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turbotutone

The Indie Stone
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Everything posted by turbotutone

  1. A little addition... You may know so already, but you can also test lua files with the lua binary: http://www.lua.org/download.html Obviously this doesnt work for PZ lua stuff, so if your code is heavily dependant on that dont bother. However i use it allot to test small classes/functions (sometimes adding dummies for PZ lua references) or just to test conceptual things. (its faster then booting the game huh )
  2. The issue described by Matherodin (the weird cracks and all) has been solved, seems it was a corrupted world. As new games turn out fine for him. @Lightning Flash: What Kyun mentioned would do the trick yes, assuming thats what you meant with setting the year. If you mean just changing the year value for i dunno roleplay purposes, then no thats not possible Eventually i wanna see if its possible to add some stuff to the pre-game menus so you can adjust settings with UI. On a side note, a new update is almost ready, added quite a bunch of winter textures done by mr. Thutzor. He made snow versions of roofs and a whole bunch of game bushes and trees that had no winter textures yet. Sneakpeek: Also implemented some sort of fix for the game speed UI While i couldnt find a way to adjust the buttons themselves, they are hardcoded in the SpeedControls class and have not found a way to override their textures yet, i did find a little temporary solution which is putting a background behind them. It technically is a HUDButton which does notthing, added to the SpeedControls arraylist. Implemented fixes for all bugs on the list except for these 2: The rightclicking. Ive traced down where the problem is at, seems my custom sprites dont have a proper "mask" which prevents the pz code from detecting a succesfull hit. Ive been fooling around a bit to generate a mask for them as there seems to be some functions for that, but so far not succesfull. If anyone knows a bit about this subject please drop me a pm.The "empty" chunks on loading a savegame. Seems to be caused by the game loading a block of chunks before Erosion has intialised the sprites properly.Will look into these more tonight.
  3. Eya fellas from NecroForge, been looking to try this out for a while but never got to it... I finally installed it yesterday as i needed some quick acces to items for debugging purposes, worked like a charm. Very nice job guys! One little thing i noticed, maybe mentioned already, but if you start the game in a 800x600 window for example, and then expand the gamewindow full screen the mod icon doesnt recalc its position. Besides that i havent experienced any bugs yet. Gonna keep this mod active as its great for debugging as well.
  4. Wow, im speechless We will communicate this case more in private as you seem to be the only one having this problem. If however, more of you experience the problems as shown in the screenshots above let me know!
  5. I think thutz is working on tiles for the roofs, so those are comming soon . The streets however are a bit more difficult, thing is the snow tiles are a animation in essense for their "parent" tiles such as grass etc. The problem with street tiles is that many of them have childsprites such as cracks and what not, those would appear on top of the snow tile and that looks rather awkward There are some other possibilities or ways to work around this, will certainly look into this later. Thanks for posting the info, much appreciated. Will look into this. The cracks on the road made me chuckle a bit btw, that is definatly NOT supposed to happen like that In fact those cracks are for the walls. Do remember where exactly that happened? And also, were they already there when you came to that location or did they appear after some action / event? (on a side note, so far it looks like the missing chunks are fixed for next update) (I must have overlooked this edit , answer below) Oi, the snow thing is odd, i think i have seen 2 or more complete cycles in a row with snow, but i may have written a bug after that Added to fixlist. The random crashes are still a mystery, they dont produce a error or output to console of any kind. Ive heared a future update of PZ may include improved debugging output to console hopefully that will help tracing it down. Also thank you for the compliments, glad to hear your enjoying it so far . Full grown nature, especially in summer, freaks me out as well
  6. Goodmorning Yea could be right, i remember when i did the code that removes childsprites (which i assume blood is as well) that i couldnt find a way to identify sprites properly... in my piece of code that removes erosion childsprites atm im simply removing the last added (assuming thats the erosion sprite) but that is plain wrong ofcourse... will look into it About the reloading, nope sadly that doesnt work. what ive seen is that once you load a area and the trees get removed, next time you load trees are still gone for that particular area. i think because the game loads the objects, doesnt find the sprite, sets its sprite value to null, then saves that as if the objects were modified. Atleast thats my theory, didnt check it out yet. I could use loadgridsquare as a temporary fix if theres no alternative to be found, but i rather avoid doing so, it would be a bit hacky imo. Thanks maybe ill make a small sickle or scythe or something later on to be included, if noone else does. Hmm, could you maybe give a few examples of the objects that dont work, and what kind of object placed by erosion is on that tile?
