-
Posts
212 -
Joined
-
Last visited
Reputation Activity
-
turbotutone got a reaction from ProjectSky in Radio Translation Files
Hello All,
Here the translation files for the radio data:
Base:
Translations_version_0.zip
Updates:
Translations_version_1.zip
A little info on the files and organizing.
The translation files are generated by wordzed, theres a little processing and versioning going on when they are generated. All duplicate lines are taken care of so there will be only instance of these identical lines in the translation files. Also while the first files will contain the whole chunk of lines (a few thousand), any subsequent updates will contain only new or changed lines.
File format:
- Any lines starting with // are ommited by wordzed when reading the files back in.
[Info]
version = the version of the original radio data this file is derrived from.
guid = the GUID of the original file.
language = the language abrev.
translator = the name of translator, can optionally add more than one name seperated by comma's
[/Info]
[Translations]
each to be translated line has a ommited line above with the original sentence for reference, and a line number in case people want to pool (person A could do 0 to 500, person B 500 to 1000 etc)
example:
//0. ORIGINAL: This is Jackie Jaye reporting for LBMW...
576674c7-6cbf-4ec5-a3e9-7d8269fc44b8 =
The translation that goes after the '=' should remain on that same line, so dont use returns.
[/Translations]
As mentioned multiple people can work on the same translation and work out a schema with the line numbers. Each person can work his/her own file, these files can be posted seperatly without need for translators to merge them.
The latter is done by wordzed which only takes the filled out lines from each file when putting together the final translation file for the game.
As such would you be so kind to rename the file your working on to include your nickname? like: RadioData_0_NL_Turbo.txt or such, this makes it easy to collect them in one folder.
(side note: not all translations need to be present in your file. If for example you agreed with other translators to do only lines 500-1000 or so, then you can remove all lines outside that range from your file if you prefer)
Regards,
Turbo
-
turbotutone got a reaction from Geras in Radio Translation Files
Hello All,
Here the translation files for the radio data:
Base:
Translations_version_0.zip
Updates:
Translations_version_1.zip
A little info on the files and organizing.
The translation files are generated by wordzed, theres a little processing and versioning going on when they are generated. All duplicate lines are taken care of so there will be only instance of these identical lines in the translation files. Also while the first files will contain the whole chunk of lines (a few thousand), any subsequent updates will contain only new or changed lines.
File format:
- Any lines starting with // are ommited by wordzed when reading the files back in.
[Info]
version = the version of the original radio data this file is derrived from.
guid = the GUID of the original file.
language = the language abrev.
translator = the name of translator, can optionally add more than one name seperated by comma's
[/Info]
[Translations]
each to be translated line has a ommited line above with the original sentence for reference, and a line number in case people want to pool (person A could do 0 to 500, person B 500 to 1000 etc)
example:
//0. ORIGINAL: This is Jackie Jaye reporting for LBMW...
576674c7-6cbf-4ec5-a3e9-7d8269fc44b8 =
The translation that goes after the '=' should remain on that same line, so dont use returns.
[/Translations]
As mentioned multiple people can work on the same translation and work out a schema with the line numbers. Each person can work his/her own file, these files can be posted seperatly without need for translators to merge them.
The latter is done by wordzed which only takes the filled out lines from each file when putting together the final translation file for the game.
As such would you be so kind to rename the file your working on to include your nickname? like: RadioData_0_NL_Turbo.txt or such, this makes it easy to collect them in one folder.
(side note: not all translations need to be present in your file. If for example you agreed with other translators to do only lines 500-1000 or so, then you can remove all lines outside that range from your file if you prefer)
Regards,
Turbo
-
turbotutone got a reaction from ditoseadio in Radio Translation Files
Hello All,
Here the translation files for the radio data:
Base:
Translations_version_0.zip
Updates:
Translations_version_1.zip
A little info on the files and organizing.
The translation files are generated by wordzed, theres a little processing and versioning going on when they are generated. All duplicate lines are taken care of so there will be only instance of these identical lines in the translation files. Also while the first files will contain the whole chunk of lines (a few thousand), any subsequent updates will contain only new or changed lines.
File format:
- Any lines starting with // are ommited by wordzed when reading the files back in.
[Info]
version = the version of the original radio data this file is derrived from.
guid = the GUID of the original file.
language = the language abrev.
translator = the name of translator, can optionally add more than one name seperated by comma's
[/Info]
[Translations]
each to be translated line has a ommited line above with the original sentence for reference, and a line number in case people want to pool (person A could do 0 to 500, person B 500 to 1000 etc)
example:
//0. ORIGINAL: This is Jackie Jaye reporting for LBMW...
576674c7-6cbf-4ec5-a3e9-7d8269fc44b8 =
The translation that goes after the '=' should remain on that same line, so dont use returns.
