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turbotutone

The Indie Stone
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  1. Like
    turbotutone reacted to Suomiboi in Erosion - Nature takes over   
    Just test played the mod a bit. I first tested the demo mode and then an old save. The demo mode and 0 erosion result was similar to Dr_Cox. The first year went fine and all was great. The second winter I didn't get snow at all and then at some point I got a random CTD. The old save was good also. It was on the standard settings. I think there was a small fps drop, but nothing too big or nothing that noticeable.
     
    Now to the appraisals! The atmosphere this mod creates is quite unique. I didn't recognise half of the places I had been to and felt a lot more eery in general. Also it added a small excitement element to combat which I didn't think of. I had to watch out for lots of trees when backing up from zombies, charching a swing. It really made the game harder in a good and realistic way.
     
    Awesome work! Keep it up!
  2. Like
    turbotutone got a reaction from GeronimoJay in Erosion - Nature takes over   
    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
  3. Like
    turbotutone got a reaction from GeronimoJay in Erosion - Nature takes over   
    Thanks
     
    Been working on the nature objects under the new system, ill post some screens,
     
    you will also see some cracks in the screenshots but they are just placeholders, im still working on their spawning rules.
     
    Screenshots:
  4. 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:
  5. Like
    turbotutone got a reaction from Talksintext in Erosion - Nature takes over   
    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
  6. Like
    turbotutone got a reaction from Matherodin in Erosion - Nature takes over   
    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
  7. Like
    turbotutone reacted to Kyun in Erosion - Nature takes over   
    I loaded a save without erosion before, trees and stuff appeared a lot, as if I was playing with the mod all this time. Then I exit and reload, all trees added are gone (not the grass).
     
    Then with a new game in demo mode, same thing but everything disapeared when reloading.
     
    I was in west point.
  8. Like
    turbotutone reacted to Talksintext in Erosion - Nature takes over   
    Thought:
    - dried blood: over time blood dries into dark stains, eventually fading from view after a month
     
    Not sure it's possible currently to access blood sprites, but it'd be nice down the road. Shouldn't be bright red blood everywhere weeks after I've killed a bunch of zombies.
     
    Thought:
    - corpse decomposition
     
    Might take too much work to add in an extra few decomposition states for every corpse in every clothing variety in every stance. But it'd be such a nice touch. Certainly later decomposition states could just have 1 or 2 varieties since the clothes would be rotting brown and the bodies indestinguishable.
  9. Like
    turbotutone reacted to Matherodin in Erosion - Nature takes over   
    Here is info that i sent to the OP in a pm:
     
    - I noticed some plants have still flowers in mid winter (yellow and purple flowers).
    - Flowerbeds are all nice and flowery (guess those are part of the static background, so...probably not worth mentioning at all)
    - The plastic white chairs outside of some houses are barely visible in winter.
    - DOn't know it is part of the lightning setting, but the best way to describe is like there is a lot of bloom on the snow. Allmost makes me want to use sunglasses .
    - Oh, allmost forgot. The snow kinda blends in to much with the UI (fps counter blends in 100%, the speed buttons too except for the speed that is selected).

    Above things is what i have noticed so far. No game breaking stuff. The performance is good. Haven't noticed any difference in fps (i have a decent rig though).
     
     
    Info from the reply from OP about above:
     
    Some plants dont have seasonal sprites yet indeed, so flowers just bloom for the entire year for now
    Will change in future..
     
    I had not noticed the plastic chairs in snow yet hehe, we might add some shadow lines to those items to make them more visible.
     
    The UI can only be fixed if TIS decides to tweak it a bit, or one of the sprites makes new sprites... so sadly that will remain for the time being..
    What do you mean with the bloom exactly? its too bright on your screen? Ive tried to get a soft snow color, and this one works on my pc... but i guess with different local settings (monitor, colorprofile etc) it may appear rather different.
     
    Anyways, points are noted, next update will contain some fixes
     
    Greets
    Turbo
  10. Like
    turbotutone reacted to MadDan in Erosion - Nature takes over   
    It says access is denied and stays "loading" in the game with a black screen. The mod is there in the game when I go to activate it, but the game just doesn't load in. I assume it's something to do with permission, but I have all permissions. :/ 
     
    EDIT: Fixed it by making no spaces and lowercase while naming the save. Off topic, but is that planned to be fixed? (I saw a FAQ) 
     
    On topic, this mod looks so frickin' amazing, thanks for taking the time to make it. This should hold me until NPCs come. Although the framerate is unbearable on my rig. :S
  11. Like
    turbotutone reacted to Dr_Cox1911 in Erosion - Nature takes over   
    Little OT:
    Guide for uploading

     
    Will try it out right now, I´m so excited 
     
    EDIT:
    Just had a quick test with demomode and 0 erosion. Performance was great but after a year it didn´t get snowy and waiting for another year to pass just to get a complete crash when hitting september. No errors though.
  12. Like
    turbotutone reacted to LeoIvanov in Erosion - Nature takes over   
    I would also love an ability to chop down those little buggers - they filled up almost my entire garden, that means war 
  13. Like
    turbotutone reacted to Matherodin in Erosion - Nature takes over   
    I made 2 screenshots yeasterday which felt "out of balance". When i have figured out how and where to dump those screeny''s i will update my post.
     
    PS: Is there a guide somewhere on the forum about uploading images? Most posts i ever spend on forums before this 1 was about.... 2 on average. Never made it to the point of image uploading....
     
     
    EDIT 1: Thanks to Dr_Cox and Marinus for the information. I will fiddle around to get it working . Thanks Again!
     
    EDIT 2: Finaly got it (i hope). In the screenshot (i will stick to 1 for now)  you can see that between the houses and the path to it, there is no effect from the mod itself. At other places there is something from the mod (be it snow or a crack in the road etc). This spot seems so..... pristine. Can''t explain it better, sorry .
     
  14. Like
    turbotutone got a reaction from Cykodelik in Erosion - Nature takes over   
    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):

     

  15. 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:
  16. Like
    turbotutone got a reaction from Wiggins in Erosion - Nature takes over   
    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):

     

  17. Like
    turbotutone got a reaction from LeoIvanov in Erosion - Nature takes over   
    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):

     

  18. Like
    turbotutone got a reaction from syfy in Erosion - Nature takes over   
    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):

     

  19. Like
    turbotutone got a reaction from Viceroy in Erosion - Nature takes over   
    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.
  20. Like
    turbotutone got a reaction from Footmuffin in Erosion - Nature takes over   
    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.
  21. Like
    turbotutone got a reaction from Rathlord in Erosion - Nature takes over   
    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.
  22. 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:
  23. Like
    turbotutone got a reaction from Dr_Cox1911 in Erosion - Nature takes over   
    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.
  24. 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:
  25. Like
    turbotutone reacted to Rathlord in Erosion - Nature takes over   
    Looking fantastic, as always. Very exciting stuff.
     
     
    I'm from a nearby state, and I'm going to take a shot in the dark and say you probably talked about kudzu. If not, it should definitely go on the list because it's probably the number one thing that would take over houses by far. For those who don't know, it does stuff like this:
     

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