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Releases: DinLemon/SimplePZMapmaker

0.12.0 — Build 42 map depth: biomes, rooms, TileZed walls, furniture and streets

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@DinLemon DinLemon released this 18 Oct 08:15
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Build 42 map depth, built on TileZed data from PZ Mapping Tools, the pzwiki mapping guides and the game's own files.

  • Build 42 map data. Every native cell gets a biome map for foraging zones, and squares with authored content are kept free of WorldGen jumbo trees. Maps get a thumb.png. spawnpoints.lua starts players inside houses, with all 25 professions and their workplaces.
  • Rooms and zones. 588 vanilla room names. Shop, amenity and pz:room tags pick rooms. Land use, parking and pz:zone become TownZone, Forest/DeepForest, Farm, ParkingStall and ZombiesType zones, and parking snaps to whole 3×5 stalls.
  • Walls, fences, furniture. The TileZed wall catalog: 175 sets with their real door and window pieces, NW corners and SE pillars. 14 reference fences with gates. Furniture stands against the walls of bedrooms, kitchens, bathrooms and living rooms; the 24 housing templates are re-exported with it. pz:style=tilezed:<template> applies one of 25 building templates.
  • Streets. Curbside mailboxes and bins, stop signs on lesser roads, parking wheel stops, village yard props and scarecrows.
  • Command line in the package. artifacts/app/simplepzmap.exe builds, validates and exports maps. conflicts lists installed maps that use the same cells. serve starts a playtest server; see docs/PLAYTEST.md. Builds are faster: each section imports only its neighbourhood of the source.
  • Pilna examples. They now start at cell 150,150, away from Raven Creek.
  • Formats. Maps with furniture use map format 14, world format 9 and building template format 8. Older editors refuse these files instead of dropping the furniture.

Validation. 418 C# and 266 JavaScript tests. On the real PilnaVillage map, build --strict --game lost no buildings, and all 4,939 tile names exist in the game. A dedicated Build 42 server loaded the map: 25 professions and 256 spawn points, all inside buildings. The playtest server started and stopped cleanly. No game client has been tested yet: foraging, WorldGen, furniture and sign orientation, and cars in stalls are unverified (see docs/PLAYTEST.md).

Download SimplePZMapmaker-0.12.0-win-x64.zip, extract it and run Start.cmd. The .NET Runtime is included. The example map ZIPs are separate game mods. Verify downloads with SHA256SUMS.txt. Third-party game and mod resources are not bundled.

0.11.2 — Game discovery and portable resource paths

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@DinLemon DinLemon released this 15 Oct 11:55

Fixes game installation detection and portable resource paths.

  • Detects Project Zomboid through registered Steam libraries and manifests, including libraries on other drives. Stale saved/configured paths fall back to detected installations.
  • Adds Find installed game, an installation selector and explicit Load folder controls. Paste an absolute folder or the game executable path; quoted paths and Enter are supported. The working catalog survives invalid selections.
  • Game and mod resources may be on separate drives or accessible network shares. Removes the hardcoded drive restriction from resource loading and runtime probes; caches and settings stay in the application workspace.
  • README and the mod-resource guide include detailed connection steps and two new screenshots.

Validation: 270 C# tests, 168 JavaScript tests, 23 installed-library lighting scenarios; self-contained no-game/no-shared-runtime startup, browser save/reopen and independent native export readback. Real game PNG atlases and generated mod tiles/OBJ geometry were loaded through separate temporary drive mappings; installed X/FBX previews pass. Live remote shares were not exercised. No game session or character playthrough was started.

Download SimplePZMapmaker-0.11.2-win-x64.zip, extract it and run Start.cmd. The .NET Runtime is included. Example map ZIPs are separate game mods. Verify downloads with SHA256SUMS.txt. Third-party game/mod resources are not bundled.

