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Thuztor

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  1. Like
    Thuztor got a reaction from Suomiboi in Calendar/clock - paper interaction   
    I like this idea too.
    I had something in my mind, as I'd read the post In the old forum.
    I thought of the german game "Realm of Arkania", where you only saw a day and night cycle.
     
    I've made some textures for something like that.
    It could be there, where the digital clock is.
    And if the character has a watch, so the clock is visible again.
     
    Here are some examples (I think, the motiv is well known.):
     
    Dawn:
     
    Highnoon:
     
    After Dusk:
     
    Midnight:
  2. Like
    Thuztor got a reaction from GunJamann in Spray Paint Mod v2.41a   
    Version 2.41a
    by Thuztor, Blindcoder, peanuts
    Contributors: Ryun, gon
    with initial help from RobertJohnson
     
    requires "Blindcoders Modding Utilities"
     
    -------->  Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=499153179 <--------
    manuel download becomes available again, if the new version will be released
     
    ---------------------------------------------------------------------------------------------------------
    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)

    You can find Spray Cans and Chalk in some of the containers.
    - 9 colours (black, white, red, blue, green, yellow, orange, violet, cyan) (chalk not in black)
    - A lot of symbols (alphabet, numbers, special characters, special symbols)
    Every spray can and piece of chalk has 40 uses.

    - If you have one spray can or piece of chalk in your main inventory, you can open the spray paint menu to begin to spray/draw.
    - After clicking on one of the symbol-buttons, a ghost tile of the symbol appears on your cursor.
    - Now click left on the position you want.
    - Your character will start spraying.

    Info:
    - You can't spray on natural tiles! Next Version, probably.

    planned for the next versions:
    - adding north,south,west,east versions of every symbol (textures are already done)
    - spraying on walls (textures are already done)
    - complex texts on walls with chalk
    - timedAction and walkTo
    - sounds
    - graffiti
    - attack zombies with spray cans to make them blind and without sense of smell (animation also planned)

    Have fun with spraying!
     
  3. Like
    Thuztor got a reaction from WolfeClaw in Spray Paint Mod v2.41a   
    Version 2.41a
    by Thuztor, Blindcoder, peanuts
    Contributors: Ryun, gon
    with initial help from RobertJohnson
     
    requires "Blindcoders Modding Utilities"
     
    -------->  Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=499153179 <--------
    manuel download becomes available again, if the new version will be released
     
    ---------------------------------------------------------------------------------------------------------
    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)

    You can find Spray Cans and Chalk in some of the containers.
    - 9 colours (black, white, red, blue, green, yellow, orange, violet, cyan) (chalk not in black)
    - A lot of symbols (alphabet, numbers, special characters, special symbols)
    Every spray can and piece of chalk has 40 uses.

    - If you have one spray can or piece of chalk in your main inventory, you can open the spray paint menu to begin to spray/draw.
    - After clicking on one of the symbol-buttons, a ghost tile of the symbol appears on your cursor.
    - Now click left on the position you want.
    - Your character will start spraying.

    Info:
    - You can't spray on natural tiles! Next Version, probably.

    planned for the next versions:
    - adding north,south,west,east versions of every symbol (textures are already done)
    - spraying on walls (textures are already done)
    - complex texts on walls with chalk
    - timedAction and walkTo
    - sounds
    - graffiti
    - attack zombies with spray cans to make them blind and without sense of smell (animation also planned)

    Have fun with spraying!
     
  4. Like
    Thuztor reacted to RobertJohnson in Help us ! The official PZ Translation !   
    Hello everyone
     
    PLEASE READ THIS : I'm not really update this thread anymore, I prefer read the specific language thread
     
    Contributors :
     - RoboMat (German) : Main screen / Traits / Professions (100%).
     - Lakorta (German) : Items (100%).
     - Dahugo (German) : Survival Guide (100%).
     - Addy (German) : Moodles (100%).
     - Tuto (German) : Context menu (100%).
     - Houy Gaming (German) : Farming (100%).
     - Hans A. (Norwegian) : Main screen / Traits / Professions (100%) ; Moodles (100%) ; Survival Guide (100%) ; Items (100%) ; Context Menu (100%) ; Farming (100%) ; Recipe (100%).
     - Marmotte971 (French) : Main screen / Traits / Professions (100%) ; Survival Guide (100%).
     - Peanuts (French) : Moodles (100%) ; Context Menu (100%).
     - Nyoshi (French) : IG_UI (100%) ; Recipe (100%) ; Tooltip.
     - CareBearCorpse (French) : Farming (100%).
     - Penedus (Portugese) : Main screen / Traits / Professions(100%); Moodles ; Survival Guide ; Items.
     - Kalamar (Spanish) :  Moodles (100%).
     - Danny-Dinamita (Spanish) : Main screen / Traits / Professions (100%) ; Survival Guide.
     - Pagoru (Spanish) : Items (100%).
     - RetardedUser (Spanish) : Farming (100%); Context Menu(100%) ; Recipe (100%) ; Tooltip (100%).
     - MehShotgun (Indonesian) : Main screen / Traits / Professions.
     - Leolvanov (Russian) : Main screen / Traits / Professions (100%) ; Moodles (100%) ; Survival Guide(100%) ; Items (100%) ; Context Menu(100%) ; Farming(100%).
     - Zache51 (Swedish) : Main screen / Traits / Professions. ; Moodles.; Survival Guide ; Items.
     - PsychoEliteNZ (Afrikaans) : Main screen / Traits / Professions ; Items ; Survival Guide ;
     - Vittor (Brazilian) : All (80%).
     - Simone Volpini (Italian) : All (70%).
     - Adios_1984 (Polish) : Main screen / Traits / Professions(100%) ; Survival Guide(100%) ; Moodles(100%) ; Context Menu(100%) ; Tooltip (100%) ; Farming(100%).
     
