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Nazarito22

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  1. Like
    Nazarito22 got a reaction from Faalagorn in CurveZ   
    I lost main version PSD file  for these tiles , however you can use guys this grid and layers and layer masks there like example. Little bit dirty file , sorry. This is file what I found. Normal file was lost.
    rounded_roads_tiles_2x.psd
  2. Like
    Nazarito22 got a reaction from Faalagorn in CurveZ   
    I worked little bit on rounded roads in the past but now don't have a time. I help you maybe guys if I share these files.


    rounded_roads.tiles
  3. Like
    Nazarito22 got a reaction from numbersixthecat in CurveZ   
    I worked little bit on rounded roads in the past but now don't have a time. I help you maybe guys if I share these files.


    rounded_roads.tiles
  4. Like
    Nazarito22 got a reaction from HerioJohnX in CurveZ   
    I worked little bit on rounded roads in the past but now don't have a time. I help you maybe guys if I share these files.


    rounded_roads.tiles
  5. Like
    Nazarito22 got a reaction from trombonaught in CurveZ   
    You will get something like that.

    But I think , it's more for little roads.
     

  6. Like
    Nazarito22 got a reaction from trombonaught in CurveZ   
    I worked little bit on rounded roads in the past but now don't have a time. I help you maybe guys if I share these files.


    rounded_roads.tiles
  7. Like
    Nazarito22 got a reaction from Toshis in CurveZ   
    Yeah , you are right.

    One top file (you can see in my top comment) I was making around during 5-6 days or 1 week. And this is only road surface.
    It's very long work and very bored work. It's huge capacity of work in Photoshop.

    You should always work with the grid, drawing the correct circles for different angles in isometric, pixel by pixel.
    Lots of math and geometry calculations and don't forget that this is still in isometric.

    The new teammate who will work with that stuff is good because other developers will be free for another things what they do.
  8. Like
    Nazarito22 got a reaction from Caturday in CurveZ   
    I lost main version PSD file  for these tiles , however you can use guys this grid and layers and layer masks there like example. Little bit dirty file , sorry. This is file what I found. Normal file was lost.
    rounded_roads_tiles_2x.psd
  9. Like
    Nazarito22 got a reaction from Caturday in CurveZ   
    I worked little bit on rounded roads in the past but now don't have a time. I help you maybe guys if I share these files.


    rounded_roads.tiles
  10. Like
    Nazarito22 got a reaction from Staina in Rounded roads , circle crossroads   
    CURRENT STATUS: STOPPED

    I was start eveloping sprites for rounded roads and circle crossroads.

    I will create test map where you can be to see the that miracle.

    Hope developers add them to the game and to the game editor when I finished. ( for minimum you could be use in your custom maps )
     


    Updated ( 07.12  - 13:23 )
     

  11. Like
    Nazarito22 got a reaction from turkler in Rounded roads , circle crossroads   
    CURRENT STATUS: STOPPED

    I was start eveloping sprites for rounded roads and circle crossroads.

    I will create test map where you can be to see the that miracle.

    Hope developers add them to the game and to the game editor when I finished. ( for minimum you could be use in your custom maps )
     


    Updated ( 07.12  - 13:23 )
     

  12. Like
    Nazarito22 got a reaction from 3lackrose in Vehicle inside garage or garage zone   
    I trying few times to spawn car in garage but get fail.
    As I undertand right the car can't spawn inside building.
    Will be cool if devs add possibility for spawn cars in 1 floor ( or add special zone - garage ) cause a lot cars could be in garages after apocalypse.
    However in the game a the moment garages is empty.
  13. Like
    Nazarito22 got a reaction from TrailerParkThor in Vehicle inside garage or garage zone   
    I trying few times to spawn car in garage but get fail.
    As I undertand right the car can't spawn inside building.
    Will be cool if devs add possibility for spawn cars in 1 floor ( or add special zone - garage ) cause a lot cars could be in garages after apocalypse.
    However in the game a the moment garages is empty.
  14. Like
    Nazarito22 got a reaction from orikamii in Animations: don't forget to sit and lie down.   
    Please don't forget about animation of sitting on sofa (chair etc.) and lie down on sofa (bed).
    And will be cool if we see how character sleep (just remove black screen) - just animation when character lie on the bed.

