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turbotutone

The Indie Stone
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  1. Like
    turbotutone reacted to sir.twiggy in Radio Communication   
    I think you should go HAM on that.
  2. Like
    turbotutone reacted to Rathlord in Radio Communication   
    So that's what you two have been conniving about...
  3. Like
    turbotutone reacted to RobertJohnson in RELEASED: Build 27   
    NEVER MISS A BUILD WITH OUR MAILING LIST!:

    http://projectzomboid.com/lists/?p=subscribe&id=1

    Get notified when a new stable or experimental build are out!
     Released IWBUMS Hotfix #2 :

    Spoiler [bUGFIX]
    Fixed #00586 (You can now walk between theatre chairs and climb them) Fixed #00547 Fixed #00569 Fixed #00575 Fixed #00178 Fixed #00560 Fixed some bugs in zombies respawn, but please note this system may bug on previous saved game (specially from build 26). Fixed some bugs in the item distributions. Fixed Jewelry store world filler not working. [MP] Fixed bait not being removed when catching an animal with a trap. Fixed some weird "walking to" issue with trapping (#00579). Fixed some painting walls issues. Fixed some right click on farming plot issues. [MP] Fixed crafted lamppost sync issues. Fixed the version number. Fixed bug when there are more than 10 game controllers. Fixed Last Stand zombies no reset when launching a new game. Fixed some tiles definitions. Fixed a bug in some timed actions where the needed tool was re-equipped (meaning more time to do the action than necessary). Fixed some items distribution bugs (nails in fridge, REALLY ?). [NEW STUFF]
    [MP] Admin now see their names on top of their heads (so they know they're admin.. ) [MP] Admin now see player's username even if the DisplayUserName server option is false. [MP] Added a Ping system :A server option "PingFrequency" (in second, default 10), use it to define how much ping per second a client will do. A server option "PingLimit" (in ms, default 300), use it to define when a player will be disconnected if his ping is too high (not instant, he'll need to be higher than the limit for 5 ping) You can now see your ping (in ms) in top left corner, with color display : Green for ping < 150ms, orange for ping < 300ms and red for ping > 300ms Was already there in build 27 but forgot to say it : Blood and corpse now decay after some time (only in SP for now). Added tooltip over "Join Server" and "Quick Join" button when they're not available to explain why. Allow choosing a spawn region when starting a new character from an existing savegame. You now won't see the server with a different build number than you in the public server list.  
    [bALANCE]
    Reduced the numbers of zombies in the Mall, plus I tweaked the system a bit to be more realistic (no more 30 zombies spawning on top of the stairs, etc.). Changed a bit the PublicServerList UI to be more user friendly. Lowered the difficulty of trapping (less likely loose your bait, no more trap break for now, bit more easier to catch animals)
     
     
    NEW MAP WARNING : Your build 26 saves will be compatible with this new build 27, unfortunatly to see the mall and the new awesome cells, you'll need to do a new game, sorry for the inconvenience !
     