    Upcoming :
     - In game contextual menu text,
     - In game UI screen (health panel, skills...).
     
    So, let's get into it, I've wrote a system to translate PZ, I'm currently finishing to add the different text needed to the file.
     
    What I need there is some people from different country who could translate the game, so we can add this translation in the main game, you'll be credited in game AND in the translated file
    Just answer on this post, and I'll keep the OP updated with the names of people helping us
     
    If you're ok to translate some stuff (I'm not asking that ONE person translate everything, it's a tough and long job to do alone ), it'll be cool if you could PM me what file you want to translate.
     
    Now, how it works ?!
     
    Pretty easy, you now have new folder named Translate in media/lua which contains various file like Moodles_EN.lua, UI_EN.lua etc...
    In this file, we have stuff like that :
     
    Moodles_EN = {
        -- Moodle type :
        -- Endurance
        Moodles_endurance_lvl1 = "Moderate Exertion",
        Moodles_endurance_lvl2 = "High Exertion",
        Moodles_endurance_lvl3 = "Excessive Exertion",
        Moodles_endurance_lvl4 = "Exhausted",
       [...]
    }
     
    So, what you have to do is just make a new file named Moodles_ES for example, copy everything in the Moodles_EN inside this file, rename the first line Moodles_EN in Moodles_ES, and now you can translate
    You're not forced to translate the whole file, just tell me who's making what, and I'll keep a trace here.
    If any sentence is not translated into the specified language, we gonna search for the default language sentence (English).
    This works for both Java and Lua strings.
     
    Some sentence/text can't be translated (like "Last Stand"), so please, just remove them from the .lua file, or let them so maybe someone else could translate them
     
    Once the translation is done, I'll add it in the game.
    And then to change the language, you'll have a language combo box selector in the option panel, a reboot is necessary after changed the language
     
    Please note that it's still in W.I.P. and some texts could be truncated, I also maybe forgot to add some texts to translate, please don't hesitate to PM me what I missed
     
    Anyway, thanks to everyone reading this and for helping us !
     
    Cheers !
  5. Like
    Thuztor got a reaction from VamyreLord in DRUGS!   
    Oh yes and an item called "Weapon" would suffice too!
  6. Like
    Thuztor reacted to Totu in DRUGS!   
    There has been a Mod for earlier versions: http://xeno-mods.com/mod/95
     
    i hope Thuztor will "reactivate" the mod anytime soon!
  7. Like
    Thuztor got a reaction from Kaptain Kallum in Inventory Condition bar alignment fix   
    Works fine with .16!
    Nice little bugfix.
  8. Like
    Thuztor reacted to dylan1313 in Inventory Condition bar alignment fix   
    Description
     
    I am new to coding and this is my first real post, i am unsure if other people have been having this issue but when ever i open the inventory panel all the things that use a Condition bar are always messed up and not aligned with the actual item, this fixes that.
     
    i hope this gets to Lemmy or one of the Devs. because it is an easy fix and they can incorporate this into the new patch, which makes it a lot easier for me because then i don't have to keep on updating the Code
     
    So here you go!
     
    [2.9.9.10] - [2.9.9.15]
    condition bar alignment fix.zip
     
    [2.9.9.16]
    condition bar alignment fix.zip
     
    [2.9.9.17]
    condition bar alignment fix.zip
     
    *remember this is a fix not a mod, so you install it the way you use to before you got version 2.9.9.17
     
    PM me if you have any ideas, fixes, or updates that i should do.
  9. Like
    Thuztor reacted to EnigmaGrey in Leftover Abandoned Foods Mod   
    If I ever see a post like this again, Kinyoshi, I've a mind to delete it on the spot.
    Write your post in Word or Notepad or some non-Microsoft product that I've not had to experience, if you really must . . .  . . . what ever the hell this content-free post is.
     

  10. Like
    Thuztor reacted to Dahugo in Help us ! The official PZ Translation !   
    Microsofts Bing can translate into Klingon!
     
    "'e' vaj boneH, zomboid tlhIngan epic!"
  11. Like
    Thuztor reacted to lemmy101 in [ANNOUNCE] Turn Based Zomboid Mod   
    So since I was a kid, I've always wanted to make a turn-based tactical game with Fallout / XCom / Laser Squad mechanics. My best bud growing up (since I was 5) and myself spent many many an night splitting XCom teams in half to make an improvised multiplayer version and even with the awesome new XCOM we still have an itch to scratch. He'll likely be co-designing this with me.
     
    In fact, prior to zomboid, I actually did want to make one, even started dabbling, but it appealed less to Binky, and that led to our decision to do Zomboid since it needed to be something we were both passionate about. (ironically since the new XCOM his interests in the genre have risen, so who knows for the future!)
     
    Well, now the proper modding system is in, I figured I'd make one as a mod! 
     
    Things to bear in mind:
     
    1) The MetaCombatSystem I'm writing demands a lot of the functionality that could be leveraged for a turn-based stuff. A lot of the work is required anyway and directly benefits NPCs and the meta-game.
     
    2) This is a strictly out of hours thing, no one get mad.
     
    3) There will be no version of this until NPCs are out, as a lot of the code it depends on can't be put into the main dev branch until NPCs go in.
     
    So what's the plan?
     
    Zomboid plays as usual, until the moment you get aggro (or combat with NPCs start), at which point it'll go into a combat mode (using just slightly tweaked (literally two lines of code) the system I'm currently working on for the combat in the vanilla game)
     
    At that point you'll be moving your dudes one by one, you and any npcs in your party, proper Fallout style.
     
    Other planned features = 
     
    * Aim for body locations
    * Cover system (ahem in vanilla, not sure why adding this as a feature)
    * Multiplayer hotseat mode (with replays for next player) - to turn into over net once we have internet mp. Truth be told it may even beat vanilla to being online since it's about 100000000000 times simpler with turn based games.
    * All the things I want in a turn based squad tactics game but have never got.
    * Deep mechanics. Basically want this to be really deep and geeky.
  12. Like
    Thuztor reacted to peanuts in Craft Helper 1.1.1   
    Get bored of pausing game to see if an item is a component of a recipe on your favorite pz wiki site ? This mod is for you. This mod will help you to learn the recipes of Project Zomboid.
     
