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turbotutone

The Indie Stone
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Everything posted by turbotutone

  1. haha coincedentally i used that 2nd picture for the logo and banner i made earlier today
  2. At the moment about 5 minutes but thats a test setting obviously. The whole timer right now can be set from mere seconds real life time to for example 10 years or more ingame time, the definate settings are still undecided. Thanks i hope to release a test version asap, its coming close but theres a few things on the roadmap i still have to realise. I guess technically yes, it would need some adjustments here and there (for example snow would need "border" tiles) but it should be possible. What exactly do you have in mind if i may ask? Well, at the moment im using a selection of nature objects the game offers... ive did some testing last week and in earlier versions i used all objects there were. However using all those objects resulted in a mish mash that wasnt pleasing for the eye imo. So i trimmed the collection of nature objects to those that look rather plain (excluding most dead stuff), i do plan to bring back some more deadish plants but limit their spawn chance a bit. Also RobertJohnson added custom color info a while ago to the java functions and i plan to experiment with that as well to bring some more slight color variations. As Rathlord pointed out, nature doesnt go dead unless its living on bad soil or in bad climates, so considering the region where PZ takes place the vibrance of nature would be allright i guess. Perhaps regions with different qualities of soil would be an option, but that would be something for a todo list else a release will never come
  3. Most certainly but there will be new grass for the streets made by Thutzor, imagine grass growing from cracks and that kind of stuff. Also ive been working on the progression yesterday and so far that seems to work nicely. To give you all a impression of that i let the system take a screenshot every 10 levels of erosion: Note: there is a flaw in the screenshots, the objects that evolve simply spawn over the existing objects at the moment, gonna fix that so they remove the old object first. Progression Screenshots: And lastly, for RoboMat, a Stalkerish screen that has a bit of a pripyat feel: Greets, Turbo
  4. Thanks Been working on the nature objects under the new system, ill post some screens, you will also see some cracks in the screenshots but they are just placeholders, im still working on their spawning rules. Screenshots:
  5. Updated the main topic, happy to announce Thutzor is spriting the mod! @Dred: I see , as mentioned above Thutzor is in charge of the sprites, so you can always pm him if youre good at making sprites, perhaps he can use help. But thats entirely up to him.
  6. "The list" has been delivered, we shall soon find out if he is up to the daunting task or decides to opt out after a mere glimpse at it That is somewhat the idea yes, but very roughly ^^
  7. Thanks guys, Been a few days since last status update, so i figure i let you in on whats happening. First of all im still working on it every moment of free time ive got Sadly this has not produced any new pictures yet as ive been tinkering with the stuff that runs behind the scenes. Mostly the chunk reading/updating system. The thing is, the mod affects the chunks loaded around the player, normally the mod would run pretty much at a idle mode, only doing some minor checks (if you walk about in a area that is already up to date) But if you move to a area undiscovered before and the erosion is at 100, then it has to initialize and update every tile. Doing this at once for every new region would create lag spikes and what not, unplayable. So im spreading the updating, currently lowest setting is 330 tiles a second, which is perfectly doable also for lower machines i think. But 330 tiles is only 3 chunks a second, and there lies the problem of the previous system. I added newly discovered areas to a pop and push stack for updates and thus had no control on when to process what chunk. This led to unwanted behaviour. So ive rehauled mentioned system, it now no longer has a que, but rather has a search algoritm that is centered on the players chunk, it also takes a directional parameter so it will always attempt to check for chunks in the direction you are moving first, making sure that whats on screen is always updated. Im still fixing some bugs, then ill add back functions ive temporarily disabled (like the ones that actually fill the tiles etc). A test release is taking a bit longer then i initially anticipated, but its better to have these things sorted properly imo. I could definatly use some help with the sprites, either someone whos willing to make them, or so show me a way to add custom sprites for tiles (havent figured a way yet) Its not in there, but perhaps someone will make working hedgecutters or something? The erosion itself right now is 0 to 100, increasing with 1 over time. The stages of plants for example right now would be 4 at max, from low grass to tree, but the latter is still in a conceptual txt file, have not tested it yet. Sure suggestions are always welcome, what do you mean with Land Erosion exactly? Regards, Turbo
  8. A little update on the progress that also answers this question: Ive restructered the code completly to make it lua oop, its now a singleton class, a instance can be gotten by "local instance = Erosion()" for example. As for Fj45 question, heres a development screenshot: NOTE: this is not how the end product will look like it merely a display of values. The base values (their perlins) in nature are visualized by the height of trees/grass here (shows only 6 different intervals or so, but in reality the values have a much higher diversity), the higher the base value the more chance on developping bigger objects like trees over time. So clumps of trees should evolve naturally. Ofcourse there will be chance involved for each tile so low value tiles might have big objects too but their chance of development is just much smaller. Now the roads, the crack on tile that the player is standing on signifies a roadcrack, im just using sprites from the game, but the idea is for it to be a connected crack. These will gradually become more intense as time goes by. The darkened tiles on the road is where other smaller cracks appear where grass grows through slightly, als needs custom tiles. So the todo list for the next days is to build the new spawning method based on the current system.