0.11.1 — Shared worlds, parametric buildings and checked design

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@DinLemon DinLemon released this 15 Oct 11:14

Shared worlds, parametric buildings and checked design

Includes the clean-machine fix for shared infrastructure and OSM preservation when no game catalog is installed.

  • Author one road, river, railway or elevated bridge across separate world sections, with continuous clipped native geometry and retained source ownership.
  • Generate counted apartment houses from independent entrance modules, with slab/staggered/courtyard plans and up to 32 floors. Preview coherent street ensembles with access paths, parking, fences, greenery and native lights.
  • Inspect pedestrian access, locked/blocked openings, stair transitions and unsafe edges through signed-floor diagnostics and route overlays.
  • Use 55 MCP tools, including isolated design/check/repair tasks with authentic LightingJNI evidence, bounded permitted repairs, separate commits and visual review.
  • Export immutable map/world snapshots in the background with progress, cancellation, retained downloads and reuse of unchanged native sections.
  • Includes illustrated English installation/feature guides and a new editable/native two-section WorldAuthoring example. The Windows x64 application includes the .NET runtime.

Validation: 265 C# tests, 168 JavaScript tests, 23 installed-library lighting scenarios, actual feature/browser workflows and both official MCP protocols. Installed game classes read the new example's 2 cells, 2,048 chunks, 54 rooms and 24 stair tiles. The extracted Windows package starts without a game installation or shared .NET runtime. Public source/package path and debug-symbol checks pass.

Access checks describe bounded authored pedestrian geometry; native lighting covers a selected crop/floor/scenario. Repair preserves a failing report when constraints cannot be met. Browser materials remain editor previews; discrete pedestrian stairs are not continuous vehicle ramps. No game session or character playthrough is claimed.

Download the Windows application ZIP to run the editor. The remaining ZIPs are native example map mods. Verify downloads against SHA256SUMS.txt.

0.10.0 — Materials, modules and section workspaces

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@DinLemon DinLemon released this 14 Oct 20:16

Materials, compound buildings, elevated infrastructure and section workspaces

  • Textured game/mod meshes receive the genuine installed native light field, with editor material response, directional geometry shadows and authored-wall depth. Roughness, metalness and sun controls are inside the editor; unavailable assets retain their thumbnails.
  • Reusable entrances, stair towers, room sections and annexes can be captured, transformed and assembled into ordinary editable buildings. Complete rooms, furniture/models, resource ownership and signed stair transitions are preserved; invalid transformations and overlaps reject atomically.
  • Signed decks, stair access, rails, supports, tunnels and six junction presets preserve underlying roads/water. Group preview/apply/removal and history are reversible. Native-cell seam exports are checked.
  • 47 MCP tools include genuine map/world/draft lighting reads and isolated map/world gameplay-zone proposals, revision-protected commits and browser review of zone rectangles.
  • Independent section workspaces use atomic manifests and immutable content-addressed files. Open one section, save only that section, retain unchanged neighbors and recover a previous complete revision. Selected exports include clipped shared buildings plus a valid local source/context; whole-world exports write native cells directly into bounded streamed archives.
  • English README and step-by-step guide include five new reviewed screenshots. The Windows x64 ZIP includes the .NET Runtime and updated documentation.

Validation: 226 C# and150 JavaScript checks, 23 authentic installed-library lighting scenarios, real browser module/material/infrastructure/workspace/review/history workflows, both supported official MCP protocols, installed native map/stair reader and an extracted self-contained startup without the game or shared runtime. Public source/package path and debug-symbol checks pass.

Native RGB computation is authentic; browser mesh/material/shadow rendering remains an editor preview of it, not the game's FBO/material renderer. Infrastructure uses discrete native floors and pedestrian stairs, with no continuous vehicle ramps. Paths cross native cells inside a section; separate sparse world sections currently own separate paths. Load the complete world to see/edit authoritative shared buildings. No character playthrough, gameplay save or multiplayer validation is claimed.

