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turbotutone

The Indie Stone
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Everything posted by turbotutone

  1. Conniving, us? don't know what you're talking about, we just edited some screenshots in paint to give illustration to the proposed idea. That was convincing no?
  2. This problem has been resolved via pm, for sake of completeness if someone else runs into it: turns out steam was set to another beta build by accident. Lets start by saying that currently its clearly overexxagerated, the full decay in 100 days. This current version should be considered more a sort of proof of concept rather then finished product. For the next version quite a few parts of system will get overhauls, this includes the decay timer and the systems tied to it. As far as plant overgrowth goes, youd be suprised how fast that can actually happen btw, in my garden for instance there was sapplings growing last spring, one year later they are between 2 and 3 meters tall. Some bushes that grew between the path in the backyard same thing, also trimmed them down completly before winter, after one spring they are full blown volatile again Other stuff like a tree maturing or roads cracking up, that probably takes a longer time. Anyways, the goal is for survival mode to have a setting that is close to realism (with perhaps a few small consessions here and there in favor of gameplay), for sandbox one should be able to tweak it to anything desired. I agree with your points, to be honoust the sickle was pretty much scrapped togheter quickly just to provide the functionality that was requested many times. Next version should include more proper tools that break down and stuff. Also the shovel functionality will be included as well, in fact what i wanted to add was the ability to be able to dig out bushes and small tree sapplings so you can replant them (to cover up your base for example) i guess making them a valid fuel shouldnt be much of a problem either.
  3. Oke, did exactly the same here, but was unable to reproduce that error, seems to run fine. Just to be 100% sure, you are using the download link from here ?
  4. For those having trouble loading the mod after steam update: Download link That package should be compatible with the new update, if you already installed the mod you only have to copy the zombie folder per supplied instructions.
  5. Thanks for the kind replies everyone, very much appreciated. Also apologies for my belated response, have been a bit busy with something. To reply on a few questions: Yes, this has been suggested a few times i think. For the next version this should be feasable, the idea would be to rather then have them just dissappear, to have them slowly rot away till theres only some leather and bones left . Welcome to the forums! And thanks for sharing, seeing people enjoy it has been very motivational Also who knows, maybe some day ^^ This is possibly already if you want to, you can set it in: C:\Users\<user>\Zomboid\mods\Erosion\media\lua\client\Erosion\themes\ThemeErosion.lua For multiplayer one should eventually be able to set if for a server as well yes. This seems to be the same problem Twiggy encountered on his stream before the weekend. Could you try letting zomboid update via steam, then reinstall the 'zombie' folder from the mods zip file? Let me know if this didnt resolve it. Twiggy actually tested Bedford this weekend and showed me some simular visual problems: Some things that could potentially cause this are: - The brightest grasstiles, these never get snow, in vanilla this creates patches of grass between snowcovered areas. - Usage of custom or outdated grasstiles not recognized by erosion. - Indoor/outdoor regions not properly set. In case of the screenshot it seems to be one of the latter 2 as theres no growth either surrounding the houses shown. Besides that, the system should run fine on any custom map. For the next version i will install a couple custom maps and see if i can figure out a way to support them properly. That being said, during experimenting with mp a funny little thing was conceived that grew a bit of proportion, so now its turning out to be a mod that Nasko and i have been working on the past week. Not sure yet when, but it will pop up somewhere on the forums one of these days . Regards, Turbo
  6. What would be the best way to locate a instance of a item, fixture or tile?you can iterate over the list of objects on a tile Could a item be targeted in Lua using just the raw XY coords?yes, assuming by item you mean object in the world, then by locating the gridsquare (tile) via XY and doing the above. take a look on this page: http://theindiestone.com/forums/index.php/topic/8249-tutorial-world-objects/ its covers some basics on how to do stuff like that. I'm also looking for a way to store "network" data. An ideal would allow each unique network to store an amount of power and have that be stored in one place(say on the player using getModData or some kind of fake item that spawns off map when a new network is created). What would be the best way of doing this?i think you could draw inspiration on how RJ has done the farming in vanilla, works mp/sp, he uses gameTime moddata as a sort of global data depot, as do many other mods. Afaik theres no real global data class or something (yet). goodluck and if anything unclear shoot!
  7. There should be, im not in a position to test atm but what build do you have installed? Perhaps it wasnt added yet in a older build. It certainly is in Build26 as thats where the screens are taken in.