    SCREENSHOTS

     
    HOW TO USE IT:
    CraftHelper offers two ways to learn recipes:
    See all recipes where an item is used See directly the complete list of recipes All you have to do is :
    Open your inventoryRight click on an item. If the item is used in or more recipes, the "craft helper" option will appear in the contextual menu Click on the "craft helper" option to see all the recipes where the item is used. Move the mouse over a recipe to see its composition in tooltip box Or
    Click on the new available button (to the left of screen, under character info button) to open a window where all recipes (sorted by name) are displayed. Like above, when your mouse is over a recipe, its composition will appear in a tooltip box. NEW
    In recipes list, recipes shown in green can be crafted.
     
    In tooltip box (recipes composition), you'll see [+], [~] or [-] before items name.
    [+] : means that you actually have this item in your inventory
    [~] : means that you actually have this item in your inventory but not enough to craft recipe
    [-] : means that you don't have this item in you inventory
     
    FOR MODDERS
    Modders, you can hide your recipes from craft helper.
    You'll need to create a module for your recipes.
    module My_Mod{ recipe Make Foobar Recipe { foo=10, bar, Result: Foobar, Time:80.0, }} Then, you have to put this line in your code:
    if craftHelper ~= nil then craftHelper.skipModules['My_Mod'] = true;endHOW TO INSTALL THIS MOD:
    Just extract the media folder and put it in your Project Zomboid game directory LINKS
     
    Available on :
    Xeno-mods : http://xeno-mods.com/mod/91/craft-helper-mod pz-mods : http://pz-mods.net/gameplay/CraftHelperMod/  
    CHANGELOG
    v1.1.1 : compatible with new mods loading system of PZ 2.9.9.17 v1.1 : Show recipes you can craft with what you actually have in your inventory. For each recipes, show in tooltip box what items or not you have in your inventory.
    For modders, possibility to hide your recipes in Craft Helper (filter by items module name) v1.0.3 : Craft Helper window's background is now opaque (transparent background can make reading difficult recipes when multiple windows are open v1.0.2 : Now that the new PZ version (v2.9.9.10) is released on Desura, hotfix is included in v1.0.2 archive Hotfix : Makes CraftHelper compatible with PZ v2.9.9 (forum test release) v1.0.1 : Now works on Linux v1.0 : Initial release
  13. Like
    Thuztor got a reaction from daorkboypl in Not Enough Bags   
    Some new bags!
     
    Here a complete list:
     
    Paper Bag:
     
    Briefcase:
     
    Garbage Bag:
     
    Messenger Bag:
     
    Fanny Pack:
  14. Like
    Thuztor got a reaction from Suomiboi in Not Enough Bags   
    Some new bags!
     
    Here a complete list:
     
    Paper Bag:
     
    Briefcase:
     
    Garbage Bag:
     
    Messenger Bag:
     
    Fanny Pack:
  15. Like
    Thuztor got a reaction from RoboMat in More use for batteries   
    A tip: If you hold your tongue to the battery and it twitches, then it's loaded.
     
    And yes, all electrical devices should need batteries or rechargeable batteries.
  16. Like
    Thuztor got a reaction from Tweek in Inventory: Weight and Bulkiness   
    I really like the current inventory system, but the potential is not fully utilized.
    In this thread, I want to tell you, what bothers me about the current system and what has occurred to me, to make it more realistic and interesting.
    And yes, I know, that this is an Alpha-Game!

    What bothers me a bit:
    Everyone, who plays PZ, knows that each object has only one value.
    This value has no special weight marking like kg, lb or something else, but this is not a big problem.
    I was once told that this value is actually a combination of weight and bulkiness. And the minimum amount is only 0.1.
    This causes no problems until now, but I will come back to it.

    The second thing is, that backpacks / bags reduce the weight-value of the items inside it.
    This should not be a function of bags, since it is not realistic. Bags should only increase the load capacity.
    [Take three bricks in your hands. Now put them in a backpack and lift it high with both hands.You will notice that you feel no weight reduction.]
    The only weight reduction should work for items that are worn directly on the body, so clothing. Nothing else.

    Another thing is, that the value for the load is constantly 6-10 (more with trait strong).
    What I want to say is, that you shouldn't be able to carry items, if you are naked.
    Without clothes, you should be able to carry objects only in your hands.
    Only clothes with pockets and bags increase your carrying capacity.

    A small addition to criticism is the lack of strict division of the number of items.
    Example: 1x nails, 1x plank, 1x bucket, 1x carrots, 1x peas, 1x shotgun shell.... I hope, you know what I want to say.
    Each item should occur singly, even if it is super tiny. But it is not important to show just one item with the item-icon.

    Improvement and Expansion Proposals:
    First you need to take the value of each individual object and convert it into a realistic weight. Without calculating the bulkiness.
    No matter what weight is taken, it is important that the value is at least in the three-digit decimal field.

    The second new value of each object represents the bulkiness. So how much space an object occupies.
    It should also be in the three-digit decimal field.

    Both values can individually ensure that your character is overloaded.
    But the bulkiness affects not quite as strong on overloading.
    My suggestion:
    - weight: effects on overload 100%
    - bulkiness: effects on overload 75%

    The third value is the capacity of the container/bags/backpacks and also for hands and clothes with pockets.

    Thus, each "normal" item has two values and each container has three values.

    Important for containers is only the bulkiness of the items, which are put into it.
    A massive object has a greater bulkiness, as a narrow, small or flat object.
    As an example, a pillow would have a quite large bulkiness, whereas, a hammer has a much lower bulkiness.
    On the other hand, although short and thin, the hammer would have a higher weight.