    [NEW STUFF]
    New world filler for Gun store and Trash can. [TRANSLATIONS]
    Updated translations : Polish, Czech, Spanish, European Portuguese, Russian, Italian. Added Spanish-Argentina translation. [NEW STUFF]
    Trapping ! Yay ! Info here : http://theindiestone.com/forums/index.php/topic/8800-the-trapping-system/ Public server list, info here : http://theindiestone.com/forums/index.php/topic/8768-how-to-public-server/ Lot of new cells (> 10) in West Point ! Including a theater, and AN AWESOME HUGE MALL ! [Multiplayer] IMPORTANT : New MD5 Checksum for Multiplayer, everytime a client will connect to any server, all his lua file (including loaded mods) will be compared to the server ones, if ANYTHING is modified, the connection will be refused, I'll add a serverOption to configure this, but it should mean : no more hacking, yeah ! World filler : https://pbs.twimg.com/media/BnlmjE9IUAA-IRf.jpg:large World zones (could be usefull for modding, we'll use them for trapping, NPC, farming...) : https://pbs.twimg.com/media/Bnrlp8HIIAAe4vc.jpg:large Lot of new items :Dead animals Earplugs Rings Various toys ... Propane tank for BBQ ! Ability to grab and move corpse ! A corpse will only have 8 in capacity (instead of 50) Some new container icons (microwave, vending machine). If you don't have the required mod to login a server, the name and url (if present) of the mods will be displayed. Little UI Change on Mods Selector (easier to use, added a "Get mods !" button that link to the modding sub forum). Added a check box for the Survival Guide "show on startup" default is true. Added a new .bat : ProjectZomboid64 - Launcher, if you can try it (specifically on Linux/Mac) and tell me if everything's good, that would be AWESOME ! [bUG FIXES]
    Building a "roof" (understand floor on 2nd level) will protect you from rain when below. Fixed a bug with the safety system not allowing PVP if disabled. Some fix in the items distributions (spawning shoes in vending machine of the laundry.. ). Fixed sometimes trees didn't drop logs. No longer instant plaster/paint. Plastering a wall will now use the plaster bucket, and fill it at a water source won't fill the plaster again. To plaster you know need to have a wall at least lvl 4 and be at least lvl 2 in woodwork. Can now craft the Sticks Trap. Microwave act as stove again. Fixed a weird world filler shelving (the white shelve in kitchen). Added timed actions for every trap actions (no more abuse). Minor fixes on trapping. It's not possible anymore to break the window of the gun store without a sledgehammer. Can't climb through broken window on gunstore if the fence is still here. No more kitchen knives spawn in gun store. Update PZServerSettings.exe : the file will be saved directly in the right folder with the right name (users/YOU/Zomboid/Server/servertest_SanboxVars.lua). Fixed the public server list being sorted by name and not players number. Fixed the server sometimes pinging way too much PZ.com (may have cause some lags). [bALANCE]
    Fishing timed action will add a random part (so every try you fish, the time to got something/nothing will be different), also up a tad the time needed. Slight up of the spawn rate of the trowel. [MODDING]
    Added a "SkillRequired" in recipes, for example : SkillRequired=Woodwork:1;Trapping:2; Added RainManager.getRainIntensity() function Added "OnServerStarted" event. Added "OnThunderStart"/"OnThunderStop" event. [TRANSLATION]
    Added new stuff to translate : http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/page-4#entry110264
  4. Like
    turbotutone got a reaction from migulao in Radio Communication   
    Totally agree with that.
     

  5. Like
    turbotutone got a reaction from AlphaArBar in Radio Communication   
    Totally agree with that.
     

  6. Like
    turbotutone got a reaction from Kitt Frostpaws in Radio Communication   
    Totally agree with that.
     

  7. Like
    turbotutone reacted to nasKo in Radio Communication   
    Something like that would indeed be very neat, wouldn't it

  8. Like
    turbotutone reacted to TheStoryteller in Radio Communication   
    Radio Communication

    Orientation: Multiplayer

    TL;DR: Incorporation of hand/stationary radios within the game. 

     

    The incorporation of hand or stationary radios into the game would add a new level of communication and depth on servers. Having a hand radio, or setting up a stationary radio in your home would allow you to speak with players or NPCs on opposite sides of the map. You could browse frequencies, and stumble upon a distress call repeating every 2 minutes, or come across another player willing to trade goods for food. Maybe, even, kidnap a player, and bribe his friends over the radio, ensuring that you’re in a safe position while making your demands. This could also bring another new item into the game: the map. This could come in the form of a travel brochure, or a dedicated map of the city/town you are in, and could be used in conjunction with the radio to plot locations, player-made shelters, meet-up points, or simply any location you want to go/have been.

     

    For example: Player 1 – we’ll call him Will – gets trapped in his home by a horde of savage face eating neighbors. Luckily, Will just installed this fancy new radio system in his living room – no wonder the neighbors are jealous – and can now call out (or set up a pre-recorded – self repeating – message), “I live down the street from Jerry’s Diner,” or “I live at coordinates 23, -243.” Player 2, Ted, happened to be listening on the same frequency Will uses, and pulls up his map alongside his radio. He then finds Jerry’s Diner, or the coordinates previously stated on his map, and marks there with a pen.

  9. Like
    turbotutone got a reaction from lordixi in Erosion - Nature takes over   
    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.
  10. Like
    turbotutone reacted to Viceroy in Erosion - Nature takes over   
    Well currently the game ages at a slow rate, a realistic rate. It is actually intended to be somewhat subtle and unnoticed. However, with time and absense a sense of dereliction does become quite apparent when your character revisits a locale after some in-game time. Also remember that as one character dies and you continue with the world the world also continues to age
     