  9. Almost forgot to reply on this, to answer your question its all variable Currently the system determines the GlobalErosion level by ElapsedDays / modifier, the maximum level for GlobalErosion = 100. So if you play 356 days and the modifier = 3.65 then your at 100 erosion. I suppose for sandbox setting the user could be allowed to set both the modifier and the GlobalErosion itself, so if you want to you can play in a world that is already eroding/fully eroded.
  10. Hello everyone, thank you for all the positive replies! It's really motivational seeing the interest. In the meantime during the weekend i got some ideas for the mod which i will add to a bottom section on the main topic. Regards, Turbo
  11. The idea To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay. What will the mod do? Currently the planning is for Erosion to add the following effects to the game: Plantlife:Nature will slowly start to take over, popping up on natural tiles.Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum.Random special objects with a very low chance of spawning (imagine a dead campfire and the likes).Streets:Big cracks in the road that gradually become more intense.Patches of cracked road where grass and stuff grows through.More litter and garbage appearing over time.Random special objects with a very low chance of spawning (a pile of zombie corpses for example).Houses (exterior):Cracks that can appear on over time.Vines that slowly takover a part of a wall.Windows have a chance to be broken over time (idea by RobertJohnson)Doors have a tiny chance to pop open at some point.Random stuff like smudges and what not. Textures by Thutzor Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor! build 27 version: pz build 27 click here Post 25 march 2014 steam update: pz build 26B click here Pre 25 march 2014 steam update: pz build 26A click here Download Erosion Alpha 0.1 Modding Erosion Videos Screenshots Screenshots Archive Outdated screenshots from the very first functional version: screenshot 2: screenshot 3: screenshot 4: screenshot 5: screenshot 6:
  12. Great work! Gonna check the new XML -edit: XML viewer seems to be working great. One thing though, when you open the program, choose a file like Tiles.pack and click Run then it unpacks the file and you get a message Ok or such. Intuitively i clicked ViewXml after that but that didnt work (program locked up), turns out you need to select the generated XML file with Choose File first. This might be a bit confusing to a user, besides that awesome job. Another thing im wondering, would it be easy for you to implement a way to view the individual sprites with this program? That way it would also function as a sprite catalogue so people can conveniently look up information as name tags on existing sprites. Regards, Turbo
  13. Hello, Yesterday i posed a question in the Modding Help section about using custom translations. http://theindiestone.com/forums/index.php/topic/3676-custom-texts-for-gettext/ Conclusion, it is not possible yet to use a translations .txt as found in the game already, but theres a option comming available soon. Now i wanted to see if i could use getText in my lua files already instead of strings so i dont have to replace them later on when this option comes available. But since a option is coming available soon i wanted to keep it simple and make it so that when the official method comes around i could easily copy paste my translation data. So the result is a very simple getText override: --***********************************************************--** TURBOTUTONE **--** Temporary custom translations fix **--***********************************************************-- set the language you want to test herelangBrev = 'EN';-- improvised translation tabletLang = {};-- English language sectiontLang['EN'] = { -- Custom context menu stuff: CtxTurboCraft_Build = "TurboCraft build", -- Add more stuff:}-- saving the original getText functionlocal old_getText = getText;-- simple getText overridegetText = function(string) -- check the offical translation function local str = old_getText(string); -- if the strings dont match its safe to assume an official translation has been found, we return if str ~= string then return str; end -- if the strings matched previously, were gonna check the