0.9.1 — Full 64-level vertical range

Pre-release

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@DinLemon DinLemon released this 14 Oct 15:08

Full Build 42 vertical range: Z=-32..31, with 32 above-ground floors and 32 basements.

  • Extended building generation, OSM height/level inference, model authoring, stair access, native previews, lighting and MCP to all 64 signed levels.
  • Check actual roof slope height. Keep the highest floor editable with explicit No automatic roof; invalid Z=32 is rejected instead of truncated. Imported roof adaptation remains visible in the quality report.
  • Added map/template/world formats 10/7/4 for new vertical authoring while keeping older compatible data readable. Shared template imports support a common bounded 16 MB budget.
  • English controls, illustrated documentation and a full 64-level editable/native example, verified by the installed game reader without a game session.

Validation: Core 203/203, JavaScript 138/138, native lighting 23/23 including both extreme levels and invalid bounds, fresh Chromium 64-level authoring/template roundtrip, official MCP clients and native game-reader readback (1,024 chunks, 320 rooms, 189 stair tiles). No character walkthrough is performed. Native lighting visualization retains the documented browser FBO/material/mesh-shadow limitations.

0.9.0 — Direct authoring and native lighting

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@DinLemon DinLemon released this 14 Oct 11:47

Direct world authoring, geographic footprints and installed native lighting checks.

  • Edit floors, rooms, outlines, walls, openings, stairs and registered game/mod objects directly in Game view, with signed basements and atomic undo.
  • Import concave/courtyard building footprints and retain source geometry. Author curved roads/rivers, sidewalks, reversible ground-level bridge decks and original cardinal railway sprites.
  • Export graphical game/vehicle zones, multi-cell model collisions, keyed native doors, authored light sources and registered procedural loot distributions. Shared world projections retain gameplay metadata and dependencies.
  • Check the native light field entirely inside the editor using the installed LightingJNI library, with explicit sky/power inputs, scene and engine fingerprints, cancellation and stale-result protection. No game session is launched.
  • Illustrated English installation and feature guides. Windows package includes .NET runtime; original game assets/libraries are not bundled.

Validation: Core 190/190, JavaScript 129/129, 18 authentic native-lighting fixtures, actual Chromium authoring/export/undo workflows, native door/light/vehicle API probes and independent native archive readback. Browser FBO/material shaders, model mesh shadows, live weather/switches and character playthrough are not reproduced. Railway artwork is cardinal; bridge decks are at ground level.

0.8.0 — Native view, building tools and parcel planning

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@DinLemon DinLemon released this 14 Oct 03:48

Native map view, building editing tools and richer neighborhood planning.

  • The main map renders exported game sprites and registered models with physical geometry scale, signed floors and shared buildings. Visible chunks are streamed; overview terrain/trees are sampled with bounded client/server caches.
  • Buildings gain signed-floor and complete-object clipboard, alignment, native resource rotations/mirrors, error overlays and portable resource palettes. Unsupported transforms and owner conflicts are refused atomically. Saved palettes use map format 8; unused mod references do not activate mods.
  • Neighborhood proposals add road-facing parcels, access paths, yards, fence gaps, driveways and parking. Deterministic variation changes compatible room boundaries and doors while retaining staircase cores and authored basements.
  • Import quality distinguishes source tags, estimates and assumptions from generated footprints, interiors and roofs. Skipped outlines retain identifiers/reasons; manual floor corrections preserve original source evidence.
  • Native map/world exports include the Build 42 IGMB v2 atlas companion alongside readable XML. Refreshed native examples pass independent archive checks.
  • Public branch/tag history is rewritten to remove developer installation paths. Eight affected old Windows archives are withdrawn, retained example ZIPs are audited, and checksums are updated. Existing clones should be replaced or carefully rebased; old history must not be merged back. Third-party copies and cached GitHub views are outside this cleanup.