    P.S. Also you can add character crawl animation.
     
  15. Like
    Nazarito22 got a reaction from grammarsalad in Vehicle inside garage or garage zone   
    I trying few times to spawn car in garage but get fail.
    As I undertand right the car can't spawn inside building.
    Will be cool if devs add possibility for spawn cars in 1 floor ( or add special zone - garage ) cause a lot cars could be in garages after apocalypse.
    However in the game a the moment garages is empty.
  16. Like
    Nazarito22 reacted to nasKo in IWBUMS 41.48 released   
    EXPERIMENTAL/NEW
    Added a new keybinding: Manual Floor Attack:
     
    - Default to LEFT ALT.
    - When you attack (hold RMB to aim, press LMB to attack) if you hold LEFT ALT too then you'll force a ground attack - even if there are standing/walking/attacking zombies close by. 
     
    This also comes with an option called Manual Floor Attack - which entirely disables auto detection of prone attacks meaning that use of LEFT ALT is vital:
     
    - If set to false, your player will /!\ NEVER /!\ do a prone/ground attack on a zombie unprompted, you'll have to manually either press LEFT ALT & attack to them with your melee weapon on the ground, or SPACE to stomp while standing over him.
     
    NEW
    - Added rain / snow visibility options: Always, Outdoors only, Never.
    - Added a new SECRET zed story
    - Added ZoneStoryChance sandbox option.
    - Added a new anim to drink from wine/whiskey.
    - Added new drink bleach anim.
    - Polished and improved Spear Charging at zeds
    - Added a way to choose player 1 if there are multiple players in a save file. This can be done in the Load Game screen by clicking on the "MORE..." button. A new player may also be created in an existing savefile this way.
    - Added NewMusic_KeepMoving to sounds_music.txt.

    BALANCE
    - The "Wash Yourself" tooltip displays the amount of soap and water used.
    - Fixed "Wash Yourself" happening faster when insufficient soap was available.
    - Strawberries fertilizer resets to zero after harvest
    - Can no longer get benefits from smoking cigarette partially and cancelling
    - Spears now break after fewer kills (around 2-5 vs 15-20 before) at level 0.
    - Can now make tent kit using wooden stake.
    - Washing machines and Dryers now operate for a little while even when clothes are already dry or clean, as real world appliances would.
    - Removed the need to uninstall Trunk lid / Hood before they can be repaired
    - Now only spears can attack through wired fence/chain link etc.
    - Spears have bit more chance to break when impaling.

    ANIMS/MODELS
    - Adjusted wine bottle to not clip through player head during drinking anim.
    - Adjusted WhiskeyBottle.X to work with new drink anim so it doesn't clip face.
    - Rescaled molotov to fit new bottle size.
    - Re-exported WhiskeyBottle.png and Molotov.png to 64x64.
    - Re-adjusted glasses clothing item to be proper reflective glasses, icon currently placeholder.
    - Adjusted ski goggle clothing item to again be either reflective or dark version.
    - Made the spear attacks use an upperbody mask so to reduce pausing during attack.
    - Swapped out attacking on floor with spear for a new anim, Bob_AttackFloorSpear.X.

    MODDING/DEV
    - Added loading mod files from the media/AnimSets directory.

    - Added optional versionMin= and versionMax= lines to mod.info so mods can specify which versions of the game the mod is compatible with.
            Build 40 will not be patched with this for now. 
            If the mod only works with version 41 or newer, add this line to mod.info:
                   versionMin=41.0
           If the mod only works up to a certain version of build 41, you would use:
                  versionMax=41.999
           Obviously replacing the ".999" with the build number.

    - Added DefaultClothing.lua to specify default clothing items for outfits that have default pants or top.
           Previously, these were hard-coded in Java.

    - Only save RADIO_SAVE.txt if the contents have changed.
           This is saved every 10 game-world minutes.
           This is done on the main thread; we should avoid doing disk I/O from here.