    And as the post by William Carver states, it is entirely possible to age your world as you like, I think you can even adjust the tempo of decay if I am not mistaken.
  11. Like
    turbotutone reacted to William Carver in Erosion - Nature takes over   
    You can set the world age in C:\Users\<user>\Zomboid\mods\Erosion\media\lua\client\Erosion\themes\ThemeErosion.lua and change the 'erosion   level,' to the amount of days you want to have passed.
  12. Like
    turbotutone reacted to Viceroy in Erosion - Nature takes over   
    Does it work with only Erosion installed? If it does then we (read:you) can start looking for incompatibilities by re-adding the other mods one at a time until it breaks again.
  13. Like
    turbotutone got a reaction from SpaceJunk in Erosion - Nature takes over   
    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. Like
    turbotutone got a reaction from Austin in Erosion - Nature takes over   
    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:
  15. Like
    turbotutone got a reaction from syfy in Erosion - Nature takes over   
    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.
  16. Like
    turbotutone got a reaction from syfy in Erosion - Nature takes over   
    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
  17. Like
    turbotutone got a reaction from daorkboypl in Erosion - Nature takes over   
    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:
  18. Like
    turbotutone got a reaction from EnigmaGrey in 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
  19. Like
    turbotutone got a reaction from Sieben in 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
  20. Like
    turbotutone got a reaction from FinchEz in References: LuaMethods, Events, Exposed Classes   
    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:

  21. Like
    turbotutone got a reaction from Sejemus in 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
  22. Like
    turbotutone reacted to JonSyn in Server Admin ToolsV2   
    this is a menu based Admin Control Tool.
     
    it allows you to just click a menu button instead of typing the admin commands into the chat bar it also gives a number of other handy admining tools.
     

     
     
    so far it has 5 different sections,
    Admin Hacks - addxp to admin,unlimited build, fast destroy,invisibility,god mode and a warp.
    Admin Controls - Gunshot,Chopper launcher, random item spawn on ground, start/stop rain, and thunder.
    Zambie Spawner - spawn hordes in 20,50,200,500,700 and 900 groups.
    Teleporter - gives you the ability to spawn in 27 different areas across 3 different citys.
    Item Spawner - just a small list of stuff admins can spawn. things from melee weapons to guns/ammo and farming/carpentry/fishing.
     
    Its not useable on Single Player or by non-Admins.
     
    Most of the buttons use the admin commands so it logs the admins actions to the log folder in admin.txt so server owners can monitor what there Admins are doing.
     
    i am uploading 2 versions, 1 for normal PZ map servers and 1 for servers running the Bedford Falls V2 map addition.
     
    installing
    1: download one of the 2 files, depending on your server setup. if your not running bedford get the first link, if running bedford use the second link.
    2: unzip the file.
    3: open the file and copy the AdminTools folder.
    4: do you know where the project zombod game folder is? usually c:/program files(86)/steam/steam apps/common/ProjectZomboid you want to goto the client folder inside that folder so its c:/program files(86)/steam/steam apps/common/ProjectZomboid/media/lua/client
    5: now in the client folder make a new folder named Mods
    6: inside the new Mods folder place the AdminTools folder
    7: boot the game and join your server as Admin, you should see a set of coordinates in the lower left corner of the screen if its working and your logged in as a admin. the Admin Menu can be closed/opened by pressing the Home key.
     
    IMPORTANT : if you are not an admin do not try to use this, it is not a hack, it will not work in single player either .
     
    LINKS
     
    Vanilla PZ http://www.mediafire.com/download/bi7umgzx6s8i7r6/AdminToolsNormalPz.7z
     
    Bedford PZ http://www.mediafire.com/download/tjpd2lw1tc9st2a/AdminToolsBedfordPz.7z
     
    V2 Updates
     
    added the debug map, can be used for teleporting also.(from games debugger)
    added file viewer and lua reloader (from games debugger)
    added 3 preset buttons for teleporter an ability to change menu position, goto :/programfiles(86)/steam/steamapps/common/ProjectZomboid/media/lua/client/Mods/AdminTools open the adminpresets.lua with a text editor (notepad or notepad++ will work fine) the lua has instructions in it for editing the settings of the menu.
    added a coords viewer by RoboMat.
    added fast logging (chop down trees faster then hell).
    added ability to be added to mod packs for server and not be seen by non admin players.
    added corpse deleter, just right click corpses and select "delete corpse".
    i may be forgetting something....
  23. Like
    turbotutone got a reaction from Dr_Cox1911 in 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
  24. Like
    turbotutone got a reaction from Viceroy in 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
  25. Like
    turbotutone got a reaction from dred in 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
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