    ----------

    Let me just explain something before I continue.

    Since last year, when I started with the Addiciton Mod, there was and is one small thing, which bother me.
    Really not worth mentioning, but perhaps a good example for now.

    If you find cigarettes, you will always find 20 cigarette packs with one cigarette inside.
    Actually, the symbol with the item-name should express that you will find a pack of 20 cigarettes.
    But if you want to loot all cigarettes, you realize that you're taking 20 packages (if you only paying attention to the icon).
    I thought to myself: Does this mean, that I consume an entire pack of each smoked cigarette?

    I've created some items like self-rolled cigarette, tobacco packs and so on, but my planned system doesn't work like I wanted.
    At that time there were no pockets or bags, what made the implementation more difficult.

    But let's say, you implement now a cigarette package as a portable container in the current version.
    What would you do, that you can put cigarettes(0.2), nails (0.1), seeds(0.0) and other tiny stuff in it, but no empty waterbottles (0.1)?
    Unfortunately, there is no realistic way in the current system.

    ---------

    In order to make this contribution not extremely long, I will now explain my proposed system with the cigarette pack.

    (estimated values in metric system)

    The cigarette pack:
    Weight: 30-40 grams
    Bulkiness("volume"): 60
    Capacity: [max.Bulkiness - 1%] 59,4

    (the max. Bulkiness is the value, if the container is completely full. A soft bag has a lower bulkiness, because it can be folded, when it is empty.)

    One cigarette:
    Weight: 1-2 grams
    Bulkiness: 2,85

    One nail:
    Weight: 2-4 grams
    Bulkiness: 0,8

    One carrot seed:
    Weight: ~0,05 grams
    Bulkiness: 0,08

    One empty water bottle:
    Weight: ~80 grams
    Bulkiness: 180
    Capacity: 178,2

    Now you find a cigarette pack with 20 cigarettes inside.
    20 * 2,85 = 57
    So the pack has still 2,4 capacity. Not enough for one more cigarette or an empty water bottle, but enough for three nails or 30 seeds.

    ---------

    One more thing: Container needs two boolean values. 'water container yes/no' / 'solid items yes/no'

    Little suggestion beside:
    Plastic and paper bags wear out very quickly, if you have they constantly full.
    They should wear out with time. Faster when it is full.


    This is my suggestion for the inventory system.
    I think it is not too complex and brings some more variety and realism into the inventory system.

    I hope, I don't forget anything.
     
    Edit: The longer we wait, the less likely we can change the old system.
  17. Like
    Thuztor got a reaction from Viceroy in Inventory: Weight and Bulkiness   
    I really like the current inventory system, but the potential is not fully utilized.
    In this thread, I want to tell you, what bothers me about the current system and what has occurred to me, to make it more realistic and interesting.
    And yes, I know, that this is an Alpha-Game!

    What bothers me a bit:
    Everyone, who plays PZ, knows that each object has only one value.
    This value has no special weight marking like kg, lb or something else, but this is not a big problem.
    I was once told that this value is actually a combination of weight and bulkiness. And the minimum amount is only 0.1.
    This causes no problems until now, but I will come back to it.

    The second thing is, that backpacks / bags reduce the weight-value of the items inside it.
    This should not be a function of bags, since it is not realistic. Bags should only increase the load capacity.
    [Take three bricks in your hands. Now put them in a backpack and lift it high with both hands.You will notice that you feel no weight reduction.]
    The only weight reduction should work for items that are worn directly on the body, so clothing. Nothing else.

    Another thing is, that the value for the load is constantly 6-10 (more with trait strong).
    What I want to say is, that you shouldn't be able to carry items, if you are naked.
    Without clothes, you should be able to carry objects only in your hands.
    Only clothes with pockets and bags increase your carrying capacity.

    A small addition to criticism is the lack of strict division of the number of items.
    Example: 1x nails, 1x plank, 1x bucket, 1x carrots, 1x peas, 1x shotgun shell.... I hope, you know what I want to say.
    Each item should occur singly, even if it is super tiny. But it is not important to show just one item with the item-icon.

    Improvement and Expansion Proposals:
    First you need to take the value of each individual object and convert it into a realistic weight. Without calculating the bulkiness.
    No matter what weight is taken, it is important that the value is at least in the three-digit decimal field.

    The second new value of each object represents the bulkiness. So how much space an object occupies.
    It should also be in the three-digit decimal field.

    Both values can individually ensure that your character is overloaded.
    But the bulkiness affects not quite as strong on overloading.
    My suggestion:
    - weight: effects on overload 100%
    - bulkiness: effects on overload 75%

    The third value is the capacity of the container/bags/backpacks and also for hands and clothes with pockets.

    Thus, each "normal" item has two values and each container has three values.

    Important for containers is only the bulkiness of the items, which are put into it.
    A massive object has a greater bulkiness, as a narrow, small or flat object.
    As an example, a pillow would have a quite large bulkiness, whereas, a hammer has a much lower bulkiness.
    On the other hand, although short and thin, the hammer would have a higher weight.

    ----------

    Let me just explain something before I continue.

    Since last year, when I started with the Addiciton Mod, there was and is one small thing, which bother me.
    Really not worth mentioning, but perhaps a good example for now.

    If you find cigarettes, you will always find 20 cigarette packs with one cigarette inside.
    Actually, the symbol with the item-name should express that you will find a pack of 20 cigarettes.
    But if you want to loot all cigarettes, you realize that you're taking 20 packages (if you only paying attention to the icon).
    I thought to myself: Does this mean, that I consume an entire pack of each smoked cigarette?

    I've created some items like self-rolled cigarette, tobacco packs and so on, but my planned system doesn't work like I wanted.
    At that time there were no pockets or bags, what made the implementation more difficult.

