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turbotutone

The Indie Stone
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  1. 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    Outdated screenshots from the very first functional version:
  2. Like
    turbotutone got a reaction from rorschach in Erosion - Nature takes over   
    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
  3. 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:
  4. Like
    turbotutone reacted to date in [For modders] Change the Lua inclusion system   
    Hello!This suggestion can be interesting only for developers. So if you don't know Lua or Zomboid modding system you won't find nothing for you. So, my main question - why modloader loads EVERY lua file from the "/lua/" directory?I think that this way is totally wrong! That's the same if you write all your java code in single file - do you like that? That way is don't allow to create custom LUA structures for global mods (if someone want to write them).(EDIT: it allows but with help of very tricky ways - timers based on event.Tick and etc) Example:init.lua-- Tables and global vars initializationsomemod = {};include("utils.lua"); --> the analog of dofile() realized from java code, or something similar to that-- Using function from utils.luasomemod.utils:Print("123");utils.lua
    somemod.utils = {};local utils = somemod.utils;function utils:Print(_text) print(_text);end------------------
     I understand that for small mods it's really simple and usefull, but..what about future? What i suggest:Add optional parameter in mod.info, that allow to enable Lua loading only from the /somemod/media/lua/authorun/ directory. For example -lua_authorun=trueIf that parameter is not specifed or false - loads lua from /lua/ directory, else - load from /lua/authorun/. Also need to provide function that allow to run another lua scriptinclude(), dofile() -> anything you want. --------------------- That's all, thanks for reading.Sorry for possible grammar mistakes or rough language.English is not my native language and i really don't want to offend someone.   
  5. Like
    turbotutone reacted to TheCenturion in General Creativity   
    I'm not a very good artist, but I aspire to be better. Hopefully. One day.
     

  6. Like
    turbotutone got a reaction from Zurgh in General Creativity   
    Wow some awesome stuff in here, its a pleasure reading through this thread.
     
    I like your stuff pixel bombs, wish i could get those results digitally. Im doing fairly ok with pencil and paper, but when i tried digital...  didnt work out
     
    Ill share some of my stuff as well:
  7. Like
    turbotutone reacted to FreeJayFly in General Creativity   
    Gotta work out some clothing flaws with this one, but I do like the way it's coming out...
     
  8. Like
    turbotutone reacted to Pixel Bombs in General Creativity   
    Almost done


  9. Like
    turbotutone got a reaction from mendonca in General Creativity   
    Wow some awesome stuff in here, its a pleasure reading through this thread.
     
    I like your stuff pixel bombs, wish i could get those results digitally. Im doing fairly ok with pencil and paper, but when i tried digital...  didnt work out
     
    Ill share some of my stuff as well:
  10. Like
    turbotutone reacted to FreeJayFly in General Creativity   
    ... ' u ' I was wondering if there was an art thread that I could post to.
     
    Also, @Flachzang: it certainly is a good improvement. * u *
     
    Here are some things I'm working on:
     
     
    Most of it is for a webcomic that I have launching in another two weeks. There's only one thing in there that's completely unrelated... mostly because it's more Pokémon related...
  11. Like
    turbotutone reacted to mendonca in General Creativity   
    A space ship for a game mod I am working on .... the sprite looks roughly like this:
     
     
    Or possibly this, I haven't decided yet (might even use them both)
     
  12. Like
    turbotutone reacted to Pixel Bombs in General Creativity   
    Last post before I go to Miami for a week. Another older drawing I did. 
     

     
    Really hope to see this thread SOMEWHERE on the front page when I get back. You guys are great at what you do!
  13. Like
    turbotutone reacted to RoboMat in General Creativity   
    Great works here Pixel Bomb.
     
    Here are some old pictures I have drawn ... I never went too far with it because of time and other interests
     
     
    ... also a loooong time ago I did some 3d artwork.
     
  14. Like
    turbotutone reacted to SenorMonstro in General Creativity   
    Some old thing~ I wish that you like them (:
  15. Like
    turbotutone reacted to Pixel Bombs in General Creativity   
    Thanks RoboMat <3
     

  16. Like
    turbotutone reacted to Pixel Bombs in General Creativity   
    I think its kind of funky that we dont have a creativity sub section yet, so to amend that I'm making this general creativity thread.
     
    Rules are simple, post your creative stuff! Music, drawings, short stories, yadda yadda yadda.
     
    Also, keep it civilized when giving/taking criticism.
     
    I'll start things off I guess with some drawings I did. 
     

     

  17. Like
    turbotutone got a reaction from Viceroy in Erosion - Nature takes over   
    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.
  18. Like
    turbotutone reacted to Lightning Flash in Erosion - Nature takes over   
    Once you are further into the mod development, will you eventually give players an option to set the year?
     
    Either starting at year 1 or year 20, for example.
  19. Like
    turbotutone reacted to Kyun in Erosion - Nature takes over   
    If I'm not mistaken, in media\lua\Erosion\themes you can edit ThemeErosion.lua and change ErosionLevel = 100 to 0 if you want the world to start aging. Anything over 0 will act as if time already passed.
  20. Like
    turbotutone got a reaction from SpaceJunk 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:
  21. Like
    turbotutone got a reaction from EnigmaGrey 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:
  22. Like
    turbotutone got a reaction from ZedHead in NecroForge (OUTDATED)   
    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.
  23. Like
    turbotutone reacted to ZedHead in NecroForge (OUTDATED)   
    ⇓ ⇓ ⇓   NEW THREAD   ⇓ ⇓ ⇓
    ⇑ ⇑ ⇑   NEW THREAD   ⇑ ⇑ ⇑
     
  24. Like
    turbotutone reacted to Aardman55 in Erosion - Nature takes over   
    I know it's still in alpha, but just wanted to make sure you should make the streets / every tile in the world (and roof) get snow when in winter. Doesnt make sense to have non-snowy streets (unless the zombies are still doing their jobs and know how to drive snowplows )
  25. Like
    turbotutone reacted to Matherodin in Erosion - Nature takes over   
    I am also expieriencing a problem with the right-click menu. It doesn't work on grassy area's. I can ope nthe menu when right clicking on a building or on a road/path. Building on grass tiles is not a problem. Build walls, rain barrels and got some farming spots ready. Downside is that i have to activate the option on another tile first. (I included a screenshot of my safehouse for this test save. So OP can see what is on the tiles).
     
    Something else i encountered that seems strange is the cracks (see screenshot). The cracks in the pavement are also on the grass tiles. Ís this a bug or is it working as planned
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