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martingee

The Indie Stone
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  1. Like
    martingee got a reaction from BayCon in Released: Vehicle Tech Test build   
    When I initially designed the Police texture my thoughts were what you might find in rural Kentucky. Research threw up a myriad of designs, in part because of the different types of Police (state, county, metropolitan etc) but also the fragmented structure of Police forces in America.
     
    Once Louisville makes an appearance this design will be more applicable. That's not to say the current one will stay white, depending on what Mash thinks and wants to do, a colour change may happen if it jars with the rest.
     
    Also, for those raising concerns on wheel placement, they'll change. Some do clip the wheel arches at the moment as they're placed in code an not part of the car mesh export. It's on the task list, like shadows but performance, stability and functionality is priority atm.
  2. Like
    martingee got a reaction from OffitMan in Released: Vehicle Tech Test build   
    When I initially designed the Police texture my thoughts were what you might find in rural Kentucky. Research threw up a myriad of designs, in part because of the different types of Police (state, county, metropolitan etc) but also the fragmented structure of Police forces in America.
     
    Once Louisville makes an appearance this design will be more applicable. That's not to say the current one will stay white, depending on what Mash thinks and wants to do, a colour change may happen if it jars with the rest.
     
    Also, for those raising concerns on wheel placement, they'll change. Some do clip the wheel arches at the moment as they're placed in code an not part of the car mesh export. It's on the task list, like shadows but performance, stability and functionality is priority atm.
  3. Like
    martingee got a reaction from Kuren in Released: Vehicle Tech Test build   
    When I initially designed the Police texture my thoughts were what you might find in rural Kentucky. Research threw up a myriad of designs, in part because of the different types of Police (state, county, metropolitan etc) but also the fragmented structure of Police forces in America.
     
    Once Louisville makes an appearance this design will be more applicable. That's not to say the current one will stay white, depending on what Mash thinks and wants to do, a colour change may happen if it jars with the rest.
     
    Also, for those raising concerns on wheel placement, they'll change. Some do clip the wheel arches at the moment as they're placed in code an not part of the car mesh export. It's on the task list, like shadows but performance, stability and functionality is priority atm.
  4. Like
    martingee got a reaction from nasKo in Released: Vehicle Tech Test build   
    When I initially designed the Police texture my thoughts were what you might find in rural Kentucky. Research threw up a myriad of designs, in part because of the different types of Police (state, county, metropolitan etc) but also the fragmented structure of Police forces in America.
     
    Once Louisville makes an appearance this design will be more applicable. That's not to say the current one will stay white, depending on what Mash thinks and wants to do, a colour change may happen if it jars with the rest.
     
    Also, for those raising concerns on wheel placement, they'll change. Some do clip the wheel arches at the moment as they're placed in code an not part of the car mesh export. It's on the task list, like shadows but performance, stability and functionality is priority atm.
  5. Like
    martingee got a reaction from Geras in Released: Vehicle Tech Test build   
    When I initially designed the Police texture my thoughts were what you might find in rural Kentucky. Research threw up a myriad of designs, in part because of the different types of Police (state, county, metropolitan etc) but also the fragmented structure of Police forces in America.
     
    Once Louisville makes an appearance this design will be more applicable. That's not to say the current one will stay white, depending on what Mash thinks and wants to do, a colour change may happen if it jars with the rest.
     
    Also, for those raising concerns on wheel placement, they'll change. Some do clip the wheel arches at the moment as they're placed in code an not part of the car mesh export. It's on the task list, like shadows but performance, stability and functionality is priority atm.
  6. Like
    martingee got a reaction from Tomwa in Animations will one day be released hype thread.   
    Nowt to feel bad about, sneaking and cover anims will be part of the overall "stealth" aspect but are contained in 2 separate systems. Sneaking already exists whereas cover doesn't which requires a whole load of new code.
     
    It's while Lemmy was starting to write this code that much needed update to the animation system became obvious. That opened a can of worms that we're still working through.
  7. Like
    martingee got a reaction from BayCon in Animations will one day be released hype thread.   
    Nowt to feel bad about, sneaking and cover anims will be part of the overall "stealth" aspect but are contained in 2 separate systems. Sneaking already exists whereas cover doesn't which requires a whole load of new code.
     
    It's while Lemmy was starting to write this code that much needed update to the animation system became obvious. That opened a can of worms that we're still working through.
  8. Like
    martingee got a reaction from Necromatic_Corgi in Animations will one day be released hype thread.   
    Nowt to feel bad about, sneaking and cover anims will be part of the overall "stealth" aspect but are contained in 2 separate systems. Sneaking already exists whereas cover doesn't which requires a whole load of new code.
     