Verified locally: 159 C# tests, 97 JavaScript tests, zero-warning Release build, actual Chromium native-view/building/import/planning workflows, official MCP clients (38 tools, both protocol versions), eight native example archives, and extracted self-contained application startup/save/reopen/export with no installed game or .NET Runtime. Exact-source GitHub Actions verification passed before publication.

Extract the complete SimplePZMapmaker-0.8.0-win-x64.zip into a writable folder and run Start.cmd. The .NET 10.0.12 runtime is included. Choose your game installation in Game resources. Stop any older editor server before replacing its files, then refresh the browser. Detailed English installation and illustrated editing steps are in README.md and docs/EDITOR-TOOLS.md. SHA256SUMS.txt contains all download checksums.

This remains a prerelease. In-game character traversal, lighting, loot, gameplay save/reload and multiplayer were excluded from this task and are not claimed as validated. Preview lighting is not the game's lighting.

0.7.2 — Public installation-path correction

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@DinLemon DinLemon released this 13 Oct 18:51

Public source history cleanup completed (2026-10-14): developer installation paths were removed from public branch/tag history; tag names now resolve to rewritten commits. Existing clones should be replaced or carefully rebased without merging old history. See the current README for installation and privacy details.

Public installation-path correction.

  • Public instructions use relative paths and folders chosen by the user. Game and Workshop installation paths are no longer built into the application, tests or probe tools.
  • Per-machine settings are supplied through environment variables or ignored local settings under work/. They are excluded from the Windows archive. Catalog selections remain local.
  • Documentation screenshots hide installation-path and session-key fields. Published application binaries omit project debug symbols; compiler source paths use a neutral prefix. A new source/archive check runs locally and in GitHub Actions to detect configured local paths.
  • Verified: 137 C# and 75 JavaScript tests, Release build with zero warnings/errors, no-game self-contained startup/save/reopen/native export, installed-game resource browser workflow, and public-source/ZIP path scanning.

Extract the complete SimplePZMapmaker-0.7.2-win-x64.zip into a writable folder and run Start.cmd. The .NET 10.0.12 runtime is included. Select your own game installation in Game resources; no developer installation path is prefilled. Refresh an already open editor after restarting its server.

These corrections apply to the current source and new package. Earlier commits and release files have not been rewritten or withdrawn. This remains a prerelease; existing in-game playthrough/persistence/multiplayer limitations remain unchanged. SHA256SUMS.txt contains the asset checksums.

0.7.1 — English editor, installation guide and Actions startup

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@DinLemon DinLemon released this 13 Oct 15:43

Public source history cleanup completed (2026-10-14): developer installation paths were removed from public branch/tag history; tag names now resolve to rewritten commits. Existing clones should be replaced or carefully rebased without merging old history. See the current README for installation and privacy details.

English editor, illustrated installation guide and application startup in GitHub Actions.

  • All authored interface text, tooltips, accessibility labels, validation errors, generated labels and documentation are now English. Original OpenStreetMap source tags and proper names are preserved.
  • README contains detailed Windows installation, game and Workshop setup, examples, export, MCP, source builds, troubleshooting and five screenshots captured from the running application. Screenshots are included in the Windows package.
  • GitHub Actions launches the published self-contained application without an installed game or shared .NET runtime. HTTP checks generate, validate and export a native map; Chromium saves a project, changes it and verifies reopening restores its original state. Every workflow run uploads a ready-to-run Windows ZIP and startup evidence. Manual runs are available from Actions → Build and verify → Run workflow.
  • Existing building, environment, world, mod and MCP functionality is retained. English examples and their native map archives have been rebuilt and checked independently.

Extract the complete SimplePZMapmaker-0.7.1-win-x64.zip on G: and run Start.cmd. The included .NET 10.0.12 runtime means no SDK or separate runtime is required. Refresh an already open editor with Ctrl+F5 after restarting its server.

Actions provides a temporary verification run, not a permanent editor host. Game and mod artwork/models are read locally and are not distributed. Documentation screenshots show the application interface. Geography retains its source attribution and licensing; SHA256SUMS.txt lists asset checksums.

