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turbotutone

The Indie Stone
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Everything posted by turbotutone

  1. That's awesome! thanks for posting it here, ill drop you a pm about possibly updating the main post with it. Also, seems ive neglected this thread a bit (sorry Dr.Cox and dko ) So a little update on the status of the mod, it will likely receive no updates in the near future, however it may or may not reappear in one form or another.
  2. you're going to have to ask nevermind, aparantly he knows how to fix it.
  3. Thanks everyone, sorry for the kind of belated reply The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago. Guess now the cat's out of the bag i might as well elaborate a little on stuff going on First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix. As for some of the new features. Noise Firstly the noise generator has gotten a overhaul. This image reflects the old noise: Every layer was scaled and weighted by equal proportions and shared the same input variables. So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer. Example output: Improved distribution Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree). However, this resulted into pretty much the same pattern of nature to arise over the entire map. To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas. Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation). Here's a picture of a early test, couldnt find any recent ones, just to illustrate. Each smallest defineable square represents a chunk. Some ingame screenshots of all of this (these are also quite outdated) Main noise layer. Fertility layer. Soil map. Composed result. There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato! (randomly scattered for testing purposes) Anyways thanks again for all the kindness and support everyone And ofcourse thanks TIS for having chosen to include the mod into the game! Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics. Regards, Turbo
  4. Eya i have a 28 build, but ive been messing around in that one and it needs some cleaning up and testing before it could be considered safe for release. However, currently erosion has a higher priority to work on, ill see if i can find some time soon'ish to fix up this 28 build. Sorry for the delay.
  5. Eya, if you wanna send your own commands from server to client vice versa etc, then take a look at apcom as harraka suggested. Apcom is shipped with another mod "LuaNet" this is a single lua file mod that can be required by other mods. LuaNet is basically a wrapper lua class for some networking functions the game provides to make use of them in lua easy, and it can be included by any other mod that wants to use it. (im still planning to make a thread for luanet for ages, but never gotten around to actually writing it ) If you decide to use try it and run into problems feel free to contact me as it currently lacks documentation a bit.
  6. Sorry to hear about the waiters and stuff, theyre pretty much the best you can find these days.. Anyways, ill drop you a pm concerning the snow.
  7. Eya, the LuaNet folder should also go in the pz mods folder (its a seperate mod that is required by apcom).
  8. Thanks people Been neglecting this thread a bit i see.. sorry about that. Currently no wip videos as they are a pain to make for me But twiggy has quite some streaming saves of the mod in action: http://www.twitch.tv/sirtwiggy/profile/pastBroadcasts Add a warm coat plus winter hat, grab a jagermeister and pretend youre on ski vacation! But on a more serious note, is it really that bad the brightness? Maybe the snow needs more blue hues.
  9. The mod Nasko and i teasered in this thread actually got finished some time ago: http://theindiestone.com/forums/index.php/topic/8943-apcom-ham-radios-walkie-talkies-spmp/
  10. Yes, an update with logging and quickbuttons will come soonish, will also have the zoom fixed. Need to finish up some stuff so not sure when exactly, hopefully somewhere this week.
  11. Awesome! looking forward to hear experiences in the long run, will hop on when i have some time
  12. Great to see the first public server running the mod! Added public server section with links to main thread for people who have been looking for a server to play on.
  13. No conversion needed, can be done like this for example (note the array in question is IsoPlayer array) local players = getOnlinePlayers();local array_size = players:size();for i=0, array_size-1, 1 do local player = players:get(i); if player:getUsername() == "TurboTuTone" then player:Say("Hi it is I, turbo"); endend
  14. Seems like an outdated link... check this thread instead: http://theindiestone.com/forums/index.php/topic/4674-map-tools/?p=113529
  15. as far as i know timers and such are disabled yea, at least havent seen it used so far... alternatively you could use OnTick event and simply count an x amount of ticks then trigger a function that applies effect... not as reliable, also not sure if the game can run at different cycle rates youd have to take that in account as well. (server runs at lower rate for sure, 12t/sec i believe) perhaps for moodles tenmins is the safest bet.
  16. Its probably because the mouse xy are still relative to 1.0 zoom... try this in placeItem(): local zoom = getCore():getZoom(); local worldX, worldY = ISCoordConversion.ToWorld(ISZomboid.mouseX * zoom, ISZomboid.mouseY * zoom, 0);
  17. may is ask where you need it for exactly?
  18. For mp they've recently added this command: local players = getOnlinePlayers();works both on server and client, its available as of b27 if im not mistaken.
  19. Hehe yes that loadtextures function is a bit ugly, only used to set masks perhaps theres a better way to do this for single file sprites... Anyhow, youre probably better of using texturepacks. EasyP recently added a tut on how to set them up: http://theindiestone.com/forums/index.php/topic/8790-custom-texture-packs-and-tile-definitions/ With a texture pack for example you could put all the cubes in one tilesheet, that automatically loads the masks properly and the bonus is that you can set some properties for the sprites in the editor which might come in handy if you need those. instead of grabbing the sprites with: getTexture( "media/textures/cube_red.png" );with a texture pack you grab them like the game sprites, say if your sheet is called "cubes" its that plus "_indexnumber". getTexture( "cubes_0" );Regards, Turbo
  20. this might also be of help: http://theindiestone.com/forums/index.php/topic/8090-references-luamethods-events-exposed-classes/ the second spoiler has all lua functions, its a tiny bit outdated (build26 i believe) but should have most functions in there. Might update it soon to a more recent build.
  21. So weve discussed this more via pm, gonna make some tweaks here and there... weve also discussed something else, but more on that later Could you perhaps supply more information, such as error logs from client and server? Also, in what way does the client not work, i assume you mean it will not connect to server? or does the mod not run at all on the other pc? Also, what item did you try to spawn with admin and what line did you use exactly for the command. Regards, Turbo
  22. Theres actually a solution, just tried it here and seems to work. Firstly back up your world just to be sure tho. Process: # 1, goto blindcoders online map: http://pzmap.crash-override.net # 2, find the location of the chunks that are corrupted. Use the "lock coordinates" button in the left menu, and click on spot of corrupted chunks. This will result in some coordinate info like this: Take the coords, divide by 10 and round them down, so this example would be 1087 and 1008. # 3, Go to your C:\Users\<username>\Zomboid\Sandbox\26-06-2014_02-29-18\ world save (in my case it was a sandbox, you probable have survival world) Locate the files with numbers matching the coordinates, and delete them: This should provide completly fresh chunks when you load your game that are no longer corrupted hope its helpfull Regards, Turbo.
  23. to be honost havent tried it on that one, it didnt produce it there so far no, but if im not mistaken its running either the build 27 no beta, or the earliest iwbums. havent updated it recently.
  24. ive come across this one as well, was able to reproduce this error yesterday by running a local server, log on with admin and just run around at full speed, at some point you'll get it that way eventually. sometimes, but way more rarely this one pops up too: latest IWBUMS im using, no mods loaded.
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