  7. To get back on this one, i think ive pinpointed the problem, it appears all the objects are actually placed but they are missing their sprites thus get rendered invisible. This only affects the initial chunks surrounding your start position, if you move the rest of the world appears normally. Erosion only starts loading and setting up sprites when you load a map (new or save) due to the possibility of different themes. It seems this sprite initialization block is called after the first map chunks are loaded, so i tried binding the initialization to other events such as OnWorldInit, PreMapLoaded etc, to no avail. Ive dropped devs a question regarding this topic. More on this later. Corpses are definatly coming, the blood is a maybe... id have to actually scan for existing blood and replace them with a stage version, including moddata etc. Ill keep it in mind tho and will take a look at it. Yea, it doesnt run completly smooth on my machine neither , not sure what it is, but i started noticing a little performance drop since ive added many objects with colormods, will be investigated and hopefully improved. RJ has said to take a look at it as well when he has some spare time. This is a bug indeed, noticed it as well when i was testing yesterday. It appears the system been skipping chunks, should be fairly easy to track this down, will do so tonight. Thanks for the reports so far everyone Will upload a fix for these issues soon. Well if someone feels like doing so, i believe all erosion grass objects have the name "grass" if im not mistaken, so you could use that to find them
  8. Yep, you're right, i had not noticed this yet Seems at first glance that indeed objects arent saved (the moddata is correctly saved tho) except for the grass, shall investigate this. Perhaps theres some function in PZ code i oughta call.
  9. Wait a min, which trees are gone exactly? So, to reproduce this locally, you started a game with erosion, save, then load it again?
  10. Great to hear, if it runs fine in demo mode then your set , demomode forces a full reset of the chunkreader + increases erosion and season counters at the same time so thats by far the most intensive setting. Correct, it can be changed in the ThemeErosion.lua : SetMonth = 12, -- Startingmonth override Bugs for sure, and pretty much anything that appears to be going wrong One thing ive seen mentioned and is a know problem, is the fact that Erosion will spawn over special objects such a mailboxes, plantbeds, and players gardens apparantly hehe. Im still working on some solution, cause for example grass spawning on a mailbox tile aint that bad, in fact that looks pretty neat. A tree spawning on players garden on the other hand perhaps should not happen
  11. Download link added to main post! But dont get to excited yet, as mentioned in the supplied download description its a alpha and by no means stable/perfect. That being said, i hope you'll enjoy taking a peek at the system as is. Let me know how its doing performance wise on your machine, very curious about that Also, thanks for the serenade Dr_cox!
  12. yes, indoors could be added as a "region" in the system... the only reason ive steered away from it so far is because im unsure how this will affect player build stuff, havent looked into that yet. Also, if nothing goes wrong ill be posting a alpha version within 24 hours from this post Got some code cleaning up to do, perhaps a little documentation on how to use some stuff, then ill put it up for testing. Here some screens from the latest build (with reworked grasses):
  13. Thank you for all the nice comments and feedback everyone very much appreciated Dont know how feasable that is, as i havent checked any of the zombie code so far, but i definatly put the idea in a todo list so i will check it out at a later time. Much like the walkers in walking dead that got trapped in quicksand and what not. Would also be cool if they get a chance to break loose from the kudzu and come after you Yes, that is certainly possible Just as the trees have stages of growth, those stages can also be applied to a corpse so it slowly decays over time and turns into a skeleton. Could be applied to other objects as well that have some form of growth or decay. Its also in the todo list to add corpses (or even piles of them) over time, especially in the urban areas.
  14. Haha yes, Myth had indeed mentioned that plant as well. Myself being from europe, i had never heared from it before but it sure is a interesting plant. Growth rate 1 metre a day under optimal conditions i believe? My initial idea was to see if in a future update it can be made a subsystem of some sort, as it seems the plant not only takes over houses but pretty much anything that crosses its path. What i was thinking of was perhaps a extra noise layer that defines patches where this kudzu takes over. Got to figure out some system so it doesnt become to complex, yet allows the kudzu to grow over several objects like walls, roofs, trees etc.
