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Atoxwarrior

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  1. Spiffo
    Atoxwarrior reacted to terec the tec in BUILDINGS BY TEREC   
    [BOOKSTORE] [GROCERY] [RESIDENTIAL]
    BOOKSOTERE AND GREENE'S BUILDING:
    https://theindiestone.com/forums/index.php?/topic/23413-building-bookstore-and-greenes-wresidential/
     
  2. Spiffo
    Atoxwarrior reacted to terec the tec in BUILDINGS BY TEREC   
    [FACTORY] [STORAGE FACILITY]
    2 STORY STORAGE AND FACTORY BUILDING:
     
  3. Spiffo
    Atoxwarrior reacted to terec the tec in BUILDINGS BY TEREC   
    [RESTAURANT] [SMALL]:
    Spiffo's food stall- 
     
  4. Spiffo
    Atoxwarrior reacted to terec the tec in BUILDINGS BY TEREC   
    ALL BUILDINGS I MADE
    Since I intend to continue on creating buildings for the community, i took advice from Atoxwarrior and made a single post for all my creations! Feel free to go throgh them and pick the one you liked the most 
    You can use'em freely on whatever project you might be doing, just mention me in the "credits".
    ====MADE BY TEREC====
  5. Like
    Atoxwarrior got a reaction from terec the tec in [BUILDING] Spiffo's express stall   
    This is interesting your work, I recommend you make a single post where you publish all your work so it will be easier for everyone to locate your buildings.
    by the way there is a single wall tool that you can use so you do not have to create a whole room on the roof, I like the style of small shops I hope to see more of this type.
  6. Like
    Atoxwarrior reacted to terec the tec in [BUILDING] Spiffo's express stall   
    SPIFFO'S EXPRESS STALL
     
    A small food stall wicth should fit in any project you might be making.
    SIZE: 10x10
    DOWNLOAD: spiffo1.tbx
    MADE BY TEREC
  7. Spiffo
    Atoxwarrior reacted to RingoD123 in How to update buildings to use the new roof occlusion system   
    anywhere under the roof should be fine.
  8. Spiffo
    Atoxwarrior reacted to EnigmaGrey in Spiffospaced   
    Ello all. Hope you’re well.

    Vehicles Spiffospace Test Server

    We’ve reached a point at which we need a place for MP vehicles testers to hang out, drive cars, bash zombies and report bugs. With that in mind, then, the Spiffospace server has been revived – and is accessible from the vehicles beta server list. Please post feedback in the server thread, and bugs in the tracker.

    There will almost certainly be crashes and lag issues that we’ll need to sort over the coming weeks, so some patience is required, but initial testers are reporting that they’re having a lot of fun. We’ll keep the server up and running as long as possible, and avoid resets as much as we can, and a little further down the line this is the server that’ll be used for Community Megatests too.

    We’re currently on Vehicles Build 31.2 and 31.3 will follow tomorrow – loot sync issues have improved in these builds, but Yuri has also just committed a fix for loot that could be lost/duplicated when two players were in the same inventory space at the same time. (We’ll be resetting the Spiffospace server once this released, with some player-requested new time settings etc too.)

    In terms of the vehicles build itself RJ is now back and working on bugs and XP balance, while resident artist Mash is working on a more final version of the Mechanics Skill vehicle UI overlay. Another issue we’re dealing with is coming up with a way to prevent players locking their own vehicle keys in the trunk – which, while providing some hilarious anecdotes from testers, probably isn’t the optimum situation.

    Vehicle SFX

    Our optimization guru Bitbaboon Steve recently revealed that he has a bunch of experience in working with vehicle noises over the years. He’s done sound work on vehicles for big games by folks like Atari, Ubisoft and Disney so it seemed wise to pass the audio baton over to him.  The current car sounds have been crappy for too long in the vehicles beta, and this should get them done well and efficiently.

    “Right now I’m adding support to the audio code to allow me to pitch shift samples” explained Steve when we nudged him. “This will mean that we can take four steady samples from the vehicle idling through to it going fast – and then let me set the volume / pitch so there’s a seamless blend through the whole RPM range.”
     


    “This will then be hooked up directly to the vehicle simulation to provide a basic vehicle sound. Once it’s complete I’ll add an additional on/off ‘load’ so the vehicles sound different when accelerating and stressing the engine when compared to players easing off the accelerator. After this I’ll then find different sound sets to use for the different varieties of car – sports, truck etc.”