    But let's say, you implement now a cigarette package as a portable container in the current version.
    What would you do, that you can put cigarettes(0.2), nails (0.1), seeds(0.0) and other tiny stuff in it, but no empty waterbottles (0.1)?
    Unfortunately, there is no realistic way in the current system.

    ---------

    In order to make this contribution not extremely long, I will now explain my proposed system with the cigarette pack.

    (estimated values in metric system)

    The cigarette pack:
    Weight: 30-40 grams
    Bulkiness("volume"): 60
    Capacity: [max.Bulkiness - 1%] 59,4

    (the max. Bulkiness is the value, if the container is completely full. A soft bag has a lower bulkiness, because it can be folded, when it is empty.)

    One cigarette:
    Weight: 1-2 grams
    Bulkiness: 2,85

    One nail:
    Weight: 2-4 grams
    Bulkiness: 0,8

    One carrot seed:
    Weight: ~0,05 grams
    Bulkiness: 0,08

    One empty water bottle:
    Weight: ~80 grams
    Bulkiness: 180
    Capacity: 178,2

    Now you find a cigarette pack with 20 cigarettes inside.
    20 * 2,85 = 57
    So the pack has still 2,4 capacity. Not enough for one more cigarette or an empty water bottle, but enough for three nails or 30 seeds.

    ---------

    One more thing: Container needs two boolean values. 'water container yes/no' / 'solid items yes/no'

    Little suggestion beside:
    Plastic and paper bags wear out very quickly, if you have they constantly full.
    They should wear out with time. Faster when it is full.


    This is my suggestion for the inventory system.
    I think it is not too complex and brings some more variety and realism into the inventory system.

    I hope, I don't forget anything.
     
    Edit: The longer we wait, the less likely we can change the old system.
  18. Like
    Thuztor got a reaction from sagata in Inventory: Weight and Bulkiness   
    I really like the current inventory system, but the potential is not fully utilized.
    In this thread, I want to tell you, what bothers me about the current system and what has occurred to me, to make it more realistic and interesting.
    And yes, I know, that this is an Alpha-Game!

    What bothers me a bit:
    Everyone, who plays PZ, knows that each object has only one value.
    This value has no special weight marking like kg, lb or something else, but this is not a big problem.
    I was once told that this value is actually a combination of weight and bulkiness. And the minimum amount is only 0.1.
    This causes no problems until now, but I will come back to it.

    The second thing is, that backpacks / bags reduce the weight-value of the items inside it.
    This should not be a function of bags, since it is not realistic. Bags should only increase the load capacity.
    [Take three bricks in your hands. Now put them in a backpack and lift it high with both hands.You will notice that you feel no weight reduction.]
    The only weight reduction should work for items that are worn directly on the body, so clothing. Nothing else.

    Another thing is, that the value for the load is constantly 6-10 (more with trait strong).
    What I want to say is, that you shouldn't be able to carry items, if you are naked.
    Without clothes, you should be able to carry objects only in your hands.
    Only clothes with pockets and bags increase your carrying capacity.

    A small addition to criticism is the lack of strict division of the number of items.
    Example: 1x nails, 1x plank, 1x bucket, 1x carrots, 1x peas, 1x shotgun shell.... I hope, you know what I want to say.
    Each item should occur singly, even if it is super tiny. But it is not important to show just one item with the item-icon.

    Improvement and Expansion Proposals:
    First you need to take the value of each individual object and convert it into a realistic weight. Without calculating the bulkiness.
    No matter what weight is taken, it is important that the value is at least in the three-digit decimal field.

    The second new value of each object represents the bulkiness. So how much space an object occupies.
    It should also be in the three-digit decimal field.

    Both values can individually ensure that your character is overloaded.
    But the bulkiness affects not quite as strong on overloading.
    My suggestion:
    - weight: effects on overload 100%
    - bulkiness: effects on overload 75%

    The third value is the capacity of the container/bags/backpacks and also for hands and clothes with pockets.

    Thus, each "normal" item has two values and each container has three values.

    Important for containers is only the bulkiness of the items, which are put into it.
    A massive object has a greater bulkiness, as a narrow, small or flat object.
    As an example, a pillow would have a quite large bulkiness, whereas, a hammer has a much lower bulkiness.
    On the other hand, although short and thin, the hammer would have a higher weight.

    ----------

    Let me just explain something before I continue.

    Since last year, when I started with the Addiciton Mod, there was and is one small thing, which bother me.
    Really not worth mentioning, but perhaps a good example for now.

    If you find cigarettes, you will always find 20 cigarette packs with one cigarette inside.
    Actually, the symbol with the item-name should express that you will find a pack of 20 cigarettes.
    But if you want to loot all cigarettes, you realize that you're taking 20 packages (if you only paying attention to the icon).
    I thought to myself: Does this mean, that I consume an entire pack of each smoked cigarette?

    I've created some items like self-rolled cigarette, tobacco packs and so on, but my planned system doesn't work like I wanted.
    At that time there were no pockets or bags, what made the implementation more difficult.

    But let's say, you implement now a cigarette package as a portable container in the current version.
    What would you do, that you can put cigarettes(0.2), nails (0.1), seeds(0.0) and other tiny stuff in it, but no empty waterbottles (0.1)?
    Unfortunately, there is no realistic way in the current system.

    ---------

    In order to make this contribution not extremely long, I will now explain my proposed system with the cigarette pack.

    (estimated values in metric system)

    The cigarette pack:
    Weight: 30-40 grams
    Bulkiness("volume"): 60
    Capacity: [max.Bulkiness - 1%] 59,4

    (the max. Bulkiness is the value, if the container is completely full. A soft bag has a lower bulkiness, because it can be folded, when it is empty.)

