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Thuztor

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Posts posted by Thuztor

  1. Changelog to 2.41a
    - 3D WorldModels of Spraycans and Chalk
    - A lot of new symbols to spray (alphabet, numbers, special characters, special symbols)
    - Every symbol is now drawn in 2x tile size
    - Replacing of the menu button
    - Resizing of symbol menu buttons
    KNOWN ISSUES:
    - Existing colours of e.g. blue will change after spraying the same symbol in e.g. red (after loading save game the colour is back to wanted colour)
    - Because of redesigning the menu I had to remove the ability to draw with chalk (it will back in the next version)

     

    20220108215108_1.thumb.jpg.d46d361207bd9b7430c72a7fcd96b6af.jpg

     

  2. If someone wants to play with the mod, the new update and before the mod is updated, you can.

    Just replace the lua code in the file which is in /MODFOLDER(ID: 499153179)/media/lua/server/Items with the follow code and you will find Spray cans and chalk in the listed container:

     

    --********************************************************
    --**                       THUZTOR                           **
    --********************************************************
    
    require "Conf/sprayCanConf"
    require "Items/ProceduralDistributions"
    
    -- Distributions for ProceduralDistributions.lua
    local sprayPaintTable = {
      "SchoolLockers", 1,
      "ClassroomDesk", 0.5,
      "CratePaint", 4,  
      "CrateTools", 6,
      "GarageTools", 4,
      "MechanicShelfTools", 8,
    }
    
    local chalkPaintTable = {
      "SchoolLockers", 2,
      "ClassroomDesk", 1,
      "ClassroomMisc", 8,
      "CratePaint", 4,  
      "CrateTools", 4,
      "GarageTools", 3,
      "GigamartSchool", 15,
      "CrateOfficeSupplies", 2,
    }
    
    local chalkWHITESchoolTable = {
      "SchoolLockers", 3,
      "ClassroomDesk", 2,
      "ClassroomMisc", 15,
      "GigamartSchool", 15,
      "CrateOfficeSupplies", 3,
    }
    
    
    for i = 1, #sprayPaintTable, 2 do
        for _,v in ipairs(sprayCanConf.list) do
            table.insert(ProceduralDistributions.list[sprayPaintTable[i]].items, "spraypaint."..v.name)
            table.insert(ProceduralDistributions.list[sprayPaintTable[i]].items, sprayPaintTable[i+1])
        end
    end
    
    
    for i = 1, #chalkPaintTable, 2 do
        for _,v in ipairs(sprayCanConf.listChalk) do
            table.insert(ProceduralDistributions.list[chalkPaintTable[i]].items, "spraypaint."..v.name)
            table.insert(ProceduralDistributions.list[chalkPaintTable[i]].items, chalkPaintTable[i+1])
        end
    end
    
    
    for i = 1, #chalkWHITESchoolTable, 2 do
            table.insert(ProceduralDistributions.list[chalkWHITESchoolTable[i]].items, "spraypaint.ChalkWhite")
            table.insert(ProceduralDistributions.list[chalkWHITESchoolTable[i]].items, chalkWHITESchoolTable[i+1])
    end


     

  3. for sure in the next update:

    • 3D Objects of Spray Cans and Chalk
    • From 17 to 11 special symbols, 26 alphabetic symbols, 0-9 and 28 special character symbols (75)
    • Same new symbols on walls
    • Three different spraying speeds (Fine, Normal, Fast)

     

    spraycanTZ.png.f6941a7dd91868cfc762001039c9104c.png

  4. After the game changed the distribution of the items, which is important for this mod, I've decided, that it will get an update in that. But in addition, I will change the textures and add something new. Here is a preview of some new symbols, which the player can spray or draw.

    generalSymbolsFINE.thumb.png.de2f70291b9272e8b482130732b759f0.png

    alphabetSymbolsFINE.thumb.png.756083d9b85b0296ef427851c6226157.png

    specialCharacterSymbolsFINE.thumb.png.04300e7dc0a5c4f92f1d0f53c2f858d4.png

  5. I've decided, that Gutrot (Vacation Islands) will become a challange map like "Kingsmouth" (like the size I've filt with houses, just a bit bigger), but after I can realy begin on working on the map, I have to draw some tropical/subtropical plants and trees.