    It's while Lemmy was starting to write this code that much needed update to the animation system became obvious. That opened a can of worms that we're still working through.
  9. Like
    martingee got a reaction from xXxFANCYCAPYBARA36xXx in Animations will one day be released hype thread.   
    Nowt to feel bad about, sneaking and cover anims will be part of the overall "stealth" aspect but are contained in 2 separate systems. Sneaking already exists whereas cover doesn't which requires a whole load of new code.
     
    It's while Lemmy was starting to write this code that much needed update to the animation system became obvious. That opened a can of worms that we're still working through.
  10. Like
    martingee got a reaction from xXxFANCYCAPYBARA36xXx in Animations will one day be released hype thread.   
    When the animation update drops there will be sneaking anims but chances are there won't be cover anims (ie back to the wall, shooting around cover etc). These will more likely be implemented in another update further down the line.
  11. Like
    martingee got a reaction from DresdenBBQ in Spiffin'   
    Motor bikes, cycles and anything where the player is prone to falling off opens up a whole can of worms with regards physics, anims etc. I think the plan for now is to get cars working and stable and then look at how feasible bikes etc are with the vehicle system and the new anim system once that's finalised.
     
    So whilst I'm not saying "never", its not likely to be in the initial vehicle release.
  12. Like
    martingee got a reaction from Erkinwine in Spiffin'   
    Motor bikes, cycles and anything where the player is prone to falling off opens up a whole can of worms with regards physics, anims etc. I think the plan for now is to get cars working and stable and then look at how feasible bikes etc are with the vehicle system and the new anim system once that's finalised.
     
    So whilst I'm not saying "never", its not likely to be in the initial vehicle release.
  13. Like
    martingee got a reaction from trombonaught in Spiffin'   
    Motor bikes, cycles and anything where the player is prone to falling off opens up a whole can of worms with regards physics, anims etc. I think the plan for now is to get cars working and stable and then look at how feasible bikes etc are with the vehicle system and the new anim system once that's finalised.
     
    So whilst I'm not saying "never", its not likely to be in the initial vehicle release.
  14. Like
    martingee got a reaction from Necromatic_Corgi in Spiffin'   
    Motor bikes, cycles and anything where the player is prone to falling off opens up a whole can of worms with regards physics, anims etc. I think the plan for now is to get cars working and stable and then look at how feasible bikes etc are with the vehicle system and the new anim system once that's finalised.
     
    So whilst I'm not saying "never", its not likely to be in the initial vehicle release.
  15. Like
    martingee reacted to xXxFANCYCAPYBARA36xXx in fema x codes   
    i saw these in the last of us pittsburgh chapter the suburbs were full of houses with these on,
    would be cool to see those in the game once the military cleanup crews come in they could leave behind these x markings, youd just have to do one thats like a grafitti X with scribbly lines on each side and they would act as some form of notice that the military / fema / government has been around the place these markings are in
    pictures from wikipedia
  16. Like
    martingee reacted to EnigmaGrey in More Job Diversity   
    Emergency medical technician; paramedic.
  17. Like
    martingee got a reaction from Necromatic_Corgi in Last Resort   
    The zombie eating anim is done and iirc was shown in a previous mondoid vid. (here's hoping lemmy didn't take it out  )
  18. Like
    martingee reacted to BigJk in PZTracker - Connects the online PZ Map to your running game.   
    Hello Guys!
    Recently I'm playing PZ extensively with my Girlfriend and because I have 3 monitor's I always have the map (http://map.projectzomboid.com/) open on one of the other monitor's. One thing that annoyed me was that even in borderless window mode I had to click out of PZ to move the map to see everything I wanted. Finding the position of your player was also a bit annoying, so one night I sat down and started programming and PZTracker was the result. PZTracker connects the online map to the game. The map will follow your player position if you like and you can move around (arrow keys) or zoom in and out (num+ and num-) on the map by pressing the keys WITHIN PZ. No need to tab out of PZ. You really just need to press buttons ingame.
     
    Little Preview: https://www.youtube.com/watch?v=sJEKmZ5Nrh0
     
     
     

     
    I was faced with the problem of connecting two separated systems that had no connection whatsoever. PZ and an Website. I had to get information out of PZ and into the map website. At first I thought about memory reading, but I dropped that idea when modding PZ came to my mind. And so PZTracker currently consists of 3 "components".
     
    Component 1: The PZTrackerMod
    I had to get the information out of the game. I realized this by writing a simple mod. So the PZTrackerMod is just a typical mod written in lua (never worked with lua before, but was easy enough to get everything working in a few minutes) that prints out important information, like player position and keypress events to the PZ cmd.
     
