turbotutone

PZ Dev
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Everything posted by turbotutone

  1. ApCom [sP/MP] Apocalypse Communications code: TurboTuTone, artwork: Nasko Features: HAM Radio and 12 Walkie talkies with different properties.Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people.Small HUD element that displays your walkie talkie's status.12 Frequencies to tune in on.A taperecorder and 5 different styled cassettes.Record speech on cassettes.Broadcast cassettes repeatedly via a HAM Radio.Power usage, devices need a battery to operate and drain power hourly.Interference due to bad weather, or when a device is bordering its maximum range.Players chatcolors are copied by all of the mods devices to dinstinguish "voices".Depending on type, the devices will attract zombies in certain radius. Look at the information section at the bottom of this post for more detailed info and usage, it also showcases some of the awesome artwork Nasko made! Make sure to send him some love when he posts in this thread Thanks to: Twiggy for testing, suggestions, support, streaming, awesomeness Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's LogiHack, a fellow country man who helped out testing! EnigmaGrey, testing and correcting my grammar error's dko112, gameplay convenience suggestions A special thanks to: Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated [incase i forgot to mention someone, gimme a poke!] Thanks twiggy and subscribers for testing the mod with a bunch of people! A save of the stream can be found here: Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~! Twiggy @ twitch.tv Twiggy's twitter Download Requires build 27 and a fresh world for the items to spawn in containers. On a server to get best out of it set 'GlobalChat' to false serveroptions.ini. Also works in single player but chat is limited to the lines produced by pressing 'q'. Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences. Apcom version 1.0 Up to date version can be downloaded here. (last update 13 june 2015) Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions! Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated! previous versions: Public servers running ApCom mod: Information This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info) A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device. Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it. When receiving transmissions this device shows a animation. This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it Walker Talkers When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen. Insert a battery and it will display battery status: When equiped as secondary, you can rightclick the inventory icon and turn the device on. When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on: When the device recieves text it will also indicate it in the hud: The hud will display different stages of battery life as such: Finally when the battery is about to die, the item icon will start blinking a red led: About chat behaviour Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text. Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore. Power consumption These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy. Tape Recorder The item properties below can be read as follows: - broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range.- voice detect range, the amount of tiles a player has to be near the device for it to pick up speech.- can hear range, the amount of tiles a player has to be near device to see "hear" its text.- loot chance, obvious.- zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range.- battery consumption, rate at which a device will consume power on hourly basis. HAM Radio: broadcastrange: GLOBAL voice detect range: 5 can hear range: 16 weight: 15 loot chance: very rare zombie attraction: extremely high battery consumption: extremely low Tier1: Walker Talker Budget standard broadcastrange: 500m voice detect range: 6 can hear range: 12 weight: 0.5 loot chance: high zombie attraction: high battery consumption: very high colored broadcastrange: 1000m voice detect range: 8 can hear range: 10 weight: 0.5 loot chance: high zombie attraction: high battery consumption: very high army broadcastrange: 1500m voice detect range: 10 can hear range: 9 weight: 1.0 loot chance: normal zombie attraction: high battery consumption: very high Tier 2: Walker Talker Standard standard broadcastrange: 2000m voice detect range: 12 can hear range: 8 weight: 1.5 loot chance: medium zombie attraction: medium battery consumption: medium silver broadcastrange: 2500m voice detect range: 14 can hear range: 5 weight: 2.0 loot chance: medium zombie attraction: medium battery consumption: medium Tier 3: Walker Talker Black Edition standard broadcastrange: 3000m voice detect range: 16 can hear range: 3 weight: 2.25 loot chance: low zombie attraction: low battery consumption: low army broadcastrange: 3500m voice detect range: 18 can hear range: 2 weight: 2.5 loot chance: low zombie attraction: low battery consumption: low Tier 4: Walker Talker Tactical standard broadcastrange: 4500m voice detect range: 20 can hear range: 1 weight: 2.75 loot chance: rare zombie attraction: very low battery consumption: very low army broadcastrange: GLOBAL voice detect range: 25 can hear range: 0 weight: 3.0 loot chance: very rare zombie attraction: ZERO battery consumption: very low
  2. turbotutone