    Last time, I've shown you my first coconut palm.

    Here is the jumbo tree of it.

    (It will be in my map, if it's possible like the original trees - for now, I can't see a solution for bring it in the game as the other jumbo trees)


    The second picture shows my newest tree.

    A mangrove, which is known to hold off floods.

     

    cocoJumbo.jpg.494a31118d9f7d844e59486212dfdecd.jpg227817379_mangrove(2).jpg.445a4292db747804cb363418bec612b2.jpg

  6. On 6/8/2021 at 2:57 AM, Atoxwarrior said:

    It is an honor to have you back master.

     

    Is it not a little too much of honor, if a successful master calls me master? :lol:

     

    - In the meantime, I've created just a little construction site.

    - Re-drawing some old beds to new one (not quite finished)

    - Begin of drawing coconut palm (first stage, shadow missing yet)

     

     

    littleconstructionSite.jpg

    youngPalmInGame.png

  7. I've decided, that everybody, who wants to test the map can do it now.

    I would be pleased, if you could give a feedback (if it doesn't works; Oddities in buildings, which I've overlook and so on)

     

    NOTICE: There are a lot of features, which doesn't work in this map with my own textures, for now.

    for example:

    - dig / farm / everything what is related to the grass-/dirt-textures

    - a right item distribution of the rooms

    - Change of season / correct weather

    - A proper tropical vegetation / no erosion / no vegetation growth

    - taking / placing of my objects

     

    But I hope, you have a bit fun testing my map. :)

     

    Download here: https://www.dropbox.com/s/m5x3a2u5mk6kqbn/Gutrot_Island_PRE_TEST1.zip?dl=0

     

    Put the folder in your /Users/YOU/Zomboid/mods

    Activate the mod in the main menu!

  8. 1. Is not a problem anymore. Except the blends, which doesn't work correctly.

    If you have similar problems with a grid between your own created tiles, give attetion to the transparent pixel around the tile in the 128x256 field, which needs the same RBG colors as its non-transparent tile/object.

     

    2. After I redesigned the corresponding tilesheet, the error is gone, I believe. I don't know why.

     

    3. There is no tile-definition for setting a tile to "grass / dirt" or so... so maybe it's possible with lua.

  9. After nearly a week, I tried to revise my map "Vacation Islands" and it works well so far.

    But there are some annoying problems, which came up.


    1. On the two pictures you see the same place inGame and in WorldZed.

    I can't figure out, why my floor tiles get this grid border on each.

    Also, some corner blends haven't the right position / or they aren't also shown correct.

    Notice: You can see the grid of sand tiles in WorldZed too, but not of the other tiles. (like grass, street)

    badTiles.thumb.jpg.354c9483fa39085a50c8e12c943341a2.jpg

    nearlygoodTiles.thumb.jpg.fd5f583a1a4ac0f30e9a7f3750d2a6af.jpg

     

    2. The next problem caused a game error.

    I have this problem just with one tilesheet, as far as I know.

    The tilesheet holds floor tiles like tiled-tiles and wood-tiles.

    The old tilesheet has the same problem as the new 2x tilesheet.

    Can it be, that the name of the tilesheet is not recommended? - the name is: "tz_floors_interior_tilesandwood_01"

    Error:

    ERROR: General     , 1622673472885> ExceptionLogger.logException> Exception thrown java.lang.NumberFormatException: For input string: "tz_0" at NumberFormatException.forInputString..

    "tz_0" is the first tile of "tz_floors_interior_tilesandwood_01" and the error occurs if you step onto the tile in game.

     

     

    3. The third problem is just a little annoying. :)

    I don't know, how I can establish the correct audio to tiles.

    Sand sounds like sand, but grass sounds like street. :(

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