  8. It breaks on the "int", you need to supply the index of the player you're trying to retrieve there afaik.
  9. Creating and Manipulating World Objects Seen questions pop a few times regarding placing objects on the map so decided to make a little tutorial on it. Most of the tutorial is written in a single file included in a mod you can download below. The code is commented so you can see whats going on. I recommend loading the lua file in your favorite editor and starting a custom game without zombies with the mod activated in windowed mode so you can play with the mod ingame and read the stuff in the lua file. How it works? The mod allows you to place a red cube on a empty tile, every time you click that tile again the code will do some stuff with the object, you can all see it in the code comments. Target audience. The mod is written for beginning modders, however it might be that there's some stuff useful for more experienced modders here and there. You'll have to judge it yourself. Code. The code is written so that one can follow the tutorial line by line, as such it does not reflect proper implementation but rather serves as a showcase of things you can do and implement properly yourself. You can also build uppon the code supplied in the mod to use it as a testbase for experimenting with objects and their methods. I suggest also digging in TIS lua files regarding buildable objects and their context menu's. About sprites. To create a graphic for your object you'll need to make a transparent image of 64 width and 128 height. This covers one tile and one layer of height in the game. Included in the mod are a few sprites, i suppose you could use "cube_floor.png" as a template: About java. It's highly recommended you have some way of looking up java source classes & methods. The javadocs can be used, personally i've used JDGUI up until now. With JDGUI you can open any class file in <root>/zombie/ directory and it opens up the entire project space as such: Many of these classes are made available in lua to work with. Often they require to be constructed first. To do so you can look up the constructors: In lua you'll have to use the 'new' method like so: local myObj = IsoObject.new("parameters here");By matching the set of parameters in .new() to the ones found in the java constructors you can call the appropriate one. All other methods can then be called on that instance of the IsoObject like so: myObj:setSprite("test");local sprite = myObj:getSprite();The lua file for reference Download Regards, Turbo
  10. Didnt read properly btw and misread you were looking for LOCAL By the reference JonSyn gave, the :Say() method can be found in IsoGameCharacter: As seen uses sendChat in GameClient. However i wasnt able to quickly spot the part that handles reception of these messages, i.e. theres no receiveChat() so probably handled somewhere inside a method. EDIT: private void mainLoopDealWithNetData(ZomboidNetData d) Chat() Regards, Turbo
  11. eya doc, while i havent looked into how chat works much, did came across some stuff that might be useful. There's a lua event: sendWorldMessage(String message ) void That appears to send a chatmessage, additionally there's a event "OnWorldMessage". Also, zombie/network/GameClient.java has methods relating to chat. Hope its helpful, Turbo
  12. Eya, a quick reply as im about to leave the door. What i can think of top of my head: - Are you sure it are trees and not small bushes? (if sickle works on them its bush) - Make sure the 'zombie' folder contained in mod download is installed correctly. - When activating the game in menu, make sure the game is restarted. If thats not done, masks dont get intialized properly which can cause this to happen. - If both above are ok, it should work, if not try making new map quickly just in case and see if you can chop there. Heres a recipe quickly for convience if you have to test new map: recipe Craft Axe { keep Shoes, Result:Axe, Time:20.0, }add to: ProjectZomboid\media\scripts\recipes.txt Hope this helps. Let me know if the problem still persists after this and ill look into it more thoroughly when back tonight. Regards, Turbo
  13. 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.
  14. Well thank you also, check out: http://www.twitch.tv/sirtwiggy will update the thread later today with a download
  15. Very neat and clean article! As for the performance, my 2 cents from memory ^^ This approach gets its performance boost from upvalue variables from what ive gathered: function Test.new() local self = {}; local testvar = 1; -- <-- upvalue variable function self.printvar() print(testvar); endendwhich, if i recall correctly, are accessed faster then anything else. The only big con's would be: - More memory usage for a constructed object - Slower construction of objects - functions cannot be shared or accessed indepently as sugar syntaxed ones can In most cases neglectable, however, if you are creating loads of objects on the fly, you might want to stick to a tabled approach with sugar syntaxed functions. Also with inheritance, the local variables (upvalues) within your class are not shared with inherinting structures so subsequently you have to puzzle a bit to keep up the performance gain with inheritance . Another thing worth mentioning when it comes to performance perhaps, if you have lots of calls to one or more global functions within your class, for example: function Test.new() local self = {}; function self.printvar() return ZombRand(100) + ZombRand(100) + ZombRand(100); endendYou can save global table lookups by referencing ZombRand locally like: function Test.new() local self = {}; local myRand = ZombRand; function self.printvar() return myRand(100) + myRand(100) + myRand(100); endendwhich looks up ZombRand globally only once uppon creation and uses local reference on function calls.
  16. sadly no its not easy like that, the images in that version dont have a correct mask for mouseclick detection, the new version will have (has) that fixed. i fixed it in one of the local builds where i revised some part of the sprite loading and subsequent handling, however that one isnt suitable for uploading as it has some major flaws and i discontinued working on it in favor of a mp compatible version which is still a wip atm.
  17. Made a little alphabetically sorted cheat sheet for stuff mentioned in title, thought id share for whomever it is usefull. Events: (note a reference can also be found here (not done by me), albeit a little outdated it has some more infos: http://pz-mods.net/guide/event-reference/ ) LuaMethods: Exposed Classes:
  18. eya guys, yes im still here, still working on it... not at the pace i would like tho, have been having other stuff interfering that simply needed to get done (moneys etc) but bear with me, it will come, the eta is variable as heck tho
  19. seems fixed on build 25 for me too
  20. Thanks all Thought id leave a small post since ive not updated much lately. Firstly to answer these questions: Something like that oughta be possible, the system as is could have support for interior erosion with the addition of 2 lines of code or so. In future im planning to enable that feature and maybe add a few basic litering, spider rags etc. The grass cutter will be added as many people have asked for it to keep their gardens clean, frikken hippies! The tree issue is correct, in the public version all erosion stuff isnt clickable, got that fixed on my local version so next update the problem will be gone. Secondly, concerning the next update, on my local version most bugs of the current build have been fixed (theres still a nasty one not yet resolved, that firks up the sprites uppon loading a game) In the meantime, the MP had been released as well, which is pretty kick ass i might add. Now i wanna see if i can make the next version of erosion also compatible with MP. However since the whole mp stuff is currently under development, ima wait a bit till its in a more mature state. Also got some plans to rework some stuff in erosion that im not to happy about, so ill retreat to the shades for a little while and work on that.
  21. its a revolutionary remake of sid meiers gettysburg?
  22. still allows me to run into shadows, but not as deep as on low settings it seems, it resolves slowly at some point. with low settings im able to run out of the of fog of war region actually, making a bunch of unlightened & unfogged (is that even a word? ) chunks appear. Im not able to do that with high settings. To clarify that above, this image shows that happening: the topleft area there is actually unchartered terrain and should be blacked out
  23. turbotutone to bridge... this world with classification IWBMS still seems shrouded in a mysterious darkness, collected sample data attached to message. On the non-beta branch im still able to do this:
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