This remains a prerelease. Full graphical in-game playthrough, save/reload and multiplayer validation remain outstanding; see docs/STATUS.md for the scope of existing checks.

Publication privacy update (2026-10-14): the historical Windows application archive was withdrawn because compiled binaries contained developer installation paths. Clean native-map examples remain available; checksum files now cover the retained assets. Use the current Windows release for the editor. Public source tags are refreshed with rewritten history; existing clones should be replaced or rebased without merging old history.

0.7.0 — Model behavior, geography and world planning

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@DinLemon DinLemon released this 13 Oct 15:08

Public source history cleanup completed (2026-10-14): developer installation paths were removed from public branch/tag history; tag names now resolve to rewritten commits. Existing clones should be replaced or carefully rebased without merging old history. See the current README for installation and privacy details.

Model collisions, shared world, architecture and agent assignments.

  • Five model profiles: pickup item, non-pickup scenery, obstacle, destructible object and empty container. Health and capacity are adjustable. Native SpriteModel/IsoThumpable use real game mechanics; the blocking profile occupies one cell regardless of the scale of the visible model. This is not a collision mesh or a load-bearing wall.
  • Shared buildings cross sections and are stored once. The editor, native preview and export take into account full outlines, floors/basements, rooms and resources. Moving/removing a section keeps shared buildings covered by map sections. Complete OSM footprints restore buildings at the seams; Road and river seam repair protects manually edited terrain and placed objects.
  • Real DEM: online Terrain Tiles and ESRI ASCII EPSG4326/3857, NODATA, source/license, contrast elevation layer and elevation.asc in ZIP. The World-DEM example contains a real regional DEM of Smolensk 256×256 samples, ranging from 161 to 269 m; its house, road and river are authored, not an OSM reconstruction. The native PZ terrain remains flat.
  • 24 original layouts and regional options. Handcrafted facades, balconies and extensions preserve existing coordinates, furniture, models and resources. The roof slopes take into account the occupied contour, terraces and empty courtyard; All vanilla assets used are verified.
  • MCP expanded to 38 tools: worlds and neighborhoods, area/budget/floor/template restrictions, full reading/editing of buildings, generation/moving of sections, native preview and unified export. Proposals are isolated, revisions protect manual edits; Before applying agent changes, the editor shows a comparison. Applying a proposal can be undone in one step.
  • Streaming autosave with three previous versions and recovery after corruption of the latest version; version selection in the UI. Reusing raster/themes, updating brush blocks, skipping off-screen buildings, clear chains of missing mod dependencies.
  • Windows build includes .NET10.0.12 and license notices; SDK and separate runtime are not needed to launch. The new data uses map format 7, template format 5 and world format 2 so that the old editor doesn't lose fields. Older projects remain readable.

Checks: 136 C#, 75 Node, 14 legacy browser scenarios and new editor, planning and recovery scenarios. The official MCP client checks both protocols. The unpacked Windows archive starts with a non-existent DOTNET_ROOT and goes through editors/MCP. Independent native reader and game classes read new examples; the real IsoThumpable.TestCollide is checked from four directions, the real ItemContainer gets the given capacity. Full graphical game run, saving after real game and multiplayer have not yet been tested.

Unpack the entire Windows archive and run Start.cmd. If the editor is running, update it with Ctrl+F5. Examples are in examples; their coordinates may intersect, use separately or move and export again. Original game/mod textures and models are not distributed. Geography preserves source attribution/conditions; SHA256SUMS.txt contains checksums.

Publication privacy update (2026-10-14): the historical Windows application archive was withdrawn because compiled binaries contained developer installation paths. Clean native-map examples remain available; checksum files now cover the retained assets. Use the current Windows release for the editor. Public source tags are refreshed with rewritten history; existing clones should be replaced or rebased without merging old history.