    Anims

    Our goal is to have anims in a state that’s ready for us to jump straight into once vehicles are wrapped. Right now, in the unified anims build that’ll be used as a base for the releases beyond vehicles, Bitbaboon Mark has fixed up mesh rendering with new system – so we can now see anim models alongside vehicles and judge how they size up against each other. [Screenshot taken before the wheels bug had been worked out though!]
     


    Next up he’s adding some extra anim debug info that’ll let him display anim state info about each character in the world – which will help Animator Martin and himself track down exactly when the system bugs out / gets stuck. AnimZed, the tool that will allow us/modders to edit anim states live to the game is doing its job fine but still needs some functionality issues ironed out – after which the sanity/data pass that we mentioned in previous blogs can get going.

    Zed pathfinding

    Performance in the vehicles build is currently pretty okay, apart from when the wider sound radius of moving vehicles attracts the attention of a whole bunch of zeds – which then knocks into FPS repercussions.

    To address this, then, EP is experimenting with the implementation of a C++ navigation mesh to find paths to replace the Java version we currently have – which will both remove some memory from the heap, and also dispense with the ‘thinking time’ of zombies who’ve lost their way far more quickly than our current set-up.
     


    Other stuff
    Zomboid won’t have Steam achievements for a while yet, and so PZ modding hero Nolan has stepped in to provide for all those who love the sweet caress of a cheevo notification. Check it out, and make suggestions, here. RingoD has written a guide for map-makers with some simple steps as to how to update maps to handle the roof occlusion system. Our fair RingoD has also provided some guidelines for mappers who want to add car spawn zones to maps in preparation for the release of the vehicles build which can be found here.  
    Today’s rooftop gunning from Anima Chimère du Chaos [FR]. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. 
    As previously mentioned, ShylokVakarian’s Great Loot Search study is still ingoing here.Fanks!


  9. Like
    Atoxwarrior reacted to Prietos23 in I'd love "AIZ Enhanced 2" map map.projectzomboid.com   
    I would love this map being on the official game map website, I play it all the time, and it would be so nice if I can just entering the official game map, put this map and search coordinates, find where I am, I would love it
    http://steamcommunity.com/sharedfiles/filedetails/?id=1158053757

  10. Pie
    Atoxwarrior reacted to RingoD123 in How to add Vehicle Zones to your Map Mod   
    It seems i jumped the gun a bit  I have updated the OP with all of the current vehicle zones.
  11. Spiffo
    Atoxwarrior reacted to RingoD123 in How to add Vehicle Zones to your Map Mod   
    The names listed above are the only ones available so far. They are still a work in progress.
  12. Spiffo
    Atoxwarrior reacted to IndigoRebel in IndigoRebel Buildings   
    Another Apartment to help fill those empty spaces in your urban environments.
    4 Apartments and a ToyStore below.
     
     
    LINK BELOW
    http://www.mediafire.com/file/xs9v4fomo9nb1y1/IndigoRebel Apartment 1.rar

  13. Like
    Atoxwarrior got a reaction from IndigoRebel in IndigoRebel Buildings   
  14. Like
    Atoxwarrior reacted to RingoD123 in How to update buildings to use the new roof occlusion system   
    Any full tile roof peice that is currently not over a room definition in your building needs a room definition.
     
    For any bits that are above an internal room, simply make sure that room has a room definition (all room in buildings should, even hallways etc). If the roof bit is over an outside area (such as a porch) then instead of giving it an internal room definition, which could possibly mess with loot tables etc, use the new room definition made for this situation - emptyoutside.
     
    In the example below you can see that this building has a porch roof outside the front door, all other bits of roof are already over a pre-existing room definition and so we don't need to worry about them. We do need to add an emptyoutside room definition on/under the porch roof however as there currently is no room definition outside the building. In this example, the porch roof is on the roof layer of floor 2.

     
    If we check Ortho view you can see that a room definition of emptyoutside yellow) has been applied to the corrosponding tiles on floor 2.


    Once applied, simply save the building and move on to the next. Once all buildings are done, close buildingEd and open your map in WorldEd, generate lots and you're done, your map should now support the new roof occlusion system!
     
