-
Posts
368 -
Joined
-
Last visited
Reputation Activity
-
Thuztor got a reaction from ManoGihl in Mapping Guide - v.0.2
Welcome to Thuztors Mapping Guide Version 0.2.
With this document I'm trying to teach you in using the Mapping Tools.
New in this version:
- new BuildingEd tutorial
- Your building on the original map
- some other useful stuff.
or better you look yourself what the guide has been to offer.
I hope it helps you out to understand the tools.
Here is the .pdf file: https://www.dropbox.com/s/adkkhrgxots0gn1/Mapping Guide_v0.2.pdf?dl=0
And sorry, if the english gramma is not as good as it should.
My native language isn't english.
You can find a list of planned expansions of the guide in the guide itself.
And here is content you maybe interested in:
The Last Stand Map for playing: https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/MGuideLastStand.zip
Install: Copy the media folder in your ProjectZomboid game folder.
Overwrite - yes (the savefiles are in the folder with the name savefiles)
Four Buildings so far (use for free in your map): https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/MGuide_buildings.zip
The Last Stand Map (it maybe has problems to load the textures correct [it's now a bit weird with the tileset path of maps and the programs]): https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/LastStandMapMGuide.zip
-
Thuztor reacted to Nickenstein79 in Operation Roboid
A quick update.
I've done a test video by cludging together my infinite landscape code and my wobbly jelly shader code.
The FPS of the video is horrible because of fraps (the game runs @60 fps solid even on a dogshit laptop. I need access to a machine with nvidea-shadowplay to record it properly.)
Also the cam is moving too fast for you to see that the entire landscape is wobbly. (You can see it briefly as the text fades out before I start moving the camera.)
EDIT: When I say 'Jelly' I mean the substance that Americanadians wrongly call 'Jello'. (And when Americanadians say 'Jelly' they actually mean 'Jam'/'preserve'/'conserve')
https://www.youtube.com/watch?v=yzBTk9H41xM&feature=youtu.be
ALSO: Here is a bonus pic of the snowy shader I'm working on (This isn't throw-away-experiment code like in the video above. This is something that is definitely intended for the game)
-
Thuztor reacted to turbotutone in Erosion - Nature takes over
So maybe i lied a little when i said i wouldnt continue this version before mp, however i wasnt sure yet at the time if the fix would work. But, it seemed it did, and it seems the version is stable
To be clear: This is a SP only build that works with PZ build 26, MP is under construction still.
Many kuddos to the following people:
- RJ & Lemmy, for adding a event that was crucial to fixing that dreaded reload bug!
- EnigmaGrey, for helping me out with decompile/recompile of java.
- RoboMat, for allowing me to hack and slash parts from his lockpicking mod to quickly create the Sickle.
And ofcourse Sir Twiggy! for having the balls to live test the mod without it being properly tested
For those of you who missed out on, his last attempt of 100 days Erosion ended prematurly due to a big bug i failed to catch before releasing.
Check out his channel if you havent already:
http://www.twitch.tv/sirtwiggy/
Hes currently on a challenge to survive atleast a 100 days with Erosion mod enabled, Part II.
Download:
Erosion Alpha v0.2 [sP-ONLY][PZ BUILD 26]
* when activating the mod in the menu, make sure you restart your game once afterwards.
Changelog v0.2:
- Added, Thutzor sprites! Loads of winter stuff (roofs, snowed under vanilla objects), new bushes, more vines etc
- Added, small background for time controls (better visible with snow)
- Changed, a bunch of sprites (grass, small trees)
- Changed, a bunch of stuff in seasonal color code.
- Fixed, Erosion added trees can now be cut (with regular tools)
- Fixed, All grass, and erosion bushes can be cut with new item: Improv Sickle (see below for recipe)
- Fixed, the dreaded bug that firked up the world on reload.
- Fixed, bug that would reset the time to december on reload.
Possibly other things, but it seems i accidentally deleted my changelog file, if i remember more ill add later
Improv sicke recipe
Some screens @ full erosion:
P.s. will update main post asap, its a mess and outdated with infos.
-
Thuztor got a reaction from dimQ in The Fishing System
Yeah, the idea is cool and I have another idea, as I read it.
What about filling a plastic bag with food, tie it, so it is waterproof and throw the bag with a rope on it in the lake or river.