    ItemZed (updated 1.1b)

    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 have also added lua integration that allows the entire data set to be programmatically modified, and output to any sort of format – meaning that changes and new items can quickly and easily become part of user mods, and a part of the main game. They can also be used to created handy tables in html and wiki format. Videos Video I Video II Downloads Most recent version: ItemZed 1.3 (FULL) | ItemZed 1.3 (UPDATE) Old versions: ItemZed 1.2 (FULL) | ItemZed 1.2 (UPDATE) ItemZed Version 1.1b download. (if you have 1.0 installed, put this one in a seperate directory, dont update the 1.0 version) ItemZed Version 1.0 download. Changelog ItemZed instructions
  3. turbotutone

    ItemZed (updated 1.1b)

    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 now turned off by default, they can be turned on by going to folder settings and checking the backup tickbox at bottom.
  4. turbotutone

    WordZed

    WordZed Version 1 - download You can add custom radio data to the game via a mod. The radio data including final translation files should go into "media/radio/" within the mod directory. Optionally this simple mod package can be used to get started quickly: RadioTestMod Note: The current version may contain some bugs, which can be posted here when encountered. Some additional info bits: The following spoiler contains a list of channels from the games radio data, if you intend to use wordzed for custom contentavoid these channels unless you intentionally want to override a certain existing channels. The following tutorial video has some information on the operating basics: Manual: Manual.docx
  5. turbotutone

    The Weather Mod

    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!
  6. Hello All, Here the translation files for the radio data: Base: Translations_version_0.zip Updates: Translations_version_1.zip A little info on the files and organizing. The translation files are generated by wordzed, theres a little processing and versioning going on when they are generated. All duplicate lines are taken care of so there will be only instance of these identical lines in the translation files. Also while the first files will contain the whole chunk of lines (a few thousand), any subsequent updates will contain only new or changed lines. File format: - Any lines starting with // are ommited by wordzed when reading the files back in. [Info] version = the version of the original radio data this file is derrived from. guid = the GUID of the original file. language = the language abrev. translator = the name of translator, can optionally add more than one name seperated by comma's [/Info] [Translations] each to be translated line has a ommited line above with the original sentence for reference, and a line number in case people want to pool (person A could do 0 to 500, person B 500 to 1000 etc) example: //0. ORIGINAL: This is Jackie Jaye reporting for LBMW... 576674c7-6cbf-4ec5-a3e9-7d8269fc44b8 = The translation that goes after the '=' should remain on that same line, so dont use returns. [/Translations] As mentioned multiple people can work on the same translation and work out a schema with the line numbers. Each person can work his/her own file, these files can be posted seperatly without need for translators to merge them. The latter is done by wordzed which only takes the filled out lines from each file when putting together the final translation file for the game. As such would you be so kind to rename the file your working on to include your nickname? like: RadioData_0_NL_Turbo.txt or such, this makes it easy to collect them in one folder. (side note: not all translations need to be present in your file. If for example you agreed with other translators to do only lines 500-1000 or so, then you can remove all lines outside that range from your file if you prefer) Regards, Turbo
  7. turbotutone

    CartoZed

    CartoZed CartoZed is a little tool that can draw 2d topdown images from lotheader/lotpack data. It should work for custom maps as well. The new version also has the option to export isometric renders of cells. Most recent version: CartoZed 1.2 (Full) || CartoZed 1.2 (Update) Older versions: CartoZed 1.1 PZCarto_v1.rar Changelog: Usage:
  8. turbotutone

