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turbotutone

PZ Dev
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  1. Like
    turbotutone got a reaction from Batsphinx in CartoZed   
    eya @ddraigcymraeg it looks like something went wrong while reading one of the filenames, ive updated 1.2 links with some better verification... 
    you'd only need the 1.2 update files, if you could give it another go it should skip the files it cannot read properly and output those in the log.
    if you could pm me the debuglog.txt from the mapmap dir after running the update would be great
     
    regards,
    turbo
  2. Like
    turbotutone got a reaction from ddraigcymraeg in CartoZed   
    eya @ddraigcymraeg it looks like something went wrong while reading one of the filenames, ive updated 1.2 links with some better verification... 
    you'd only need the 1.2 update files, if you could give it another go it should skip the files it cannot read properly and output those in the log.
    if you could pm me the debuglog.txt from the mapmap dir after running the update would be great
     
    regards,
    turbo
  3. Like
    turbotutone reacted to ddraigcymraeg in CartoZed   
    Thanks, getting another error now, attached. Im using multiple custom maps merged with default maps, along with custom texturepacks.
     
     
     

  4. Like
    turbotutone got a reaction from Rekkie in CartoZed   
    My bad, i overlooked another bug.
    Ive updated the 1.2 links with a rebuild package that works for RingoD.
    If the program still fails for anyone let me know, the MapMap process should now finish gracefully instead of crashing and outputs a debuglog.txt in the "mapmap" dir of CartoZed.
    Regards,
    Turbo
  5. Like
    turbotutone got a reaction from ddraigcymraeg in CartoZed   
    My bad, i overlooked another bug.
    Ive updated the 1.2 links with a rebuild package that works for RingoD.
    If the program still fails for anyone let me know, the MapMap process should now finish gracefully instead of crashing and outputs a debuglog.txt in the "mapmap" dir of CartoZed.
    Regards,
    Turbo
  6. Like
    turbotutone got a reaction from RingoD123 in CartoZed   
    My bad, i overlooked another bug.
    Ive updated the 1.2 links with a rebuild package that works for RingoD.
    If the program still fails for anyone let me know, the MapMap process should now finish gracefully instead of crashing and outputs a debuglog.txt in the "mapmap" dir of CartoZed.
    Regards,
    Turbo
  7. Like
    turbotutone reacted to ddraigcymraeg in CartoZed   
    Hi,
    I get the same error too. 
  8. Like
    turbotutone reacted to RingoD123 in CartoZed   
    Hey Turbo, tried the 1.2 update installed over 1.1 and also the standalone 1.2, I still crash every time I try to use Iso, I don't get any images saved. Here's the error i get:

  9. Like
    turbotutone got a reaction from Batsphinx in CartoZed   
    Added a new version 1.2 which should fix the issue with export to iso not working in some instances!
  10. Like
    turbotutone got a reaction from Rekkie in CartoZed   
    Added a new version 1.2 which should fix the issue with export to iso not working in some instances!
  11. Like
    turbotutone got a reaction from nasKo in CartoZed   
    Added a new version 1.2 which should fix the issue with export to iso not working in some instances!
  12. Like
    turbotutone reacted to Atoxwarrior in CartoZed   
    I try to generate an isometric image, but it stops responding, did I do something wrong?
  13. Like
    turbotutone got a reaction from Crowborn in ItemZed (updated 1.1b)   
    Updated the OP with 1.2 version, which should fix the issue with no mods/no distribution. Many thanks to @GHawkins for helping out track the issue!
     
    note: If you use the update package you might want to delete "config/options.txt", this will erase any stored directory setting causing the program to do a clean setup routine again once started.
  14. Like
    turbotutone got a reaction from AiweLelia in CartoZed   
    CartoZed
     
    CartoZed is a little tool that can draw 2d topdown images from lotheader/lotpack data. It should work for custom maps as well.
    The new version also has the option to export isometric renders of cells.
     
    Most recent version:
    CartoZed 1.2 (Full) || CartoZed 1.2 (Update)
     
    Older versions:
    CartoZed 1.1
    PZCarto_v1.rar
     
    Changelog:
     
    Usage:
     
     
     
  15. Like
    turbotutone got a reaction from Rathlord in ItemZed (updated 1.1b)   
    @Void, @Crowborn and others having the issue of not seeing anything in the distribution tab, make sure youve got a updated IWBMS on steam like @russafiii mentioned and then it should be working properly. Ill update OP to include a little note concerning this.
     
    @thiosk Indeed the distribution panel isnt well suited for bulk insertion operations like that atm.
    Ideally id like to fix up the entire distibution panel a bit at some point in the near future so the points youve raised work better allong with some more drag and drop improvements.
    However when doing amounts 250 items this may still result in quite some dragging, depending on how they need to be distributed in the list lua might be a valid option as well.
    Ive played around with creating a little helper script for that purpose and came up with the following which may be helpful to you:
     
    DistributionInsertion

    The top part has some settings you can modify, the way it works would be to have all the items that you wanna add in bulk to the distribution in a seperate module wich will act as a category.
    You can set a default spawn chance and add target containers, the nested containers need to be seperated with dots as per example and be aware that the container names are case sensitive.
    When running the script it will add all the items from the defined module to the targetcontainers, afterwards you can optionally use the right side item filter box to filter on the module name (see img) instead of item name incase you need to override some default spawn chances of some of the items.