improvised translation table if tLang[langBrev][string] ~= nil then return tLang[langBrev][string]; end -- if none found, return the string as is return string;endCopy paste the code to a lua file in your mod directory and add your custom translations to the translation table (tLang) and it should work the same as with the official translation, for example: getText("CtxTurboCraft_Build")Now when there comes a official method for modders available to do custom languages, then you should be able to simply copy the translation data between the brackets of the tLang table into the appropiate text file formatting and remove this temporary fix lua file. Regards, Turbo
  14. Thank you for the excellent answer ExcentriCreation, and thanks for letting us know theres a option for modders becoming available soon RobertJohnson. For the meanwhile ive cooked up a little function override that lets people use getText in their lua files already instead of strings all over the place I shall post it in the resources section. - posted here: http://theindiestone.com/forums/index.php/topic/3706-custom-gettext-a-temporary-fix/ Regards, Turbo
  15. Hello, Ive noticed the frequent use of the getText() function that, if im not mistaken, refers to a global java function of some sort that handles correct language display. An example of the function call in some random lua file: local doorOption = subMenu:addOption(getText("ContextMenu_Door"), worldobjects, nil);Ive also noticed that, for example, the english language files required for this function seem to be residing in: media/lua/Translate/EN/ So, i have tried adding a custom textfile with custom identifiers, using the same formatting as these files found in above mentioned directory, to my_mod_directory/media/lua/Translate/EN/: MyMod_EN.txtMyMod_EN = { MyMod_TitleDisplay = "MyMod Title!!!",}but this did not seem to work. Thus my question; is there at this moment a way to properly utilize this getText() funtion for you mod? Regards, Turbo
  16. Eya RoboMat, thanks for the reply. Also kuddos for the modding related material you put out there, i frequently stumbled uppon resources of your making This got me a little confused however: Do you mean the data associated with the individual sprites is logically ordered like that? If so could you describe the method you are using exactly? As mentioned im using the program by Minic90, the XML data produced by that program does not seem to follow the rule you described. For example the first entree of the sprite data associated with the example sheet (ntiles2.png) is camping_01_2, a sprite part of the tent somewhere in the middle/right of the sheet. However this may be related to how the XML data is produced by mentioned program. Regards, Turbo
  17. While trying to figure out how to add a custom object to the game like a piece of furniture or such i noticed it seems quite possible to use sprites that exist in the game already, however i couldnt find a reference list anywhere. I did find this topic by KillerStarBunny: http://theindiestone.com/forums/index.php/topic/2473-how-to-mod-the-textures/ In that topic, the user Minic90 posted a program that unpacks the texture files and creates a XML containing information about individual sprites etc. Looking up the sprites in the XML is a daunting task though, not only is the list very long but it also does not seem to have the sprite info ordered in a logical way. So i have written a small php script on my local server to process both the XML and image data and have it cook up some sort of reference sheets for the sprites. The result is something like this: To find a sprite name for usage in your code simply locate the sprite and note its white numbers, get the category name of the sprite from the black bar to the right and merge category + underscore + spritenumber. For the first topleft image this would be: carpentry_01_26. Works for most sprites, except for the really small ones where numbers start to overlap and become unreadable. Anyways might be usefull to some. Download: http://www.mediafire.com/download/q7m936gh2mgtt5g/TilesEdit.rar Rar archive with all the converted sprite sheets. Thanks to KillerStarBunny for the explanation on texturepacks and Minic90 for the texture unpacker!
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