    If you're having problems getting it to work properly, remember:
    every "full tile" roof peice (the little overhang peices you see in the example above do not need to adhere to this rule, just leave them as is if you have any) must be "over/on" a room definition, so make sure every room in your buildings has a room definition (including hallways etc). Add a room definition of "emptyoutside" (without " ") to any full tile roof peices that do not sit "over/on" an internal room definition. Make sure to generate lots in WorldEd once all of your relevant buildings have been updated.
  15. Like
    Atoxwarrior got a reaction from IndigoRebel in IndigoRebel Buildings   
    Excelente muy buen trabajo, gracias por ayudarme con tus edificaciones,  arregle un edificio que tenia las escaleras superpuestas aquí te lo paso  https://mega.nz/#!ydgkTYhA!D-fhPUBbtvpxJxhtddu8JvJQZ6zE4RtlErtKZcgGJ4c
     
    sigue construyendo mas edificios yo con gusto los agregare a Eerie C.
  16. Spiffo
    Atoxwarrior reacted to EnigmaGrey in [Vehicles Test Server] Spiffospace: Vehicles   
    Community Bug Hunt: MP Edition
     
    The time has come to shake down vehicles MP! Post feedback, videos, and screenshots of bugs and other annoying issues on the server in this thread and help us track 'em down.
     
    Just find it on the server list and join up.

     
    Note: If you don't have the vehicle build, get it here.
     
    Not for the weary

    The vehicles build may still be unstable. There will almost certainly be crashes / lag issues that we'll need to sort over the coming weeks, so some patience is required. Though we'll try to keep the server up as long as possible and avoid resets or the loss of player data, it may happen. 
     
    Settings
     
    Bog-standard survival, aside from loot respawn, three hour days, and gas consumption set to 0.5. Power/water outage happens after 45 days.
     
    Mods
     
    POS - just disables the coordinates on upper let hand corner of the screen, for debug purposes. If you find an error with the map or a specific building, be sure to include the coordinates!
     
    Rule(s)
     
    Forum rules apply, principle rule being "Be Lovely."
     
    The admin staff reserves the right to remove access for anyone that violates this core principle.
  17. Like
    Atoxwarrior reacted to ddraigcymraeg in Eerie Country Beta   
    Great stuff, looking forward to playing this. I did do a cartozed to check out the map, and I saw some missing tiles in the middle of the map, was this on purpose?: 
     
    Check out here for the map image (May need to download it): http://www.mediafire.com/view/1sqk5kpwijj7v75/eerie.png
     
  18. Like
    Atoxwarrior reacted to Ayrton Orio in Back in Bleak   
    It's probably a bad question to ask but while it's early 2018, and the Christmas spirit is still with us, what are the plans (if any atm) for NPCs?
     
  19. Pie
    Atoxwarrior got a reaction from Legoland99 in Legoland99's official custom buildings thread!   
    I already understood, mm I'm afraid that has not been this way, this is one of the most gray Christmass I've had in my life, it shows in the environment, it shows the lack of joy, the devaluation of our currency is hard, each As the prices go up, you can imagine how horrible that must be.
  20. Pie
    Atoxwarrior got a reaction from Legoland99 in Legoland99's official custom buildings thread!   
    this great I like the initiative of the buildings with garage and I made a small parking lot also thought about the future use of garage doors, I wanted to ask are buildings without furniture ?, if you have defined the properties of the rooms I could help furnish some buildings.
  21. Pie
    Atoxwarrior got a reaction from Legoland99 in Legoland99's official custom buildings thread!   
    good with that could help you furnish some buildings would be good to have your great works completed, I did not understand the "Zuela" hahaha
  22. Spiffo
    Atoxwarrior reacted to Legoland99 in Legoland99's official custom buildings thread!   
    84% out of the 200+ pack done. Here's a ground floor parking lot for a small apartment building. Easy way to park your car and close it off once garage functions come to the game.

  23. Pie
    Atoxwarrior reacted to IndigoRebel in IndigoRebel Buildings   
    Another Apartment Building Cluster with some shops below.





     
    LINK 
    https://www.sendspace.com/file/mzbkh0
     
  24. Like
    Atoxwarrior got a reaction from Legoland99 in Eerie Country Beta   
    It is only a temporary watchtower designed to be assembled in a matter of minutes, if you look closely you will see that it has a thick column in the center, it will be used only by a soldier to observe the traffic that flows through the control point.
    Maybe to shoot some people ....
  25. Like
    Atoxwarrior got a reaction from Cyrrent Eiledoll in Eerie Country Beta   
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