    Additionally ive also created helper script to remove items from the distributions in bulk, it has somewhat similar settings in the top part:
     
    DeleteItemsFromDistribution

    Hope this is usefull, both scripts adjust to the mode youre running the program in (mod or dev), in mod mode the remove script for example will not touch and base game entries.
    Also, if there might be need for other similar scripts feel free to post a request in this thread!
     
    Regards,
    Turbo
  16. Like
    turbotutone got a reaction from Rathlord in ItemZed (updated 1.1b)   
    @GHawkins and @Rari gonna look into the issue asap
  17. Like
    turbotutone got a reaction from Batsphinx in ItemZed (updated 1.1b)   
    @GHawkins and @Rari gonna look into the issue asap
  18. Like
    turbotutone got a reaction from Batsphinx in ItemZed (updated 1.1b)   
    @Void, @Crowborn and others having the issue of not seeing anything in the distribution tab, make sure youve got a updated IWBMS on steam like @russafiii mentioned and then it should be working properly. Ill update OP to include a little note concerning this.
     
    @thiosk Indeed the distribution panel isnt well suited for bulk insertion operations like that atm.
    Ideally id like to fix up the entire distibution panel a bit at some point in the near future so the points youve raised work better allong with some more drag and drop improvements.
    However when doing amounts 250 items this may still result in quite some dragging, depending on how they need to be distributed in the list lua might be a valid option as well.
    Ive played around with creating a little helper script for that purpose and came up with the following which may be helpful to you:
     
    DistributionInsertion

    The top part has some settings you can modify, the way it works would be to have all the items that you wanna add in bulk to the distribution in a seperate module wich will act as a category.
    You can set a default spawn chance and add target containers, the nested containers need to be seperated with dots as per example and be aware that the container names are case sensitive.
    When running the script it will add all the items from the defined module to the targetcontainers, afterwards you can optionally use the right side item filter box to filter on the module name (see img) instead of item name incase you need to override some default spawn chances of some of the items.


    Additionally ive also created helper script to remove items from the distributions in bulk, it has somewhat similar settings in the top part:
     
    DeleteItemsFromDistribution

    Hope this is usefull, both scripts adjust to the mode youre running the program in (mod or dev), in mod mode the remove script for example will not touch and base game entries.
    Also, if there might be need for other similar scripts feel free to post a request in this thread!
     
    Regards,
    Turbo
  19. Like
    turbotutone reacted to russafiii in ItemZed (updated 1.1b)   
    To everyone who can't get the item distributions screen to work, you need to have the most recent IWBUMS version of Zomboid installed for it to work.
  20. Like
    turbotutone reacted to thiosk in ItemZed (updated 1.1b)   
    @void the item distribution screen is a bit of a beast. I havn't fully tamed its wild ways. I think the way we're supposed to be doing large scale distribution changes is through some kind of lua script, because it does not appear to be straightforward to select a large range of items on the right hand side and add them. T
     
    The way I've currently been using the screen is to first search for a blank field in the top center, This will open up the distributions panel and enable its editing. Lets say you want to add flamethrower parts and you want it to appear with military stuff. I would then input HamRadio1 into the search field and the distributions would then open up a range of items. You then in the right panel search "flamethrower" then drag it to the right fields. Ham radio 1 shows up in 15 different distribution spots or so, so you have to add flamethrower to all 15 of those. The search field isolates them all for you nicely. 
     
    The problems are: 1) when yo udrag the items from the right panel into the appropriate field, the searched term loses focus and the tree collapses except current branch. So you cant simply drop the item you want into the 15 lines and set the abundance all at once, you have to drag, search drag search drag search drag search until you have matched all the locatations you wanted to distribute to. This is a real drag if you have created a table of 250 items because you can't process in bulk as near as I'm aware.
     
    Hope my comments help
     
  21. Like
    turbotutone got a reaction from Enoahe in ItemZed (updated 1.1b)   
    ItemZed
    Scripts & Distribution editor.
     
     
     
    Welcome to ItemZed!
    ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found and looted on the map. Additionally, it loads texturepacks containing icons so you can change how things appear in-game.
    On top of the manual editing of data, there are options for the batch refactoring of large numbers of items and in-game objects.
    We have also added lua integration that allows the entire data set to be programmatically modified, and output to any sort of format – meaning that changes and new items can quickly and easily become part of user mods, and a part of the main game. They can also be used to created handy tables in html and wiki format.
     
    Videos
    Video I
    Video II
     
    Downloads
    Most recent version:
    ItemZed 1.3 (FULL) | ItemZed 1.3 (UPDATE)
     
    Old versions:
    ItemZed 1.2 (FULL) | ItemZed 1.2 (UPDATE)
    ItemZed Version 1.1b download.
    (if you have 1.0 installed, put this one in a seperate directory, dont update the 1.0 version)
    ItemZed Version 1.0 download.
     