The advantage: Cool your food in summer. It is probably not as good as a fridge, but when the power is off, it's maybe a good idea.
-
Thuztor reacted to Nickenstein79 in Operation Roboid
UPDATE:
I've been struggling for some time with the very tricksy problem of making my robots 'cope' properly with a limitless 3D world distributed across multiple players. I have extra constraints to contend with as my game has a full real-world type physics simulation running.
But I've got it nailed now (YAY!). And to celebrate that milestone, I wrote a spiffy new mighty morphin' power-shader for the 'blueprints' that you want your robots to construct.
It looks like wobbly transparent ghost-jelly in the sky!
PS: It looks so damn good in motion that I'm cutting a video right now!
-
Thuztor got a reaction from Geras in Vacation Islands (Bug-Report and General Discussion)
GUTROT ISLAND
http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/
Preview:
-
Thuztor got a reaction from Producer-san in German Translation
Dem Großteil deiner Verbesserungsvorschläge kann ich persönlich zustimmen.
Ich würde jedoch das "Tätigkeitswort" (Verb) wenn möglich nach vorne setzen, denn genau das will der Spieler machen und braucht nicht erst ans Ende des Satzes ankommen, um zu wissen, dass es ums Öffnen geht.
Und ich würde
Recipe_Make_Kindling = "Zünder herstellen",
in
Recipe_Make_Kindling = "Stelle Feuerbohrer her",
ändern.
siehe zum Feuerbohren diese Beschreibung: http://www.ijon.de/sonst/feuerg.html
(und genau das ist es auch, was im Spiel dargestellt werden soll)
-
Thuztor reacted to EasyPickins in Build 26 Custom Maps & Spawn Locations
To play a custom map on your server, both the client and server need to install a mod containing the map. As an example of what is needed to add a custom map to the game (singleplayer or multiplayer), I've attached a Bedford Falls mod (but without the .lotheader or .lotpack files which you can download elsewhere).
To use this mod in multiplayer, edit the Zomboid/Server/*.ini file for your server with these lines:
Mods=BedfordFallsMap=Bedford Falls, KYAnother funky new feature is the ability to let the client choose where to spawn in a map. This is done by creating a "spawn regions" file for your server. This example lets the client choose to spawn in Muldraugh or Westpoint when creating a new character, using those maps' spawnpoints.lua files.
function SpawnRegions() return { { name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" }, { name = "West Point, KY", file = "media/maps/West Point, KY/spawnpoints.lua" }, }endTo use this in your server, paste the lines into a file called servertest_spawnregions.lua and add this to your server's *.ini file:
SpawnRegions=servertest_spawnregions.luaYou can name the file anything you like; put it in the Zomboid/Server/ directory.
You can add any number of alternate spawn locations for your clients by adding lines to the SpawnRegions() table.
{ name = "My Custom Spawn Location", serverfile = "MyCustomSpawnLocation_spawnpoints.lua" },Note the "serverfile" will load the *.lua file from the Zomboid/Server/ directory.
Bedford Falls.zip
-
Thuztor got a reaction from Cykodelik in Erosion - Nature takes over
Ah, that are only about 100 tiles!
No problem! Now I play a little bit: "Life After People"
-
Thuztor reacted to Nickenstein79 in Operation Roboid
I thought I already had a WIP topic for this here, but it must be on the old IS site.
Well... It used to look like this, and induce migraines. And somebody's eye caught on fire because of too much ugly neon glare:
BUT Now it looks like this:
Sorry for not mentioning it for so long, but it's taken quite a while to get it beyond the "too embarrassing to show off" stage.
The design premise has also evolved a lot too.
Are there any budding 3D modelers or 2D UI artists out there who would like to help? Doing all of the code and art (shitty coder art) is becoming a little bit much for me.
I'm quite looking forward to making some new videos of it tomorow, because it is starting to look pretty damn slick in motion when everything works just right. (currently things are working ~80% of the time, but for the remaining ~20% of the time everything goes horrendously wrong, things catch on fire, and the robots pull their own heads off, like the bad prototypes in Robocop2. I spent 5 hours last night trying to make a 5-min video, on every attempt something went catastrophically wrong and ruined the entire vid. So I have some complicated fixing to do, then 'hopefully' some sweet videos will get made. 'Fingers crossed')
-
Thuztor reacted to nasKo in Chess Tournament Signup
Please signup here by posting your chess.com username.