    Currently the PZTrackerMod has the following Shortcuts:
    F - Enables or Disables follow mode. If disabled the map won't follow the position of your player.
    Arrow Keys - Move the map up, down, left, right for easy navigation.
    Num + - Zooms into the map.
    Num - - Zooms out of the map.
     
    Component 2: pz_tracker.exe
    Now I had to get the data that gets printed by the PZTrackerMod out of the cmd, so I wrote a program in golang that starts PZ as a child process and reads and parses the stdout (the text stuff you see in the cmd). Now the program is able to get the data out of the game. To forward this data it also opens a websocket in wich all the data get's send if somebody is connected to it.
     
    Component 3: inject.js
    Now we come to the last part. We got the data that we can get through the websocket from the pz_tracker.exe. Now we have to get the data into the map. Currently I solved the Problem with a small javascript code that I lode into the running map website via the "Chrome Development Console". It,s just pasting the code into the console and hit enter, so even somebody without coding experience should be able to do this. What the code does is to connect to the websocket and read the data that get sent to him. It then uses the data to move the map to the player location or respond to key press events and move or zoom the map.
     
     
     

     
    Just download the ZIP File of the latest release: https://github.com/BigJk/PZTracker/releases
     
     
     

     
    Setup Video: https://www.youtube.com/watch?v=a4ycQgryxzw
     
    Step 1:
    Download the current Version and extract it somewhere.
     
    Step 2:
    Copy the "PZTrackerMod" to your "Mods" Folder (C:\Users\YOUR USERNAME\Zomboid\mods)
    Copy the "PZTracker.exe" and "inject-min.js" to your "ProjectZomboid" Folder (With steam: C:\...\Steam\SteamApps\common\ProjectZomboid)
     
    Step 3:
    Start the "PZTracker.exe" and open the PZMap
     
    Step 4:
    Activate the "PZTrackerMod" in your running Project Zomboid.
     
    Step 5:
    Open the Developer Console in your PZMap browser window (Chrome: Ctrl - Shift - I).
    Paste the code that is displayed in PZTracker after "Insert into development console:" into the development console and hit enter. (Should be something like: $.getScript('http://127.0.0.1:9090/js');)
     
    Step 6:
    Load a Singleplayer Game or join a Server that has "PZTrackerMod" enabled and hit F when you see your character. Now you should see the map moving. Use the shortcuts mentioned above.
     
    Advanced Stuff
    If you start PZTracker for the first time it will generate a config filed called "pztracker_config.json". Open this file with a texteditor and you will find the settings for PZTracker. You should understand them just by the name, but in case an explanation of them will be added shortly.
     
    Github Repository: BigJk/PZTracker
     
     
     

     
    First of all I would really like to hear the opinion on this from you guys. Maybe you don't like the idea and it will just be a little tool for me to use when I play with my girlfriend, but in case you like it I will get it ready to release in a short while and think about possible future features. Any ideas? Maybe I can simplify the process of getting the data into the map and get away from this "hacky" way of doing it, even though I must admit that it works way better than I have ever expected xD
     
    Thank you for taking your time and reading this and huge thanks to blindcoder for creating this awesome map website! I hope you don't mind my playing around xP
  19. Like
    martingee reacted to GOGOblin in Add common sense as spice   
    Oh, indeed. The player must have better skills, pure natural selection.
     
    Apart from joking  about what you and your wife are joking about, here is my report:
     
    first google: eating flour
    http://www.thedoctorstv.com/articles/2765-addicted-to-eating-flour 
     
    And now the main story:
    0 - PLAIN FLOUR

    Tastes ok. Like eating dust, a gulp of water could help indeed, but nevermind. Mood penalty : slightly unpleasant, only if you are not starving, otherwise - its ok. On a scale of survival cuisine I give it 5/10 because it tastes dull and sticks to teeth and throat. 
     
    1 - SIMPLE PASTA

    Only water and flour, no oil, no eggs.
    Its good. Without salt it tastes dull, but if you are surviving - this pasta could be called delicious. Pleasant to chew, smooth. Served hot with black pepper and salt - very good, add EVOO or butter or cheese and it is perfect.  Survival cuisine rating: 8/10. Needs salt and pepper to be really nice. 
     