    - Added OnCanPeform:XXX property to recipes specifying the name of a Lua function that will be called
     to perform additional checks on being able to perform a recipe.
     This is a more general solution than the NearItem property (that was used for blacksmith recipes).
     The function takes two arguments and should return a true or false.
            function CanPerformMyRecipe(recipe, playerObj)
                  return playerObj:isOutside() and RainManager:isRaining()
           end

    - Added Tooltip:XXX property to recipes to display additional text in recipe tooltips and in the crafting ui.
           This can be used to let the user know about additional requirements when there is an OnCanPeform function.
           The value should be a translation name.  The translation text may have multiple lines separated by "<br>".
                  recipe MyRecipe
                  {
                         ...
                         OnCanPerform:CanPerformMyRecipe,
                         Tooltip:Tooltip_Recipe_MyRecipe,
                  }
           Tooltip_Recipe_MyRecipe = "Must be outside.<br>Must be raining.",

    - Added possible forced hair/beard color for outfit in HairOutfitDefinitions.lua (bandit/punk will have a chance to have more "crazy hair color").
    - Added blood clothing type to every possible body location, so you can easily mod a new clothing to protect X or Y parts:
    - Example, i want to do metal socks that protect both feet and lower legs, i'll simply add a BloodLocation = Feet;LowerLegs, in the item script.
    - Full list of per-bodypart location: Bag (back), Hands, Head, Neck, UpperBody, LowerBody, LowerLegs, UpperLegs, LowerArms, UpperArms, Groin.
    - Each location will cover both left and right parts if needed.
    - Thanks modder Flash for the idea!

    - Catch the "Comparison method violates its general contract!" exception in IsoObjectPicker to avoid breaking the game.
           This exception can happen when compare(a,b) is inconsistent with compare(b,a).
           This doesn't fix the cause, it only stops endlessly throwing exceptions.

    - Made IsoObjectPicker.ContextPick() a bit more efficient by calculating the score of each ClickObject once before sorting, instead of when comparing each pair of items being sorted.

    FIXES
    - Fixed police corpses sometimes having two holsters.
    - Fixed the "Press A to activate controller" prompt in the main menu. It was only displayed when an XBOX 360 controller was connected, was positioned oddly and wasn't translated.
    - Fixed duplicate items being created when climbing over tall fences.
    - Fixed RMC ripping a worn out item ripping up another item instead.
    - Fixed unrippable ankle socks
    - Fixed colored furniture / paint signs being luminescent in the dark
    - Fixed popsicle freezers outside buildings not consuming generator power.
    - Fixed MaskEyes and MaskFull LeftEye/RightEye exclusivity.
    - Fixed zombies not thumping barricade on the opposite side if the window was destroyed.
    - Fixed exploit of being able to carry unlimited amounts by simply equipping another bag.
    - Fixed the trailer crash stories only spawning advertisement trailers.
    - Fixed spear charge not connecting when it should.
    - Fixed spear charge not very often killing a zombie (wrong anim was played most of the time).
    - Fixed being able to instant sprint after doing an attack if you were already sprinting
    - Fixed various aspects of zombies losing interest in secondary/internal barricades etc (WIP!)
    - Fixed exception loading map_meta.bin on the client.  This will break server map_meta.bin files.
    - Fixed invalid spawn-regions Lua file being created on the server due to translations not being loaded yet.
    - Fixed an exception filling an empty sand bag that is equipped in the player's left hand.
    - Fixed dirt, gravel and sand bags not displaying a model when equipped.
    - Fixed clicking the left mouse button hiding the splitscreen player's radial menu.
    - Fixed hunger, thirst and sleep being enabled in the House In The Woods challenges.
    - Fixed digital-watch alarms appearing on zombie corpses in House In The Woods challenges.
    - Fixed temporary inventory items being created each time a zombie was hit.
    - Fixed pressing the shoulder buttons on a controller - when the inventory window is displayed - interfering with
     items being dragged with the mouse.
    - Fixed non-rendered floors not revealing levels below
    - Fixed lack of sound notification when achieving a skill level (fitness & strength)
    - Fixed being able to rip Favourite clothes
    - Fixed "Lit Candle" not changing its name or state after being put out
    - Fixed Metalworking menu not showing propane torch uses correctly
    - Fixed not being able to defend from (or see) closet zombies eclipsed by door
    - Fixed unavailable Double context menu option to put / take sheet rope on windowframes
    - Fixed not being able to wear a hoodie with hood up + earrings
    - Fixed connected vehicles and trailers moving around when parked. This was fixed by deactivating physics on the attached vehicles.
    - Fixed large forces being applied to vehicles near fences. This was due to the HitByCar tile property on breakable fences.
    - Fixed trailers attached to the player's vehicle not being saved every 10 seconds or when entering or exiting the vehicle. If the game crashed, the trailer could be left far away from the vehicle.
    - Fixed being able to hit a zombies through a barricaded window.
    - Fixed some spears having the bat sound when hitting with them.
    - Fixed delayed sound of death when impaling a zombie.
    - Fixed being able to cut grass/forage etc. while in a car.
    - Fixed infinite loop when resting + doing fitness.
    - Fixed enabling and disabling mods with texture packs not updating which textures the game uses.
    - Fixed mod lua files in the server directory not loading after editing one in debug mode.
  17. Like
    Nazarito22 reacted to ohgodspidersno in IWBUMS 41.47 released   
    this is from memory so the names of some options might be slightly different ("properties" might be "settings", etc.)
     