    RELEASED: WEATHER TEST BUILD

    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. Cold. To resist cold: · Make sure to have a high clothing value (currently sweater, pants, shoes is optimal). · Hunger and tiredness affect body cold resistance negatively. · Sickness will lower your body resistance to cold. · Make sure you don’t get wet from rain, it will lower your body and clothing resistance to cold. · When outside, strong wind can lower the cold resistance but strong clothing will be able to counter this effect. · A good body fitness will have slight positive effect on cold resistance, bad fitness a small negative effect. · Drunkenness negatively affects the cold resistance, furthermore the more drunk you get you may not notice the first and possibly also not the second hypothermia Moodle giving you no early warnings to the negative impact. · When endurance lowers the body cold resistance increases a bit. When the outside gets colder the indoors of buildings will be a bit warmer and even more so during day. For the upstairs levels however this effect is halved. Car heaters, fireplaces and campfires that can be used to warm up have been altered a bit. Campfires can now be build inside houses without spreading fire if the following is true: · Tiles surrounding the campfire are not wood or carpet. · Tiles surrounding the campfire have no objects. · To be safe make sure there are no walls within a 2 tile radius of campfire. When outside heat sources have their radius halved and the colder it gets the smaller their area with a favorable temperature becomes. When severely undercooled note that car heaters and bbq’s and outside campfires help can staying warm with moderate cold, however when it’s really cold they’ll only warm up slowly. Heat sources inside buildings will be able to become much warmer and thus warm up at a higher rate. Also note that with optimal clothing and body resistance you can successfully resist cold surrounding air temperatures down to about 0 Celsius. If the air around you drops below zero you will always start to lose temperature, albeit more slowly, so you must warm up from time to time. And since the night tends to become much colder sleeping near a fire is recommended as well as stacking up a good amount of logs to prepare for winter. Heat. To resist heat: · Light or no clothing will help combatting heat. · Thirst negatively impacts heat resistance quite strongly. · Sickness will lower your body resistance to heat. · A good body fitness will have slight positive effect on heat resistance, bad fitness a small negative effect. · When endurance lowers the heat resistance lowers a bit as well. · When outside, wind can increase heat resistance a bit but this effect is cancelled out by strong clothing. · Wetness due to rain increases heat resistance for both body and clothing. · Drunkenness does not lower your heat resistance, but may cause the first 2 levels of hyperthermia to go unnoticed/ignored due to intoxication. When the outside gets hotter, the ground floor levels remain a little colder and can be used to cool off a bit. Higher levels tend to get hotter and remain fairly warm during the night. Insides of a car can get quite hot during the day as well (unless the cooler is on). When severely overheated drink water and stay inside on the ground floor with light or no clothing, or use a car air cooler to cool down more effectively. Hypothermia and Hyperthermia When level 3 is reached the body sporadically takes minor damage on random body parts. When level 4 is reached the body receives constant and greater damage on body parts. If the conditions are not improved you will slowly die. When level 3 or 4 of either is hit when asleep you will wake up from it. Other noteworthy mentions. Umbrellas now reduce the rate at which you get wet, and you’ll be able to get up to 50% wet.
  9. turbotutone

    RELEASED: WEATHER TEST BUILD

    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.
  10. turbotutone

    RELEASED: WEATHER TEST BUILD

    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. @Soul Filcher Filcher when taking control of weather via Fx panel by disabling the climate manager no sub effect (like snow on ground etc) will take place since the climate manager takes care of that. you only have direct control over the values on the panel. @Eggtooth (and @trombonaught) agreed, in fact the system actually should do that already when the weather pattern is a blizzard and its intensity is on the high end it should throw in some fog. The fog indeed doesnt play well with the dark of night, however atm normal fog that is generated by the system only appears in the early morning and gets burned away by the sun around midday'ish. Lastly, for those interested a little more info on weather patterns for testing: .
  11. turbotutone

    Tutorial: World Objects

    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
  12. turbotutone

    ItemZed (updated 1.1b)

    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?
  13. turbotutone

    Moon phases? Question to the developers ...