If you do not have a chess.com account, please make one in order to participate.
https://www.chess.com/register
Once everyone interested signed up and posted, I will randomly generate the matches and make another thread with the matches and rules
Current Tournament Warriros:
Keepbro
Pelaaja2
Spaniard11
Mikaelkerensky
deprav
nasKoPZ
Thuztor
Dangerklaus
Walth_r
Gonzo_Max
sir_twiggy
TheFawkesGaming
Tijndagamer
Bomany
Asherror
mrblonde1990
-
Thuztor got a reaction from Hrolgar in Random Mapzoid: Random Bitmap Terrain Generator (Python / Win Exe)
The problem of Hrolgar is solved with PMs.
I've explained it in the video "Simple Start".
Open Edit -> Preferences -> 2. Check-box in "Interface" (Display map thumbnail images) to ON
(but you can edit your cell also without this option)
-
Thuztor got a reaction from lordixi in Horizon Clock Mod v.0.6 for Build 41
I will make it!
Thank you, lordixi.
-
Thuztor got a reaction from MrZombifiedGamer in Horizon Clock Mod v.0.6 for Build 41
Horizon Clock Mod
version 0.6 for Build 41
Concept, Textures, Code & Overhaul: Thuztor
oldCode: TurboTuTone
Translations:
English & German: Thuztor
Russian: Nebula
Surprise! I'm back and not dead yet! Not yet!
I hope I can revive even more in the future.
Update to Version 0.6 for Build 41 and probably lower:
- complete overhaul ( see Features )
Features of this version:
- You don't have found a watch, yet?
! Orient yourself at the level of the sun or the position of the stars!
- You have a watch, but you can't see the clock?
! Hold Right CTRL, if you move or whatever with the keyboard!
! Otherwise just press Right CTRL!
- You can't see the sun or the stars, if you are inside a building or it rains?
! That's correct. It has to be like this!
- You want a digital watch, but without the luxery temperature display?
! You can find black cheap digital watches on corpses and at some other places!
- Language Support: english, german, russian (Nebula)
Planned for the next version:
- texture overlay, if you are sitting in cars
- The correct beginning and end of sunrise and sunset depending on the season.
- the strength of rain, clouds, fog, snow and wind is visible in the horizon clock
- extra ui for the wind direction
Future plans:
- an analog watch
- button cell battery for watches (keep a very long time, but eventually the clock will stop working)
- windup watches that needs no battery, but needs to be wind up again and again.
(Bad luck if one forgets it sometimes. Then you have to just guess what time it is)
Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=498643301
Dropbox-Link: https://www.dropbox.com/s/1cbrgt4kdj55tju/HorizonClockv0.6.zip?dl=0
See you soon!
-
Thuztor reacted to Sieben in Buildings - Sieben
Houses
Bugs:
-Some of the grafitti "glows" (are highlighted) in the dark.
-Zombiebungeejumping from windows (sadly I were dead already and can't watch this from outside ).
+Fixed stair-bug Building is now 1x1 tilerows larger
Download: InApBl_by_7.zip
Military
Bugs:
- experimental wire fence door won't work; sledgehammer will work
Download: military_base_by_7.zip
Military Trainingground 1 V0.0
Download: military_tg1_by_7.zip
Military Trainingground 2 V0.0
Download: military_tg2_by_7.zip
Military Trainingground 3 V0.0
Download: military_tg3_by_7.zip
Military Watchtower E/S/W V0.0
Download: military_wte_by_7.tbx.zip - Watchtower East
Download: military_wts_by_7.tbx.zip - Watchtower South
Download: military_wtw_by_7.tbx.zip - Watchtower West
Military Base Entrance V0.0
Bugs:
- experimental wire fence door won't work; sledgehammer will work
+Forgot some outer lightsources - added!
