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Showing content with the highest reputation since 11/04/2026 in Posts
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I've been playing Zoo Tycoon since I was a child, and no game has matched it's exact charm since then. I recently released a conceptual trailer for a game heavily inspired by ZT1, and I've been itching to pick the classic game up again, so I'm happy to discover there is still a dedicated community keeping the game alive! 🤗 Can't wait to craft some habitats 👏2 points
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ZooBerry 3.0 Beta It has been two years since the last major ZooBerry website update, but it's time yet again to modernize the platform. In a nutshell: register an account and manage your own mods! Currently it's in beta, so I've separated this version from the main domain until I am confident that I've worked out all the kinks. You can access the new website here: https://beta.zooberry.org/ Read about all of the new features here: https://beta.zooberry.org/articles/37/ If you spot any bugs or would like to see improvements, please let me know!1 point
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I'll start this topic the same way I started my projects thread. Well, this is weird and kinda unexpected... This is something I was considering for a looong time and, finally, I took the willpower to start it. Be all welcome into Zarawatto's Corner of Thinking Powered by GoogleSites It's been a while since I removed my Google Drive from my signature due lack of space. However, earlier this year I enhancend my account storing capacity. Also, I noticed and sure you do so how my projects are taking part from modding to writting. This new space is not my main host, it is my personal backup and also the place where I'll update about other stuff. External links to other hosts are always given. It is under construction, but so far I included three sections: - Download directory. To date, Mexican Icons, Toadally Batrocious, Bug Mayhem, Five Virtues Menagerie and the UFO collection are already stored, as well as all of my other single projects. I expect to fully store all my stuff eventually. - Satisfying Screens. Where I'll post builds and stuff. - Lost Library. My personal blog with announcements. My projects thread is still the main path of announcements for modding projects and where I'll post wide information about works in progress. I'm taking content of several screenshots from here, credits are always given, but you may ask for removal whenever you want. If you wanna collaborate with your own screens, it is always welcome. Launching pack promo: U. F. O. Vol III: Catastrophic Controversials!! And as I said on that topic, Do not be afraid of change!1 point
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You have hit on something modders have been thinking about for many years, and actually something I personally have been thinking about very recently. For a long time, I've really wanted a similar water texture to what you describe, and I was recently experimenting with the limits of what we know about the game terrain. So far, it has not been cracked in 25 years. The game handles the terrain textures in a complex way. People experimenting with it have figured out how to change the graphics for the terrain blending edges (the part that blends between different terrain when you have terrain blending on), it turns out that's actually somewhat straightforward. ^ An example of me experimenting recently with new placeholder textures for the fresh and saltwater terrain edges. This just involves replacing a couple of .tga images in the game's terrain.ztd file. But it behaves in a non-intuitive way, and it's limited only to certain tiles that blend with what's next to them. When you put more of the same terrain down, it reverts to its standard terrain texture, which is handled by a different part of the game's code. This makes it not really very useful for any modding. So far, none of us have found a way to make sense of the game's internal content in a way that lets us work with the terrain textures directly. We know where the relevant file folders are, but there are many thousands of files associated with each terrain and we don't know what many of them do or how to edit them. It's possible this may one day be solved, but currently the mod you (and I) are looking for isn't possible yet. There is a team currently working on decoding and rewriting/re-implementing ZT1's entire source code as part of a project called OpenZT, like the OpenRCT2 project has done for Rollercoaster Tycoon 2. There is quite a long path ahead of them, but this is a good example of the kind of modding of core game elements that could be enabled with the potential new engine. So, perhaps that's something to look forward to in the future. Or, maybe one of us will figure out a way to make sense of those many thousands of mystery files that handle the game's terrain textures. In the meantime, have you seen the Natural Freshwater palette edit by Serpyderpy? It only applies to tanks, of course. I think she was the first to release an edited palette of the tank water. I've followed her lead and experimented with editing the palettes of saltwater as well, which I should be sharing soon. Welcome, by the way! We have many resources compiled here over the years for learning to create mods for ZT1, always feel free to ask and search.1 point
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Many thanks, everyone! I might join the contests once I feel fully recovered, for now though I'll just play around to relax without deadlines, but I definitely want to in the future. @Zarawatto I'm not really desperate for it, just needed a building to fill some space. The terrain in there is similar to what Buffzoo's Hell Creek animals need, just on way smaller space. A Nanotyrannus mod would be cool, especially now that the controversy is pretty much over and settled. If I were to make an aviary animal suggestion though, you could make a Microraptor, if you feel like making one. There are already so many Liaoning fossil animals modded in, but not that one, outside of a Caudipteryx recolour. Maybe something to consider if you want to do a sequel to Unlimited Feather Overload.1 point