    One cigarette:
    Weight: 1-2 grams
    Bulkiness: 2,85

    One nail:
    Weight: 2-4 grams
    Bulkiness: 0,8

    One carrot seed:
    Weight: ~0,05 grams
    Bulkiness: 0,08

    One empty water bottle:
    Weight: ~80 grams
    Bulkiness: 180
    Capacity: 178,2

    Now you find a cigarette pack with 20 cigarettes inside.
    20 * 2,85 = 57
    So the pack has still 2,4 capacity. Not enough for one more cigarette or an empty water bottle, but enough for three nails or 30 seeds.

    ---------

    One more thing: Container needs two boolean values. 'water container yes/no' / 'solid items yes/no'

    Little suggestion beside:
    Plastic and paper bags wear out very quickly, if you have they constantly full.
    They should wear out with time. Faster when it is full.


    This is my suggestion for the inventory system.
    I think it is not too complex and brings some more variety and realism into the inventory system.

    I hope, I don't forget anything.
     
    Edit: The longer we wait, the less likely we can change the old system.
  19. Like
    Thuztor got a reaction from Suomiboi in Inventory: Weight and Bulkiness   
    I really like the current inventory system, but the potential is not fully utilized.
    In this thread, I want to tell you, what bothers me about the current system and what has occurred to me, to make it more realistic and interesting.
    And yes, I know, that this is an Alpha-Game!

    What bothers me a bit:
    Everyone, who plays PZ, knows that each object has only one value.
    This value has no special weight marking like kg, lb or something else, but this is not a big problem.
    I was once told that this value is actually a combination of weight and bulkiness. And the minimum amount is only 0.1.
    This causes no problems until now, but I will come back to it.

    The second thing is, that backpacks / bags reduce the weight-value of the items inside it.
    This should not be a function of bags, since it is not realistic. Bags should only increase the load capacity.
    [Take three bricks in your hands. Now put them in a backpack and lift it high with both hands.You will notice that you feel no weight reduction.]
    The only weight reduction should work for items that are worn directly on the body, so clothing. Nothing else.

    Another thing is, that the value for the load is constantly 6-10 (more with trait strong).
    What I want to say is, that you shouldn't be able to carry items, if you are naked.
    Without clothes, you should be able to carry objects only in your hands.
    Only clothes with pockets and bags increase your carrying capacity.

    A small addition to criticism is the lack of strict division of the number of items.
    Example: 1x nails, 1x plank, 1x bucket, 1x carrots, 1x peas, 1x shotgun shell.... I hope, you know what I want to say.
    Each item should occur singly, even if it is super tiny. But it is not important to show just one item with the item-icon.

    Improvement and Expansion Proposals:
    First you need to take the value of each individual object and convert it into a realistic weight. Without calculating the bulkiness.
    No matter what weight is taken, it is important that the value is at least in the three-digit decimal field.

    The second new value of each object represents the bulkiness. So how much space an object occupies.
    It should also be in the three-digit decimal field.

    Both values can individually ensure that your character is overloaded.
    But the bulkiness affects not quite as strong on overloading.
    My suggestion:
    - weight: effects on overload 100%
    - bulkiness: effects on overload 75%

    The third value is the capacity of the container/bags/backpacks and also for hands and clothes with pockets.

    Thus, each "normal" item has two values and each container has three values.

    Important for containers is only the bulkiness of the items, which are put into it.
    A massive object has a greater bulkiness, as a narrow, small or flat object.
    As an example, a pillow would have a quite large bulkiness, whereas, a hammer has a much lower bulkiness.
    On the other hand, although short and thin, the hammer would have a higher weight.

    ----------

    Let me just explain something before I continue.

    Since last year, when I started with the Addiciton Mod, there was and is one small thing, which bother me.
    Really not worth mentioning, but perhaps a good example for now.

    If you find cigarettes, you will always find 20 cigarette packs with one cigarette inside.
    Actually, the symbol with the item-name should express that you will find a pack of 20 cigarettes.
    But if you want to loot all cigarettes, you realize that you're taking 20 packages (if you only paying attention to the icon).
    I thought to myself: Does this mean, that I consume an entire pack of each smoked cigarette?

    I've created some items like self-rolled cigarette, tobacco packs and so on, but my planned system doesn't work like I wanted.
    At that time there were no pockets or bags, what made the implementation more difficult.

    But let's say, you implement now a cigarette package as a portable container in the current version.
    What would you do, that you can put cigarettes(0.2), nails (0.1), seeds(0.0) and other tiny stuff in it, but no empty waterbottles (0.1)?
    Unfortunately, there is no realistic way in the current system.

    ---------

    In order to make this contribution not extremely long, I will now explain my proposed system with the cigarette pack.

    (estimated values in metric system)

    The cigarette pack:
    Weight: 30-40 grams
    Bulkiness("volume"): 60
    Capacity: [max.Bulkiness - 1%] 59,4

    (the max. Bulkiness is the value, if the container is completely full. A soft bag has a lower bulkiness, because it can be folded, when it is empty.)

    One cigarette:
    Weight: 1-2 grams
    Bulkiness: 2,85

    One nail:
    Weight: 2-4 grams
    Bulkiness: 0,8

    One carrot seed:
    Weight: ~0,05 grams
    Bulkiness: 0,08

    One empty water bottle:
    Weight: ~80 grams
    Bulkiness: 180
    Capacity: 178,2

    Now you find a cigarette pack with 20 cigarettes inside.
    20 * 2,85 = 57
    So the pack has still 2,4 capacity. Not enough for one more cigarette or an empty water bottle, but enough for three nails or 30 seeds.

    ---------

    One more thing: Container needs two boolean values. 'water container yes/no' / 'solid items yes/no'

    Little suggestion beside:
    Plastic and paper bags wear out very quickly, if you have they constantly full.
    They should wear out with time. Faster when it is full.


    This is my suggestion for the inventory system.
    I think it is not too complex and brings some more variety and realism into the inventory system.

    I hope, I don't forget anything.
     
