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AnonPrime

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  1. Like
    AnonPrime got a reaction from junglistjim in Google Maps to Zomboid Terrain Map   
    I think I may take another crack at this, using something other than google maps. I still have my old code kicking around somewhere... I make no guarantees though
  2. Like
    AnonPrime got a reaction from junglistjim in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  3. Like
    AnonPrime got a reaction from Jason132 in Google Maps to Zomboid Terrain Map   
    I think I may take another crack at this, using something other than google maps. I still have my old code kicking around somewhere... I make no guarantees though
  4. Like
    AnonPrime got a reaction from trombonaught in Google Maps to Zomboid Terrain Map   
    I think I may take another crack at this, using something other than google maps. I still have my old code kicking around somewhere... I make no guarantees though
  5. Like
    AnonPrime got a reaction from Body Builder in Adding traits for one occupation   
    This looks to be correct, though it would only work for local games and will prevent you from joining multiplayer.
  6. Like
    AnonPrime got a reaction from LeoIvanov in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  7. Like
    AnonPrime got a reaction from Suomiboi in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  8. Like
    AnonPrime got a reaction from Suomiboi in Google Maps to Zomboid Terrain Map   
    I spend an hour or two mucking about with taking screenshots and pasting into an image editor and have a png file that is loading and generating tmx files with no errors.
     
    Here is an example map made using the above map: http://db.tt/vbdnjSmx

    The map I generated still would need a lot of work to make it useable, but waaaay less time than doing it by hand. I now have a good method for fixing the anti aliasing using GIMP and converting it to an indexed image with a fixed palette. If I have the time I will whip up a quick guide on how to set up everything and post it here in the main post.
  9. Like
    AnonPrime got a reaction from TheGmork in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  10. Like
    AnonPrime got a reaction from Atoxwarrior in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  11. Like
    AnonPrime got a reaction from Painkins in Google Maps to Zomboid Terrain Map   
    I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd.
     
    I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing.
     
    UPDATE:
     
    After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this.
     
    Download Link: https://db.tt/x45rnIOK  Version 1.2
     
    Implemented Features:
    Button to set zoom level to optimal zoom Map colours use Zomboid Terrain Palette Button to switch the base colour between different types Planned Features:
    Ability to adjust road width Ability to "pan" the image a set number of pixels, North, East, West, and South Known Issues:
    Anti aliasing will affect the edges of everything. The Roads will be too thick at higher zoom levels, needs to be a specific zoom level History
     
    v1.2
    - Added buttons for changing base colour between dark grass, dirt, and sand
    - Adjusted CSS for custom buttons to make them more shiny
    - Made the zoom slider less obtrusive.
     
    v1.1
    - Changed default lat long to 0,0
    - Changed default zoom level to show world map
    - Added button for "optimal zoom"
    - Adjusted download to make it a zip download, instead of HTML hosted on dropbox
    - Fixed issue where labels were shown for bodies of water
     
    v1.0 - Initial Release
     
    Sources:
    - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html
    - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox
     
     

    Credit where it's due
    This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
     
     
  12. Like
    AnonPrime got a reaction from Packbat in RELEASED: Build 30.12   
    There is a difference between being physically tired from a day of hard work, and being sleepy. There is also a big difference between working all day and being too exausted to continue, and sprinting across 3 city blocks and needing to take a breather, rest for a moment.
     
    I agree that while the new system is a welcome change to manage long term exertion over the course of a day, there should still be some mechanic to have a shorter term limit.
     
