY FILES
To exclude a map:
For the InGameMaps section, rem any lines for maps you do not intend to include.

Find the section for the map you wish to exclude and rem each line out.
If there is no section for a map you are going to exclude, then that map does not have anything but the core map files. You are done here.

To add a map:
If you are adding a map which has files beyond the core map files, you will need to add a section here and handle the files appropriately.

Each mod is different, and will need to be handled differently. Use the already present information in the script as examples.

COPYING TILE PACKS
This section copies over the necessary tile packs to be used by all the included maps.
You shouldn't need to touch anything here.

REMOVING ERRANT KNAVES
This is where I do any cleanup and fixing of bugs in the original maps.
最后由 AlexSledge 编辑于; 2022 年 7 月 3 日 上午 7:32
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NeonScreams 2023 年 1 月 17 日 下午 1:17 
I'm surprised I'm the first to ask questions related to this:

I see that when OCD'ing the folder structures, those changed folder's new names are later called when snagging art etc by the script. Are the newly changed folder names referenced in any of the custom mod files you had to write?
As in, can I simply remove the OCD section, adjust the folder names to default values in the following script copy/xcopy, and then expect the custom files will still be copied correctly and continue to be referenced accurately? Or will it cause issues down the road?

Also I've located updated versions of the maps you are using in the default list. As an example, is there something I should know as to the usage of "Redstone An" ( 2815943865 ) over the updated "Redstone" ( 1516836158 )? Personal choice aside, just wondering about map impact.

Finally- Thank you for this map creation script, really! I'm in the process of learning to make PZ-Maps, specifically due to all the old maps having massive issues.
AlexSledge  [开发者] 2023 年 3 月 22 日 上午 5:35 
There should be no impact undoing my OCDification of the folder names. It's just my brain. When I started some had folder names very different from the map name, which was making debugging a PITA.

The AN version was somewhat fixed over the original version, I haven't had a chance to go back and look at any new alternate versions of the original.

With the new map structure I think all of these are going to become unusable until recreated in the new format. Many of which won't :(
最后由 AlexSledge 编辑于; 2023 年 3 月 22 日 上午 5:37
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