  15. Hello hello, a very small update... With some good news, the code is pretty much ready for a alpha version. The bad news, many of the sprites are not 50% of them are crappy quick drawings, so the coming days im hoping to replace them with atleast somewhat decent looking ones (those replacements will not be final either, but will function as placeholders untill proper sprites are designed). The trees already got a little rework, in this image i spawned both old and the new trees which have more contrast and better seasonal colors i think: Again its a little experimentating with their base colors, old and new basecolors: Most stuff from previous versions has been reintroduced as well, such as the vines and cracks on walls, and street detoriation, as you can see in the animated gif the majority of those still have really crappy sprites P.s. i also had a little chat with Myth, who is from Kentucky and he gave some very detailed info about local plantlife etc, so were hoping to add plants in future that actually grow in the region.
  16. If i had more time on my hands i would have given it a shot, but atm im a tad bit preoccupied so sadly i must decline Perhaps some time later if its still not picked up by anyone at that time.
  17. Very nice program! Im guessing with proper prefab buildings (or segments even) it would be possible to populate the towns as well?
  18. Eya, the growth of objects will be sporadic like you mentioned, that is the actual growth from small, bigger etc (thats all based on the intensity of their tile). What youve seen is probably the leaves growing back in springtime, which will happen during night, and indeed one morning youll wake up and all trees have leaves Technically its much more pleasant to do it this way. What could be an option is to have different kinds of plants change leaves on a different date, so its a little less "all-at-once", i will look into that later as i agree with you that its indeed a bit odd and has been a little thorn in my eye as well .
  19. That depends, if the new engine retains much of the behaviour of the current one it will be simply a matter of porting the mod. If theres many behavioural changes then some erosion stuff will probably break and will need inspection + fixing. Eitherway should be doable, as long as theres no critical functionallity disappearing in new engine . Otherwise theres always this: On which i can cry my many tears
  20. Merci guys, and to answer these questions: Heres a image to illustrate a little how it works atm: top part the raw images, and the bottom part same image with a overlay (tintmod). it was not clearly visible in the video as it runs a bit fast, but if you look closely youll see some trees change leave colors in autumn, in fact, the sprites that have a season color change color each day but the change is so gradual you wont notice from day to day. The way it works is with a customized lua table that can take 1 to 12 colors, each color you add represents a month, when the table gets finalized the table lerps the colors you put in to fill in the blanc months. Then during a day change, the current months color gets lerped with the next month with current day of the month as step value. You can bind one or more sprites to such a table so that sprite gets its tintmod set when the table color changes. For objects that require only a part to be colored, like trees, the trunk is split from the foliage, the foliage is added to the tree object as a childsprite. Thanks to lemmy's tip the seasonal changing of leaves etc was quite simple to do as they are animations set to and played on a particular month. Ive also been experimenting with the greyscale sprite colors a bit, first i just greyscaled the image and applied a tintmod (as seen in the crossed out sprite) but that didnt reap great results, so i now have some greyscale/blending mix that produces a better result, still not perfect imo, but atleast theres more of the original sprite's detail coming through. Regards, Turbo
  21. Still here, infact i have been working on several things past week. Some stuff that got added/improved: Themes, all the objects and categories are defined in a theme file, so anyone can modify or make their own theme from scratch. Categories (example trees) are class objects where behaviour of the objects it governs is defined, one can also make custom versions of these and add them in a theme file.New growth model, all natural stuff like trees, bushes, grass etc can now have proper stages, so it starts as sapling, small tree etc. Opposed to the old model where grass changed to bush, changed to tree etc.New spawn chance method (experimental)And lastly something else...This "something else" evolved from Rathlord's suggestion of snow, which i was not planning to implement yet but it became too tempting not to try So i tried to figure out a system to do this. And thanks to Lemmy who pointed me in the right direction how to do the sprite changes effectivly a whole new world opened up. So heres a full year seasonal cycle wip vid: So yea, still a wip, not completly satisfied about all colors yet, and it only has a few different sprites that i kinda butchered togheter with nifty copy pasta for the most part. Take it as a proof of concept ;p. (if you go fullscreen, you can see trees drop and gain leaves in autumn/spring, plants can now also have blooming etc) That shouldnt be too bad, what Rathlord said pretty much sums it up. Regards, Turbo
  22. Thanks, and also merry christmas everyone Probably not much coding time the next few days, but i managed to put togheter a little video with ingame footage tonight. Added to main post.
  23. sure, i think its feasable someway, so i can look into codewise when erosion itself is done.
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