    You try fending off 3 people with a baseball bat, crowbar, etc and not be tired and need a rest afterwards. It can be pretty tiring, I would imagine. (Don't actually try, sounds very dangerous )
  13. Like
    AnonPrime reacted to syfy in RELEASED: Build 30.12   
    sorry, but the way people are acting with this new build is rather disappointing. instead of understanding that this is yet another step in the progression of the game, that the game is continuing to move forward toward V1.0, we get a small vocal minority who act like the Dev Team just stole their candy.
     
    try to remember, the new Exertion is NOT a finished product, there is some fine tuning to do still.
    what will help get it fine tuned is instead of griping and complaining, we post actual constructive criticism. 
     
    just saying that "this broke my game and i hate it and i think it sucks" does not help in any possible way, other than to alert the community which members will act that way.
     
    personally, i think it is a damn good start. as more CONSTRUCTIVE criticism come along, hopefully with video so it is obvious what the person is talking about, the Devs can narrow their focus and get it taken care to the majority of the players satisfaction. not gonna have 100% of players happy, there is always some one who wants to cut off heads and spike them, or they demand this feature or that feature (black smithing, katanas, reloadable bullets....a cure..)
     
    so please people, before going off on a rant or tangent, take a few deep breaths and find a way to post something constructive, or find a post that was already written with similar ideas, and quote and if possible expound on the idea in a calm, constructive, logical way.
     
    the Devs already have a full slate of work to do, lets not waste their time weeding out the nonsense to try and find the hidden gold.
  14. Like
    AnonPrime reacted to lemmy101 in RELEASED: Build 30.12   
    Yep again tho we want to balance realism for gameplay. People don't ACTUALLY get sick if they are out in the rain too long, etc, and people don't ACTUALLY become a better shot by popping some beta-blockers, or ACTUALLY suddenly stop feeling sad because they popped some anti-depressants 2 minutes ago. There is a certain level of gamefication that's allowed for the sake of balancing a fun game, and I think energy drinks having a balanced and not OP effect on giving you that extra push if required is a nice thing for gameplay.
    i think we walk the realism line quite well and are still leaps and bounds ahead of most other games in that regard, but we need to consider more traditional game design paradigms despite this philosophy. Mario style powerups it maybe, but subtley enough and with enough kinda 'that makes sense'ness about them to justify it.
    I don't think drinking an energy drink and slightly subduing your physical exhaustion is too far out the realms of logical realism to cause an issue in our game world, any more than sawing three perfect planks out of a log from a thin conifer tree trunk with a normal hand saw is
    We need to provide logical buffs and debuffs to any stat we can to provide the RPG experience alongside the sim experience.
  15. Like
    AnonPrime got a reaction from CaptKaspar in RELEASED: Build 30.12   
    There is a difference between being physically tired from a day of hard work, and being sleepy. There is also a big difference between working all day and being too exausted to continue, and sprinting across 3 city blocks and needing to take a breather, rest for a moment.
     
    I agree that while the new system is a welcome change to manage long term exertion over the course of a day, there should still be some mechanic to have a shorter term limit.
     
    You try fending off 3 people with a baseball bat, crowbar, etc and not be tired and need a rest afterwards. It can be pretty tiring, I would imagine. (Don't actually try, sounds very dangerous )
  16. Like
    AnonPrime reacted to false_chicken in Chicken's Lantern Mod   
    Hello! This is my first mod release for PZ (Well any game actually...). Enjoy! Feedback/Bug reports are appreciated! Special thanks to forum user AnonPrime (http://theindiestone.com/forums/index.php/user/19537-anonprime/) for his tremendous help and insight on the ins and outs of PZ modding.

    This mod currently adds two lanterns to the game:
     
    - LED Lantern
     
        - Takes batteries. Lasts as long as the flashlight.
     
    - Gas Lantern
     
        - Takes gas (Petrol) and lasts about twice as long as the LED lantern. Uses a quarter of a can of gas to fill.
     
    Both are about as common as the flashlight.
     
    - Issues/Bugs -
     
        - The Gas Lantern cannot be refilled when it is not completely empty.
        - The Gas lantern cannot be refilled by a Gas Can that is less than 25% full. (Has a used delta of less than 0.25)
        - The icons are not all that great and are just a simple recolor of each other. I am terrible at art and welcome any submissions.