    Edit: The longer we wait, the less likely we can change the old system.
  20. Like
    Thuztor got a reaction from RoboMat in Inventory: Weight and Bulkiness   
    I really like the current inventory system, but the potential is not fully utilized.
    In this thread, I want to tell you, what bothers me about the current system and what has occurred to me, to make it more realistic and interesting.
    And yes, I know, that this is an Alpha-Game!

    What bothers me a bit:
    Everyone, who plays PZ, knows that each object has only one value.
    This value has no special weight marking like kg, lb or something else, but this is not a big problem.
    I was once told that this value is actually a combination of weight and bulkiness. And the minimum amount is only 0.1.
    This causes no problems until now, but I will come back to it.

    The second thing is, that backpacks / bags reduce the weight-value of the items inside it.
    This should not be a function of bags, since it is not realistic. Bags should only increase the load capacity.
    [Take three bricks in your hands. Now put them in a backpack and lift it high with both hands.You will notice that you feel no weight reduction.]
    The only weight reduction should work for items that are worn directly on the body, so clothing. Nothing else.

    Another thing is, that the value for the load is constantly 6-10 (more with trait strong).
    What I want to say is, that you shouldn't be able to carry items, if you are naked.
    Without clothes, you should be able to carry objects only in your hands.
    Only clothes with pockets and bags increase your carrying capacity.

    A small addition to criticism is the lack of strict division of the number of items.
    Example: 1x nails, 1x plank, 1x bucket, 1x carrots, 1x peas, 1x shotgun shell.... I hope, you know what I want to say.
    Each item should occur singly, even if it is super tiny. But it is not important to show just one item with the item-icon.

    Improvement and Expansion Proposals:
    First you need to take the value of each individual object and convert it into a realistic weight. Without calculating the bulkiness.
    No matter what weight is taken, it is important that the value is at least in the three-digit decimal field.

    The second new value of each object represents the bulkiness. So how much space an object occupies.
    It should also be in the three-digit decimal field.

    Both values can individually ensure that your character is overloaded.
    But the bulkiness affects not quite as strong on overloading.
    My suggestion:
    - weight: effects on overload 100%
    - bulkiness: effects on overload 75%

    The third value is the capacity of the container/bags/backpacks and also for hands and clothes with pockets.

    Thus, each "normal" item has two values and each container has three values.

    Important for containers is only the bulkiness of the items, which are put into it.
    A massive object has a greater bulkiness, as a narrow, small or flat object.
    As an example, a pillow would have a quite large bulkiness, whereas, a hammer has a much lower bulkiness.
    On the other hand, although short and thin, the hammer would have a higher weight.

    ----------

    Let me just explain something before I continue.

    Since last year, when I started with the Addiciton Mod, there was and is one small thing, which bother me.
    Really not worth mentioning, but perhaps a good example for now.

    If you find cigarettes, you will always find 20 cigarette packs with one cigarette inside.
    Actually, the symbol with the item-name should express that you will find a pack of 20 cigarettes.
    But if you want to loot all cigarettes, you realize that you're taking 20 packages (if you only paying attention to the icon).
    I thought to myself: Does this mean, that I consume an entire pack of each smoked cigarette?

    I've created some items like self-rolled cigarette, tobacco packs and so on, but my planned system doesn't work like I wanted.
    At that time there were no pockets or bags, what made the implementation more difficult.

    But let's say, you implement now a cigarette package as a portable container in the current version.
    What would you do, that you can put cigarettes(0.2), nails (0.1), seeds(0.0) and other tiny stuff in it, but no empty waterbottles (0.1)?
    Unfortunately, there is no realistic way in the current system.

    ---------

    In order to make this contribution not extremely long, I will now explain my proposed system with the cigarette pack.

    (estimated values in metric system)

    The cigarette pack:
    Weight: 30-40 grams
    Bulkiness("volume"): 60
    Capacity: [max.Bulkiness - 1%] 59,4

    (the max. Bulkiness is the value, if the container is completely full. A soft bag has a lower bulkiness, because it can be folded, when it is empty.)

    One cigarette:
    Weight: 1-2 grams
    Bulkiness: 2,85

    One nail:
    Weight: 2-4 grams
    Bulkiness: 0,8

    One carrot seed:
    Weight: ~0,05 grams
    Bulkiness: 0,08

    One empty water bottle:
    Weight: ~80 grams
    Bulkiness: 180
    Capacity: 178,2

    Now you find a cigarette pack with 20 cigarettes inside.
    20 * 2,85 = 57
    So the pack has still 2,4 capacity. Not enough for one more cigarette or an empty water bottle, but enough for three nails or 30 seeds.

    ---------

    One more thing: Container needs two boolean values. 'water container yes/no' / 'solid items yes/no'

    Little suggestion beside:
    Plastic and paper bags wear out very quickly, if you have they constantly full.
    They should wear out with time. Faster when it is full.


    This is my suggestion for the inventory system.
    I think it is not too complex and brings some more variety and realism into the inventory system.

    I hope, I don't forget anything.
     
    Edit: The longer we wait, the less likely we can change the old system.
  21. Like
    Thuztor got a reaction from daorkboypl in Not Enough Bags   
    I've drawn two new bags until now.
    More item icons will follow very soon.
     
    Paper Bag:
     
    Briefcase:
     
    Edit:
     
    Garbage Bag:
  22. Like
    Thuztor got a reaction from Aricane in Not Enough Bags   
    I've drawn two new bags until now.
    More item icons will follow very soon.
     