    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.
  14. turbotutone

    CartoZed

    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
  15. turbotutone

    CartoZed

    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
  16. turbotutone

    CartoZed

    Added a new version 1.2 which should fix the issue with export to iso not working in some instances!
  17. turbotutone

    CartoZed

    updated CartoZed to 1.1 and modified usage example. let me know if there are bugs or suggestions! regards, Turbo
  18. turbotutone

    ItemZed (updated 1.1b)

    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.
  19. turbotutone

    ItemZed (updated 1.1b)

    @GHawkins and @Rari gonna look into the issue asap
  20. turbotutone

    ItemZed (updated 1.1b)

    @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 this may still result in quite some dragging, depending on how they need to be distributed in the list lua might be a valid option as well. Ive played around with creating a little helper script for that purpose and came up with the following which may be helpful to you: DistributionInsertion The top part has some settings you can modify, the way it works would be to have all the items that you wanna add in bulk to the distribution in a seperate module wich will act as a category. You can set a default spawn chance and add target containers, the nested containers need to be seperated with dots as per example and be aware that the container names are case sensitive. When running the script it will add all the items from the defined module to the targetcontainers, afterwards you can optionally use the right side item filter box to filter on the module name (see img) instead of item name incase you need to override some default spawn chances of some of the items. Additionally ive also created helper script to remove items from the distributions in bulk, it has somewhat similar settings in the top part: DeleteItemsFromDistribution Hope this is usefull, both scripts adjust to the mode youre running the program in (mod or dev), in mod mode the remove script for example will not touch and base game entries. Also, if there might be need for other similar scripts feel free to post a request in this thread! Regards, Turbo
  21. turbotutone

    ItemZed (updated 1.1b)

    @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 set without mods. -- param2: Name of the item as it appears in the distributions list (fullname) -- param3: Optionally a chance number can be defined to remove only matching items with that chance, or set to nil to remove all matching items regardless of chance. -- param4: Do recursive or not, if true it will recursivly remove items from all subcontainers. RemoveItemFromDistribution(Distributions[1], "Base.Hammer", nil, true); RemoveItemFromDistribution(Distributions[1], "Base.Nails", nil, true); --etc -- instead of passing the entire Distributions table you can also pass a sub element: RemoveItemFromDistribution(Distributions[1].conveniencestore, "Base.Hammer", nil, true); -- in the above example the hammer will only be removed from containers in the conveniencestore location. end Events.OnPreDistributionMerge.Add(preDistributionMerge); As for the category spawning, that would currently not be possible (unless you add some custom lua that does it to the mod). But i may look into it for a future update of ItemZed if something like that would be feasible to add to the program/gameside. @Crowborn in case you might have missed it, ive dropped you a pm concerning the issue.
  22. turbotutone

    ItemZed (updated 1.1b)

    great to hear as for the distribution problem, could you perhaps attach a screenshot of that?
  23. turbotutone

    ItemZed (updated 1.1b)

    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 mod dir, or texturepacks which go into "media/texturepacks/" more info on creating texturepacks can be found here. The default icons are in a pack file, however you can use the Lua tab to export them. To do so, go the Lua tab and paste the following script: -- outputs to: ..\output\user\html\img\ function run() for v in DataManager.Objects do if v.IsMod==false and v.ObjectType.Name=="item" then if v.HasKey("Icon") then local icon = v.GetFirstKey("Icon").Value; -- see if icon exists, else try prefixing Item_ if not DataManager.HasImage(icon) then icon = "Item_"..icon; end if DataManager.HasImage(icon) then addIconToExportList(icon); --global function to add icons to export list. end end end end -- global function, this exports all icons added to the export list to html/img/ in the output dir: exportIcons(); end Give the script a name and hit 'Save & Run', this should export all used icons for basegame items to 'output/user/html/img/' One thing to keep in mind about exported icons tho, when it exports it cuts away unused whitespace so their original size was 32x32px but some outputted images will be a tad bit smaller then that due to this cutting of whitespace.
  24. turbotutone

    WordZed

    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
  25. turbotutone

    WordZed

    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