    - Mod Permissions -
     

    http://theindiestone.com/forums/index.php/topic/2530-mod-permissions/?p=36477
     
    - Image Copyright Info -
     
    The icons and images used thus far are licensed under the Creative Commons Deed CC0 and can be found here:
    http://pixabay.com/en/lantern-light-oil-lamp-black-metal-151524/
    ChickensLanternMod-v0.5.zip
  17. Like
    AnonPrime got a reaction from false_chicken in Trying to create a Flashlight clone.   
    It looks like the TorchBatteryRemoval_OnCreate and TorchBatteryRemoval_TestIsValid and other related functions are in the Media\Lua\Server\recipecode.lua file.
     
    Looking at the code, it is able to check the "Used Delta"  of the Torch item, and when it creates the battery back in the inventory, sets its usage to the same.
    It looks like in the vanilla game there is no "Empty Battery" and will just assume the Torch has no battery if completely used up.
     
    You will likely need to create a new function that mimics this, specifically for the added lantern. Should be easy enough to copy/paste and tweak for use with your LED Lantern. 
    function TorchBatteryRemoval_OnCreate(items, result, player) for i=0, items:size()-1 do -- we found the battery, we change his used delta according to the battery if items:get(i):getType() == "Torch" then result:setUsedDelta(items:get(i):getUsedDelta()); -- then we empty the torch used delta (his energy) items:get(i):setUsedDelta(0); end endend
  18. Like
    AnonPrime got a reaction from false_chicken in Trying to create a Flashlight clone.   
    There are a few things that will need to be done if adding a new item. Though adding an item like this is easier than you think! The game code looks like it is already able to handle new light sources, just needs to have the item added to the game.
     
    - Define the new item
    - Add crafting recipies for adding fuel/batteries, and removing them
    - Adding the item to the distribution lists.
    - Maybe also add a texture!
     
    In this example it would be easiest to copy the sections of the code for the existing flashlight item and modify to make it a lantern.
     I would hightly recommend looking at a few other mods to check how they handle new items and recipies, and the general mod structure, and especially how they handle adding new items to the suburbsdistribution table.
     
    Key LUA files to look at are the media\scripts\items.txt  media\scripts\recipies.txt and media\lua\server\items\distribution.lua files
     
    Key things to look at that will shape the light in the item definition:
     
    TorchCone    =    TRUE,   - If set to false, will have the radial light (I think)
    LightDistance    =    16, This will control the range of the light, may want to lower it a bit given that lanterns don't have quite the range that flashlights do
  19. Like
    AnonPrime got a reaction from false_chicken in Additional Skill Books Mod   
    Thanks for letting me know! I have updated the file, though the download link is the same. I had the pages set to 4 as a test to make sure it works (I'm impatient). Corrected the issue of the Foraging training the trapping skill too.
     
    The Skillbook array probably overwrites the entire vanilla array which is odd though likely why Pravus had them defined in the original mod.
  20. Like
    AnonPrime got a reaction from false_chicken in Additional Skill Books Mod   
    I decided that I would upload an updated version of the mod in the absence of Pravus. I can remove it if need be but uploading based off of the lack of a specific permission displayed on the original post.
     
    Updated for the new Build 30. Do not use this with older 29 builds, or at least don't read the First Aid book . I can upload a separate version for 29.4 if people would like.
     
    Changes
    - Added books for Foraging, Blunt Maintenance, Blunt Guard, Blade Maintenance, Blade Guard, and First Aid
    - Removed the Trapping books added by the mod as they are now present in the vanilla game
     
    The added books have been properly added to the distribution lists as well.
     
    Download link: http://db.tt/8H2OUTZo
     
     
     
  21. Like
    AnonPrime got a reaction from syfy in Additional Skill Books Mod   
    I decided that I would upload an updated version of the mod in the absence of Pravus. I can remove it if need be but uploading based off of the lack of a specific permission displayed on the original post.
     
    Updated for the new Build 30. Do not use this with older 29 builds, or at least don't read the First Aid book . I can upload a separate version for 29.4 if people would like.
     
    Changes
    - Added books for Foraging, Blunt Maintenance, Blunt Guard, Blade Maintenance, Blade Guard, and First Aid
    - Removed the Trapping books added by the mod as they are now present in the vanilla game
     
    The added books have been properly added to the distribution lists as well.
     
    Download link: http://db.tt/8H2OUTZo
     
     
     
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