Download: military_entrance_by_7.zip
Military Hospital V1.0
Bugs:
-Some lightning bugs
-Cell Door in security room don't work, other cell doors do; Player can walk trough
+Fixed machineroom containers by changing room definition
+Fixed stairbug (Helicopter landing platform is now reachable)
Download: military_hospital_by_7_v1.0.zip
Military Tent (Wood/Desert/Urban/Marine) V1.0 - heading east and south
Bugs: None
Download: military_tent_ALL_by_7_v1.0.zip
Military Airport V1.0 - heading west, so the runway should be on the westside
Bugs: None
Download: military_airport_by_7_v1.0.zip
Military Hangar V1.0 - heading east and south/opend and closed
Bugs: None
Download: military_hangar_ALL_by_7_v1.0.zip
Military Heliport V1.0 - It's more than a "H"
Bugs: None, maybe the "pipe" (I used it as cable canal) can block the way.
Download: military_heliport_by_7_v1.0.zip
Miscellanea
Thank you TIS!
Feel free to use and/ or change!
Have Fun!
-
Thuztor got a reaction from Sieben in Vacation Islands (Bug-Report and General Discussion)
Thanks!
Just to make sure: I'll hardly orient myself to Dead Island. For me, some area of the map are not logical.
Just one example are the small huts on boardwalks. They act as if one could live in them, but the way to supply goods and means of transport is much too far and inconvenient.
But that's not what bothers me about it.
The walls look as if they were nailed together sporadically from rotting driftwood, but the inside is cozy and comfortable designed.
The only good thing about the game, in my opinion: The entertaining combat system.
Everything else is secondary in the game. The venue could have been anywhere.
-
Thuztor got a reaction from enak9k in Vacation Islands (Bug-Report and General Discussion)
GUTROT ISLAND
http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/
Preview:
-
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!
-
Thuztor got a reaction from tosayu in Mapping Guide - v.0.2
Welcome to Thuztors Mapping Guide Version 0.2.
With this document I'm trying to teach you in using the Mapping Tools.
New in this version:
- new BuildingEd tutorial
- Your building on the original map
- some other useful stuff.
or better you look yourself what the guide has been to offer.
I hope it helps you out to understand the tools.
Here is the .pdf file: https://www.dropbox.com/s/adkkhrgxots0gn1/Mapping Guide_v0.2.pdf?dl=0
And sorry, if the english gramma is not as good as it should.
My native language isn't english.
You can find a list of planned expansions of the guide in the guide itself.
And here is content you maybe interested in:
The Last Stand Map for playing: https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/MGuideLastStand.zip
Install: Copy the media folder in your ProjectZomboid game folder.
Overwrite - yes (the savefiles are in the folder with the name savefiles)
Four Buildings so far (use for free in your map): https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/MGuide_buildings.zip
The Last Stand Map (it maybe has problems to load the textures correct [it's now a bit weird with the tileset path of maps and the programs]): https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/LastStandMapMGuide.zip
-
Thuztor got a reaction from Jela331 in The new Cooking System !
Are you planning to implement an "eat limit"?
Usually you can't eat as much as you want without pain, motion loss or nausea.
-
Thuztor got a reaction from Bloody Mary in Vacation Islands (Bug-Report and General Discussion)
GUTROT ISLAND
http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/
Preview:
-
Thuztor reacted to Pridelost in Dreadwood
Dreadwood is being updated with a new layout! I apologize for the old map, but due to complications it's unworkable right now. Keep an eye out for updates.
Care to take a look at the large upper class houses in the suburban side of town? Beware of the dead who inhabit the once snobby area. Or perhaps you'll enjoy a stay at a five star hotel in the city? It may be your only safety in a city swamped in the dead. Those who get away from the population will find dangerous abandoned buildings, winding trails, and trailer park homes. Wherever you so choose to stay..
welcome to
Dreadwood!
(Map - WIP)
here's a closer view of the more completed cells, still not quite done yet.
Some screenshots!
Features:
More nature (forest, water, camping etc...) More detailed world and realistic building placements Derelict buildings (beware of holes!) Trailer Park Suburban homes Small city And much much more!
Credits
Pridelost -Project Lead
956texas -Building assistant
Thank you for all your hard work 956texas.
Thanks to
Sieben, DoctahWong, and Beastly Bean for their buildings.
Old Dreadwood (nostalgia)
-
Thuztor got a reaction from Sieben in map creation + adding building + generate lots
Mhh...
I'm not sure if it's good, if you put a building on the png map and then you start the BMP to TMX.
First you have to convert your PNG to TMX (call it so) and then you have to place you building and generate the lots.
If it doesn't help, I'm not quite sure what the problem is, right now.
-
-