    1. go to your games library
    2. right click on Project Zomboid
    3. click properties
      -- properties window appears ---
    4. click on "betas" tab
    5. select the "IWBUMS" option from the version dropdown menu
     -- steam will then download and re-install the new version of the game --
    7. start the game as you normally would
  18. Like
    Nazarito22 got a reaction from B00ze in Toilet drinking   
    Do you think in the place with the handle water more clear han in toilet ?

    What I proposed here:
    https://theindiestone.com/forums/index.php?/topic/30469-the-water-quality-and-water-pollution-factor/
     
  19. Like
    Nazarito22 reacted to Toshis in Animations: don't forget to sit and lie down.   
    And ladder climbing.
  20. Like
    Nazarito22 got a reaction from Mkartush in Animations: don't forget to sit and lie down.   
    Please don't forget about animation of sitting on sofa (chair etc.) and lie down on sofa (bed).
    And will be cool if we see how character sleep (just remove black screen) - just animation when character lie on the bed.

    P.S. Also you can add character crawl animation.
     
  21. Like
    Nazarito22 reacted to B00ze in Toilet drinking   
    As nothing beats finding a fresh toilet after a long tiring walk in PZ, toilet drinking animations SHOULD be mandatory.
  22. Like
    Nazarito22 got a reaction from trombonaught in Slaying catch-up   
    Then we sleep quietly )) 
  23. Like
    Nazarito22 got a reaction from Caturday in Slaying catch-up   
    Hope
     
    this is just a joke because there are more interesting little things to implement. For example, water pollution factor, water purification tablets, boiling purification water, which will make the game more challenging and more survivable. Or another little things.
    Ok , this animation is cool, but ..... Anyway I love what you do guys. 
  24. Pie
    Nazarito22 got a reaction from TrailerParkThor in Rounded roads, railroads and trains   
    The grid must use everywhere cause it's isometric game and you will have big problems in future if you not use grid. 

    I was started making the curved masks for curved tiles of roads in photoshop. Check mod branch, all news I will publish there. I think developers don't have time for that and I am trying to help them and community. And I have first results already, but it's very very boring thing. However I don't give up.

    Curved Road barriers must use only on line section of road and problem solved.
  25. Like
    Nazarito22 got a reaction from ZombiesLoveBrainiacs in Slaying catch-up   
    Hope
     
    this is just a joke because there are more interesting little things to implement. For example, water pollution factor, water purification tablets, boiling purification water, which will make the game more challenging and more survivable. Or another little things.
    Ok , this animation is cool, but ..... Anyway I love what you do guys. 
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