    Changelog
     
    ItemZed instructions
     
     
  22. Like
    turbotutone got a reaction from Crowborn in ItemZed (updated 1.1b)   
    Eya @Crowborn,
     
    Not being able to edit existing base game items when modding is correct behaviour for the program, you can however override an existing item in your mod.
    To do this,  in add new object (bottom left) check 'copy' and select for example a apple from the list, give your copy item exactly the same name as the original apple and press 'add'.
    This copy can be edited and should overwrite the basegame apple once you load the mod ingame.
     
    As for adding sprites, you got 2 options:
    Single file sprites which go into the "media/textures/" folder in your mod dir,
    or texturepacks which go into "media/texturepacks/" more info on creating texturepacks can be found here.
     
    The default icons are in a pack file, however you can use the Lua tab to export them.
    To do so, go the Lua tab and paste the following script:
    -- outputs to: ..\output\user\html\img\ function run() for v in DataManager.Objects do if v.IsMod==false and v.ObjectType.Name=="item" then if v.HasKey("Icon") then local icon = v.GetFirstKey("Icon").Value; -- see if icon exists, else try prefixing Item_ if not DataManager.HasImage(icon) then icon = "Item_"..icon; end if DataManager.HasImage(icon) then addIconToExportList(icon); --global function to add icons to export list. end end end end -- global function, this exports all icons added to the export list to html/img/ in the output dir: exportIcons(); end Give the script a name and hit 'Save & Run', this should export all used icons for basegame items to 'output/user/html/img/'
    One thing to keep in mind about exported icons tho, when it exports it cuts away unused whitespace so their original size was 32x32px but some outputted images will be a tad bit smaller then that due to this cutting of whitespace.
  23. Like
    turbotutone got a reaction from makkenhoff in ItemZed (updated 1.1b)   
    Updated the main post with a new ItemZed version 1.1b and a instructions manual (thanks to @Batsphinx and @Rathlord for making it a smoother read!)
    Also thanks to those testing and posting suggestions! a good bunch have been put in the update.
     
    @Rathlord
    The distributions work for the new version 1.1b, the project zomboid's current IWBMS has the game side code updated as well to make the ItemZed distribution files work.
     
    @makkenhoff sorry for getting back at your question a bit late i see you already gotten it working, a tip for future: it may be handy to copy an existing apple and then add stuff like the alcohol to it. For copying existing items you need to untick "show only modded objects" in the filter, then the copy section in the add item groupbox (bottom left) also shows existing game items in the dropdown box.
    Currently that dropdown box and the objects list both apply the filter settings so it may not have been apparent right away.
     
    As for your suggestion about the mod.info, the new version allows you to create a mod from scratch aswell as editing mod.info file of a loaded mod
    I havent added another way of copy pasting sections of objects contents yet, but ill likely put that in a future update allong with @Butter Bot suggestion of being able to view multiple objects at once in-program, as those suggestions would be very handy indeed.
  24. Like
    turbotutone got a reaction from CzarUltra in WordZed   
    Eya, should already be able to change a selection of lines to another voice (theres some more info on making selections in the documentation in bottom of main post) with a selection active, changing one of the selected lines voices will apply to the entire selection.
    To change a color of a section of text within a line try 
    [col=255,255,255]some text[/] (these cannot be nested). I think this should be enabled currently for radio lines as well, if it doesnt work let me know.
    additionally theres also 
    [img=xxxx] which can add display any icon, or the shorthand 
    [img=music] for music the notes, and 
    [fnt=fontnamehere]some text[/] which can display text in a different font loaded by the game.
     
    Timing the broadcasts is a bit tricky, the game can run in various time scales where an hour ingame could be 2.5 minutes or less in real time or it can run where a ingame hour is an actual real time hour. The lines however have to appear at the same pace for good readability. So when setting up broadcasts for a certain timeslot youll have to make sure that amount of lines fit somewhat in whatever the lenght of the timeslot is. Which comes to the second question about the blue and orange numbers, those represent the game time timeslot and they are calculated automatically based on the duration of the broadcast.
    You should be able to edit the duration via this button:

    Then change the duration and it'll update the colored times:

     
    resulting in a updated time slot:

    When setting the duration of a broadcast to 2 hours as in the image above, on the fastest time setting it would be about 1.2 real minutes so the amount of lines within the broadcast should more or less be able to be processed within that time frame. If you use the entire day (23:30) as duration you'll have 15 minutes on the fastest time setting.
    The system will always try to finish the currently playing broadcast once its triggered, once finished it will be free to put a new broadcast on queue. If a certain broadcast takes extremely long to play then it might happen on fast time modes that it overlaps some follow up short duraction timeslots which wont get a chance to be aired as consequence.
     
    Hope that clarified a bit, let me know if stuffs still unclear tho,
    Turbo
     
  25. Like
    turbotutone got a reaction from CzarUltra in WordZed   
    Also, loading custom made radio files should work with the current IWBMS and beyond. To add them a mod can be used which should have "media/radio/" directory where all the files (xml and final translation txt files) should go.
    Optionally you can use this simple mod package and edit the mod.info accordingly.
    RadioTestMod.rar
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