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Everything posted by turbotutone

  1. Eya, added version 1.3, which should fix the problem with errors during import. Full list of changes: FIXED file loading, should now ommit invalid txt files from scripts dir. CHANGED most settings are stored in registery now instead of files. CHANGED various outputs (logs, backups, temp&userdata etc) now defaults to "userorhomedir/.ItemZed/" window.txt to force window size and position now generates in .ItemZed directory as well. CHANGED some names in file menu to be more clearer. ADDED some hot buttons on the select folder bar for open/close/save CHANGED backups are
  2. eya @MethodThree will look into writing a guide on modding the climate/weather once the last tweaks to the system are through (should be soon). There are some modding options build into it but could probably use some documentation. In the meantime feel free to pm me any questions!
  3. Hi All! Here an full overview of current temperature effect on player as a whole including recent weatherbuild changes/additions. The player body tries to maintain an optimal temperature of about 37 Celsius. The average favorable surrounding air temperature for the body is set at 22 Celsius. The more the air around the player drops below 22 degrees the stronger the cold strength will become, and if above 22 degrees the heat strength will increase. To make sure the cold and heat don’t affect the body temperature body stats must be kept optimal and correct clothing worn. Col
  4. Hey all, A new weather version is out now It contains a couple of fixes for some visual bugs and some fixes to the region system. Also has some optimizations for the indoor masking of weather particles. Temperature should also be properly hooked and the way it affects the player + moodles has been changed somewhat albeit still a bit wip (likely needs some fine tuning). A new debug panel for this can be opened with SHIFT+BACKSPACE. Gonna add some more info on this later on.
  5. Ey all, thanks for the feedback so far and giving the build a go! Some interesting points for us to look into have already been raised, also might do a quick fix later on for some of the issues like the black lines in fog and the linux thing. A few notes/responses on some of stuff mentioned: Temperature @MaxD12 On the building failing to mask fog: @MadDan2013 the transition is supposed to be gradual, please give a shout if the problem persists. a vid or some screenshots from moment to another would be handy if possible.
  6. Hi @DerMainulainen i wasnt able to reproduce the problem with the mods ive tried, could you perhaps PM me the mod you are using that gives the error?
  7. Eya, for current builds the files in lua/server/Seasons/ should be of interest, its also stored in gametime moddata if im not mistaken. Small note: some of the weather related stuff is being reworked tho, so in a near update the value(s) might need to be gotten in a different way.
  8. eya @ddraigcymraeg it looks like something went wrong while reading one of the filenames, ive updated 1.2 links with some better verification... you'd only need the 1.2 update files, if you could give it another go it should skip the files it cannot read properly and output those in the log. if you could pm me the debuglog.txt from the mapmap dir after running the update would be great regards, turbo
  9. My bad, i overlooked another bug. Ive updated the 1.2 links with a rebuild package that works for RingoD. If the program still fails for anyone let me know, the MapMap process should now finish gracefully instead of crashing and outputs a debuglog.txt in the "mapmap" dir of CartoZed. Regards, Turbo
  10. Added a new version 1.2 which should fix the issue with export to iso not working in some instances!
  11. updated CartoZed to 1.1 and modified usage example. let me know if there are bugs or suggestions! regards, Turbo
  12. Updated the OP with 1.2 version, which should fix the issue with no mods/no distribution. Many thanks to @GHawkins for helping out track the issue! note: If you use the update package you might want to delete "config/options.txt", this will erase any stored directory setting causing the program to do a clean setup routine again once started.
  13. @GHawkins and @Rari gonna look into the issue asap
  14. @Void, @Crowborn and others having the issue of not seeing anything in the distribution tab, make sure youve got a updated IWBMS on steam like @russafiii mentioned and then it should be working properly. Ill update OP to include a little note concerning this. @thiosk Indeed the distribution panel isnt well suited for bulk insertion operations like that atm. Ideally id like to fix up the entire distibution panel a bit at some point in the near future so the points youve raised work better allong with some more drag and drop improvements. However when doing amounts 250 items t
  15. @thiosk great to hear! As for the questions: Stopping a base item from spawning cannot currently be done via ItemZed (yet), however the recent IWBMS should have lua functionallity already added for it. This would require a lua file to be added to your mod to get it working currently: yourmoddir/media/lua/server/yourfilename.lua when you have created the above file copy paste the following and edit/add accordingly. local function preDistributionMerge() -- param1: a distribution root or subcontainer, Distributions[1] should always contain the entire basegame distribution se
  16. great to hear as for the distribution problem, could you perhaps attach a screenshot of that?
  17. Eya @Crowborn, Not being able to edit existing base game items when modding is correct behaviour for the program, you can however override an existing item in your mod. To do this, in add new object (bottom left) check 'copy' and select for example a apple from the list, give your copy item exactly the same name as the original apple and press 'add'. This copy can be edited and should overwrite the basegame apple once you load the mod ingame. As for adding sprites, you got 2 options: Single file sprites which go into the "media/textures/" folder in your
  18. np! and yea those blue and orange timestamps mark the begining and end of a timeslot, a timeslot being the the timeframe in which a broadcast is allowed to start. The big number are the days indeed, relative to the day the script gets queued. As for not being able to change it, could you clarify a bit what youre trying to do? perhaps i can add a few steps here to help achieve it
  19. Also, loading custom made radio files should work with the current IWBMS and beyond. To add them a mod can be used which should have "media/radio/" directory where all the files (xml and final translation txt files) should go. Optionally you can use this simple mod package and edit the mod.info accordingly. RadioTestMod.rar
  20. Eya, should already be able to change a selection of lines to another voice (theres some more info on making selections in the documentation in bottom of main post) with a selection active, changing one of the selected lines voices will apply to the entire selection. To change a color of a section of text within a line try [col=255,255,255]some text[/] (these cannot be nested). I think this should be enabled currently for radio lines as well, if it doesnt work let me know. additionally theres also [img=xxxx] which can add display any icon, or the shorthand [img=m
  21. Updated the main post with a new ItemZed version 1.1b and a instructions manual (thanks to @Batsphinx and @Rathlord for making it a smoother read!) Also thanks to those testing and posting suggestions! a good bunch have been put in the update. @Rathlord The distributions work for the new version 1.1b, the project zomboid's current IWBMS has the game side code updated as well to make the ItemZed distribution files work. @makkenhoff sorry for getting back at your question a bit late i see you already gotten it working, a tip for future: it may be handy to copy an
  22. Thanks @Rathlord! I've got a update coming up with some fixes and small additions from the earlier suggestions, gonna see if i can add in the ones youve mentioned as well before releasing.
  23. In the new version there is a file "config/window.txt" in the program root that allows you to change its start up position/window size. That should help with the issue, let me know it doesnt work for some reason
  24. ItemZed Scripts & Distribution editor. Welcome to ItemZed! ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found and looted on the map. Additionally, it loads texturepacks containing icons so you can change how things appear in-game. On top of the manual editing of data, there are options for the batch refactoring of large numbers of items and in-game objects. We h
  25. thanks @Kim Jong Un! gonna look into those.
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