    2 - SIMPLE BREAD

    Only water and flour, no yeast, no salt or sugar.
    Smells nice, but is too hard. Cannot enjoy this "bread" until hungry.  Very dense and clammy crumb. Taste is dull, but not unpleasant, adding salt could help a lot. Survival cuisine rating: 5/10 because its hard. Although no mood penalty should be applied, this is survival food and it is nutritious, easy to store and easy to pick and eat during.. surviving,
     
    3 - YEAST BREAD

    I tried my best NOT. No recipe, no cooking experience, just common sense : )
    Found some instant yeast in a fridge, mixed it with flour water and sugar (yes, yeast dough needs to be turned on with some sweets, warmth and gentle but zealous use of hands - thats my contribution to those wife-jokes), added salt, mixed until it is almost not sticky and left close to a stove for an hour. Then put the ball of dough into cooking pot (with some flour on its bottom) and sent it to an oven, thats all. NEEDS SUGAR, INGAME RECIPE IS NOT ACCURATE.
    The bread smells nice, has hard (a bit too hard and thick) but delicious crust, crumb is almost like normal bread, but a little too dense.  Yes, this is bread.
    Survival cuisine rating: 7/10, 8/10 if done well. Really nice food but requires some effort (and knowledge).
    Do we really need a recipe? I guess yes, otherwise it will be something like 2. If yeast has instructions on it's pack the recipe is allmost useless. But making a proper bread, even this-report-tier bread, is only a matter of hunger. Simple bread (2) is pretty sufficient for survival.
     
    Conclusion:
    1) Flour is edible and its ok.
    2) Simple water+flour recipes provide you with food, good food (especially pasta) if you are surviving.
    3) Yeast bread needs a recipe to be learnt, but a) the recipe is simple and must be easy to find b) proper selfmade bread must boost mood, otherwise it doesnt worth the effort
  20. Like
    martingee got a reaction from Kuren in Add common sense as spice   
  21. Like
    martingee got a reaction from Keshash in Zombie biting and scratching animation   
    I may have tweaked Captain Binky's original animations but the new ones are pretty much the same as the old.
     
    The mouths will not be animated as that would require adding a skeletal bone to the mesh. We're endeavouring to keep it as optimised as possible and the extra bones I've added are for the back pack and some other clothe related goodness. An extra bone for the mouth is not really worth it for the "pay off".
  22. Like
    martingee reacted to zomboid123 in Gundoid   
    If you're gonna do weapon lights(i've seen em working in mods), some suggestions for 90's period correct stuff(I actually used some of these on the job when they were new! man I feel old...)
    laser products(now surefire) 633R Released in 1980's but popular well into the 90's. (airsoft but real deal light, hard to find pics of these crusty old things...) this was the beretta 92 version though they also had the 610R for the m1911, though sadly doesnt look like we are getting a clone of the grandaddy american .45 semi auto. laser products 318  for shotguns of 80's vintage but popular well into even the 00's, though it would have held a vintage light not like depicted(easy to superimpose in photoshop for ref) laser products 650 UTLS universal and could serve well as a light for all the rifles, also 80's vintage - also popular well past its release.

    Sorry for double post, it wouldn't let me edit again, and seems the servers are acting weird(backend fetch errors).
       
  23. Like
    martingee got a reaction from Magic Mark in Gundoid   
    Assault rifle 02 was loosely based on a Ruger mini 14 but as mentioned I modelled it to generally look like guns of a similar type so we could cover a few possibilities.
     
    My thinking behind including a gun like this was what would be available to local Kentucky residents in 1993. The research i'd done lead me to believe police forces in the area would have access to the Ruger mini 14 as well as people privately owning them.
     
    Now whether the model will actually represent something like a Ruger mini 14 in game is still been mulled over, but whatever it is will be distinctly different to assault rifle 01 which is meant to a more modern (1993 modern ) assault rifle.
     
    It's also worth noting that these aren't necessarily going be as prelevant as handguns and shotguns.
  24. Like
    martingee got a reaction from EnigmaGrey in Gundoid   
    Assault rifle 02 was loosely based on a Ruger mini 14 but as mentioned I modelled it to generally look like guns of a similar type so we could cover a few possibilities.
     
    My thinking behind including a gun like this was what would be available to local Kentucky residents in 1993. The research i'd done lead me to believe police forces in the area would have access to the Ruger mini 14 as well as people privately owning them.
     
    Now whether the model will actually represent something like a Ruger mini 14 in game is still been mulled over, but whatever it is will be distinctly different to assault rifle 01 which is meant to a more modern (1993 modern ) assault rifle.
     
    It's also worth noting that these aren't necessarily going be as prelevant as handguns and shotguns.
  25. Like
    martingee reacted to Fuji in Gundoid   
    As others have said, it's actually a Ruger Mini-14 (probably more specifically an AC-556) which was pretty commonly used by police departments before the M4 was a thing in the '70s and '80s, so yeah, it'll probably be there.  But in reality, it's probably there because it's an assault rifle chambered to fire the same caliber as the M16 so there isn't multiple ammo types.  There aren't a lot of military/police rifles besides the Mini-14 and AR variants that fire 5.56 NATO that would commonly be found in the US, so it's really the only option there.
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