    Paper Bag:
     
    Briefcase:
     
    Edit:
     
    Garbage Bag:
  23. Like
    Thuztor reacted to kinyoshi in Traps mod   
    there is already a trapping mod. looking for link.
    edit: only link i could find. old forum though.
    http://theindiestone.com/community/viewtopic.php?f=33&t=16754
  24. Like
    Thuztor got a reaction from Necromatic_Corgi in Spray Paint Mod v2.41a   
    Version 2.41a
    by Thuztor, Blindcoder, peanuts
    Contributors: Ryun, gon
    with initial help from RobertJohnson
     
    requires "Blindcoders Modding Utilities"
     
    -------->  Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=499153179 <--------
    manuel download becomes available again, if the new version will be released
     
    ---------------------------------------------------------------------------------------------------------
    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)

    You can find Spray Cans and Chalk in some of the containers.
    - 9 colours (black, white, red, blue, green, yellow, orange, violet, cyan) (chalk not in black)
    - A lot of symbols (alphabet, numbers, special characters, special symbols)
    Every spray can and piece of chalk has 40 uses.

    - If you have one spray can or piece of chalk in your main inventory, you can open the spray paint menu to begin to spray/draw.
    - After clicking on one of the symbol-buttons, a ghost tile of the symbol appears on your cursor.
    - Now click left on the position you want.
    - Your character will start spraying.

    Info:
    - You can't spray on natural tiles! Next Version, probably.

    planned for the next versions:
    - adding north,south,west,east versions of every symbol (textures are already done)
    - spraying on walls (textures are already done)
    - complex texts on walls with chalk
    - timedAction and walkTo
    - sounds
    - graffiti
    - attack zombies with spray cans to make them blind and without sense of smell (animation also planned)

    Have fun with spraying!
     
  25. Like
    Thuztor reacted to RobertJohnson in FORUM TEST RELEASE: Project Zomboid - Version 2.9.9.11   
    REMEMBER: This is a forum test release because it may have new bugs or other serious issues, in fact a few we're aware of already and this latest build hasn't had a huge amount of closed testing. However we'd like to extend it to a forum test to get any remaining issues as quickly as possible.
     
    If not comfortable with that, please wait until official release on Desura, which should hopefully be for Mondoid if it goes well. REMEMBER, it's always advised to back up your saves when using forum builds.
     
     
    [removed outdated links]  Change list :
     
           [bUGFIX]
    [uI] Multiple inventory selection fixed. [uI] Better color for background inventory (color change when you select a cold food, etc..). When clicking in inventory while being in "attack" stance will cancel it (no more shooting or attacking in the air while clicking in the inventory). [FARMING] Farming/Camping streaming rewritten to avoid the teleporting crops problem. Time to get wet under the rain increased. French Baguette, Mayonnaise, Red Wine... Woops, that's my shopping list... No more triggered music if you toggled it off. You now can't climb through a barricaded window using the "Interact" key (default "e"). You'll now eat only 1 food when clicking "Eat" on a stack of food, same for pills. [bALANCE] Changed some things on food :          - Now display "Fresh" on tooltip when the food is Fresh (full hunger reduction, no chance to get ill).
             - "Fresh" will disapear when the "DaysFresh" (item.txt) variable is outdated. (half hunger reduction, some boredom and unhappiness adding, no chance to get ill).
             - And finally "Rotten" when the "DaysTotallyRotten" (item.txt) variable is outdated (same malus as not fresh food, but you can become ill, the texture change to warn you before the tooltip does).
    [bALANCE] Re-vamp all the bag to be more realistic (no more 70 weight reduction with a plastic bag).
    Re-added Hiking Bags (best bag ever ).
    [CARPENTRY] Now home made fence/windows frame will be hoppable (with context menu or interract (default key "e") button), and you can't pass through them no more. (except sand bag)
    [bALANCE-CARPENTRY] Lower the required materials for some stuff (fence, wall..).
    [CARPENTRY] Fixed some bugs on placing stuff (mainly furniture).
    [CARPENTRY] Added the correct crate icon on self-made wooden crate.
    Now display the texture of the item if the world item texture is not found when dropping an item on the ground.
    You can't drop an item while using it (to duplicate it), thanks tazyload
    [CARPENTRY] Fixed crafted door bug (save/load making your doors blocked) : possibly fix for invisible wall (need to test this more).
     
          [NEW STUFF]
    [CARPENTRY] Hitting escape while dragging a ghost item (for example placing a wooden wall...) will cancel it and don't display the menu. Added "ReuseGridsquare" and "LoadGridsquare" event (used for streaming stuff, each grid which disapear throw a ReuseGridsquare, and each loaded LoadGridsquare). Added a hotkey for screenshot (default F12), screenshot are saved in your C:/users/YOU/Zomboid/Screenshot folder. [uI] Re-added the star texture near your equipped primary weapon to show the condition of this weapon. [LASTSTAND] Support multiple challenge for Last Stand. [LASTSTAND] You now need to create a new player for Last Stand, you can reuse it even if his dead (only mouse support for now, controller will come ). [MOD] Added "setLocked(boolean)" function on IsoDoor, IsoThumpable and IsoWindow. [MOD] Stuff for modders I forgot... Well, the modders know [uI] Now you can double click on saved game/map/... (list box) to go on the next screen (like if you clicked on "next" or "play"). [uI] Press enter when typing a name for your saved game will go on the next screen. [LASTSTAND] Brand new Last Stand mod (the first Challenge still available). [FARMING] Display an average time for fully grown plant in the farming tooltip. Added all the Carpentry, Cooking and Farming skill books. [uI] Added the version number on the main screen (bottom right). [uI] Added a "Dangerous Uncooked" warning message on food tooltip if needed. [CARPENTRY] You can now rotate (with the "r" button or with the mouse) a self-made wooden crate when you're placing its to change it z position (you can now stack 3 crates). Climb sheet rope ! You need at least 2 sheet rope (for 1st floor) and a nail. Video ? VIDEO :
    [CARPENTRY] Rain Collector Barrel ! (need 4 planks and 4 nails, recipe will be change when we'll introduce more crafting stuff). Sleeping will make the panic reduce faster. Added some blood splat when you hit a zombie (less than when he die though). Added wanderer zombie, so they will not just stand still, they have a chance to walk a bit (more chance during rain).
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