[/Translations]
As mentioned multiple people can work on the same translation and work out a schema with the line numbers. Each person can work his/her own file, these files can be posted seperatly without need for translators to merge them.
The latter is done by wordzed which only takes the filled out lines from each file when putting together the final translation file for the game.
As such would you be so kind to rename the file your working on to include your nickname? like: RadioData_0_NL_Turbo.txt or such, this makes it easy to collect them in one folder.
(side note: not all translations need to be present in your file. If for example you agreed with other translators to do only lines 500-1000 or so, then you can remove all lines outside that range from your file if you prefer)
Regards,
Turbo
-
turbotutone got a reaction from Geras in The translation bug thread
Would like to suggest to wait a little tho, the problem with the raw spreadsheet is that it isnt reliably tracking changes either in structure or content which could get messy.
Gonna see if i can work something out via wordzed, either by adding a translate option in the program or having it output specific translation files simular to the existing ones.
-
turbotutone got a reaction from LeoIvanov in The translation bug thread
Would like to suggest to wait a little tho, the problem with the raw spreadsheet is that it isnt reliably tracking changes either in structure or content which could get messy.
Gonna see if i can work something out via wordzed, either by adding a translate option in the program or having it output specific translation files simular to the existing ones.
-
turbotutone got a reaction from kaizokuroof in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from Moss7 in RELEASED: Build 33
[edit: woops posted prematurely, this is for 33.6 ]
Addition to last changelog:
RADIO:
FIXED Certain text colors that were not very clear. FIXED Issue with tv's powering off and/or not able to toggle when should be able to. FIXED issues in splitscreen where only player would get chat but with weird offsets. FIXED chat to stay in player frame in splitscreen. FIXED Radio items can now be dimantled for various materials. ADDED Option to craft makeshift radio devices. MOVABLES:
FIXED Lightsources moved via movables now work. ADDED Additional customization options for movables lightsources. FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning. ADDED Stonehammer to movable tools. FIXED Moveables infopanel now displays list of valid tools correctly. FIXED Picking up stuff with movables now respects weightlimit. FIXED Movable items with water amounts will now empty uppon moving. FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on. FIXED chairs that were passable before pickup are now passable after placement FIXED floor/wall/vegetation/tabletop objects no longer block square FIXED moving minifridge no longer requires tool/skill FIXED some spelling in item names OTHER:
ADDED some restrictions on building (carpentry) objects near or on stairs. ITEMS:
ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found. ADDED Makeshift radio, walkie talkie and HAM. ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes. ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire
NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective.
NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
-
turbotutone got a reaction from Kuren in RELEASED: Build 33
[edit: woops posted prematurely, this is for 33.6 ]
Addition to last changelog:
RADIO:
FIXED Certain text colors that were not very clear. FIXED Issue with tv's powering off and/or not able to toggle when should be able to. FIXED issues in splitscreen where only player would get chat but with weird offsets. FIXED chat to stay in player frame in splitscreen. FIXED Radio items can now be dimantled for various materials. ADDED Option to craft makeshift radio devices. MOVABLES:
FIXED Lightsources moved via movables now work. ADDED Additional customization options for movables lightsources. FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning. ADDED Stonehammer to movable tools. FIXED Moveables infopanel now displays list of valid tools correctly. FIXED Picking up stuff with movables now respects weightlimit. FIXED Movable items with water amounts will now empty uppon moving. FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on. FIXED chairs that were passable before pickup are now passable after placement FIXED floor/wall/vegetation/tabletop objects no longer block square FIXED moving minifridge no longer requires tool/skill FIXED some spelling in item names OTHER:
ADDED some restrictions on building (carpentry) objects near or on stairs. ITEMS:
ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found. ADDED Makeshift radio, walkie talkie and HAM. ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes. ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire
NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective.
NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
-
turbotutone got a reaction from Way2sp00ky in RELEASED: Build 33
[edit: woops posted prematurely, this is for 33.6 ]
Addition to last changelog:
RADIO:
FIXED Certain text colors that were not very clear. FIXED Issue with tv's powering off and/or not able to toggle when should be able to. FIXED issues in splitscreen where only player would get chat but with weird offsets. FIXED chat to stay in player frame in splitscreen. FIXED Radio items can now be dimantled for various materials. ADDED Option to craft makeshift radio devices. MOVABLES:
FIXED Lightsources moved via movables now work. ADDED Additional customization options for movables lightsources. FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning. ADDED Stonehammer to movable tools. FIXED Moveables infopanel now displays list of valid tools correctly. FIXED Picking up stuff with movables now respects weightlimit. FIXED Movable items with water amounts will now empty uppon moving. FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on. FIXED chairs that were passable before pickup are now passable after placement FIXED floor/wall/vegetation/tabletop objects no longer block square FIXED moving minifridge no longer requires tool/skill FIXED some spelling in item names OTHER:
ADDED some restrictions on building (carpentry) objects near or on stairs. ITEMS:
ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found. ADDED Makeshift radio, walkie talkie and HAM. ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes. ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire
NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective.
NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
-
turbotutone got a reaction from Man_In_The_Purple_Hat in RELEASED: Build 33
[edit: woops posted prematurely, this is for 33.6 ]
Addition to last changelog:
RADIO:
FIXED Certain text colors that were not very clear. FIXED Issue with tv's powering off and/or not able to toggle when should be able to. FIXED issues in splitscreen where only player would get chat but with weird offsets. FIXED chat to stay in player frame in splitscreen. FIXED Radio items can now be dimantled for various materials. ADDED Option to craft makeshift radio devices. MOVABLES:
FIXED Lightsources moved via movables now work. ADDED Additional customization options for movables lightsources. FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning. ADDED Stonehammer to movable tools. FIXED Moveables infopanel now displays list of valid tools correctly. FIXED Picking up stuff with movables now respects weightlimit. FIXED Movable items with water amounts will now empty uppon moving. FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on. FIXED chairs that were passable before pickup are now passable after placement FIXED floor/wall/vegetation/tabletop objects no longer block square FIXED moving minifridge no longer requires tool/skill FIXED some spelling in item names OTHER:
ADDED some restrictions on building (carpentry) objects near or on stairs. ITEMS:
ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found. ADDED Makeshift radio, walkie talkie and HAM. ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes. ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire
NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective.
NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
-
turbotutone got a reaction from f3rret in RELEASED: Build 33
[edit: woops posted prematurely, this is for 33.6 ]
Addition to last changelog:
RADIO:
FIXED Certain text colors that were not very clear. FIXED Issue with tv's powering off and/or not able to toggle when should be able to. FIXED issues in splitscreen where only player would get chat but with weird offsets. FIXED chat to stay in player frame in splitscreen. FIXED Radio items can now be dimantled for various materials. ADDED Option to craft makeshift radio devices. MOVABLES:
FIXED Lightsources moved via movables now work. ADDED Additional customization options for movables lightsources. FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning. ADDED Stonehammer to movable tools. FIXED Moveables infopanel now displays list of valid tools correctly. FIXED Picking up stuff with movables now respects weightlimit. FIXED Movable items with water amounts will now empty uppon moving. FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on. FIXED chairs that were passable before pickup are now passable after placement FIXED floor/wall/vegetation/tabletop objects no longer block square FIXED moving minifridge no longer requires tool/skill FIXED some spelling in item names OTHER:
ADDED some restrictions on building (carpentry) objects near or on stairs. ITEMS:
ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found. ADDED Makeshift radio, walkie talkie and HAM. ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes. ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire
NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective.
NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
-
turbotutone got a reaction from Blasted_Taco in RELEASED: Build 33
[edit: woops posted prematurely, this is for 33.6 ]
Addition to last changelog:
RADIO:
FIXED Certain text colors that were not very clear. FIXED Issue with tv's powering off and/or not able to toggle when should be able to. FIXED issues in splitscreen where only player would get chat but with weird offsets. FIXED chat to stay in player frame in splitscreen. FIXED Radio items can now be dimantled for various materials. ADDED Option to craft makeshift radio devices. MOVABLES:
FIXED Lightsources moved via movables now work. ADDED Additional customization options for movables lightsources. FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning. ADDED Stonehammer to movable tools. FIXED Moveables infopanel now displays list of valid tools correctly. FIXED Picking up stuff with movables now respects weightlimit. FIXED Movable items with water amounts will now empty uppon moving. FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on. FIXED chairs that were passable before pickup are now passable after placement FIXED floor/wall/vegetation/tabletop objects no longer block square FIXED moving minifridge no longer requires tool/skill FIXED some spelling in item names OTHER:
ADDED some restrictions on building (carpentry) objects near or on stairs. ITEMS:
ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found. ADDED Makeshift radio, walkie talkie and HAM. ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes. ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire
NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective.
NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
-
turbotutone got a reaction from bobchaos in RELEASED: Build 33
[edit: woops posted prematurely, this is for 33.6 ]
Addition to last changelog:
RADIO:
FIXED Certain text colors that were not very clear. FIXED Issue with tv's powering off and/or not able to toggle when should be able to. FIXED issues in splitscreen where only player would get chat but with weird offsets. FIXED chat to stay in player frame in splitscreen. FIXED Radio items can now be dimantled for various materials. ADDED Option to craft makeshift radio devices. MOVABLES:
FIXED Lightsources moved via movables now work. ADDED Additional customization options for movables lightsources. FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning. ADDED Stonehammer to movable tools. FIXED Moveables infopanel now displays list of valid tools correctly. FIXED Picking up stuff with movables now respects weightlimit. FIXED Movable items with water amounts will now empty uppon moving. FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on. FIXED chairs that were passable before pickup are now passable after placement FIXED floor/wall/vegetation/tabletop objects no longer block square FIXED moving minifridge no longer requires tool/skill FIXED some spelling in item names OTHER:
ADDED some restrictions on building (carpentry) objects near or on stairs. ITEMS:
ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found. ADDED Makeshift radio, walkie talkie and HAM. ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes. ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire
NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective.
NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
-
turbotutone got a reaction from Atoxwarrior in RELEASED: Build 33
[edit: woops posted prematurely, this is for 33.6 ]
Addition to last changelog:
RADIO:
FIXED Certain text colors that were not very clear. FIXED Issue with tv's powering off and/or not able to toggle when should be able to. FIXED issues in splitscreen where only player would get chat but with weird offsets. FIXED chat to stay in player frame in splitscreen. FIXED Radio items can now be dimantled for various materials. ADDED Option to craft makeshift radio devices. MOVABLES:
FIXED Lightsources moved via movables now work. ADDED Additional customization options for movables lightsources. FIXED Bug in movables that caused mousedrag rotation in carpentry menu to stop functioning. ADDED Stonehammer to movable tools. FIXED Moveables infopanel now displays list of valid tools correctly. FIXED Picking up stuff with movables now respects weightlimit. FIXED Movable items with water amounts will now empty uppon moving. FIXED Some multitile tables that werent recognized as valid surfaces to place stuff on. FIXED chairs that were passable before pickup are now passable after placement FIXED floor/wall/vegetation/tabletop objects no longer block square FIXED moving minifridge no longer requires tool/skill FIXED some spelling in item names OTHER:
ADDED some restrictions on building (carpentry) objects near or on stairs. ITEMS:
ADDED Lightbulbs, can be removed from lamps ingame, colored ones can also be found. ADDED Makeshift radio, walkie talkie and HAM. ADDED Guerilla Radio magazine volumes 1 to 3, needed to learn makeshift recipes. ADDED Radio scrap: Radio Receiver, Radio Transmitter, Electric Wire
NOTE: moveable objects that have been changed may require a pick up and place for the changes to become effective.
NOTE2: to get the new radio data (including fixed colors and stuff), for now easiest way is to start a new world
-
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:
-
turbotutone got a reaction from KarenB88 in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
OVERHAULED, New version (Done by different forum member): http://theindiestone.com/forums/index.php/topic/16405-the-walking-dead-prison-map-now-on-steam-v12/
Here we go. I was waiting for it long enough, but nobody seemed to start making it so, I thought : "Why the hell not?".
Right now I'm working on the exterior look of the prison, will be adding interior details fairly soon.
Images of progress for older versions :
The prison is pretty much finished!
Download link (IWBUMS 32.17+) v3.3 (Mod support)
Screenshot :
link to screenshot on steam : http://steamcommunity.com/sharedfiles/filedetails/?id=467338783
Boring copyright bollocks v
PLEASE don't forget to make backups!
If you ever want to return to the old map and fully "delete" the prison, verify your game cache through steam.
-
turbotutone got a reaction from Wasteland in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Thats a problem i havent heared/seen before, ill send you a pm to see if we can resolve that issue.
Yes, the integrated version will have some reworks and currently unfinished options worked in
-
turbotutone reacted to Wasteland in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
I only hope there will be an option that lets teh player listen to teh radio but not talk, like a "speak" button that is normally used on radios, because its somtimes impossible to listen to what is going on "on air" and talk same time
-
turbotutone reacted to Reblar in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
After playing around with it on our server there seems to be a problem with it. Namely that HAM radios don't receive broadcasts but can broadcast, and all players names and chatcolors are now white.
-
turbotutone reacted to ModdedTibby in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
The New Dawn Server is LOVING this mod, cant thank you enough for this awesome addition and itll be even greater when in game!
-
turbotutone got a reaction from ModdedTibby in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Got a message from MrBlue that:
[Hardcore][Roleplay][Whitelist][24/7] AGN - NewDawn Roleplay
is running ApCom mod! So for those looking to play it online that's the place to be
Also updated main post with link. somehow all the spoiler tags got messed up while doing so lol.
-
turbotutone got a reaction from Reblar in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Got a message from MrBlue that:
[Hardcore][Roleplay][Whitelist][24/7] AGN - NewDawn Roleplay
is running ApCom mod! So for those looking to play it online that's the place to be
Also updated main post with link. somehow all the spoiler tags got messed up while doing so lol.
-
turbotutone got a reaction from nasKo in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Got a message from MrBlue that:
[Hardcore][Roleplay][Whitelist][24/7] AGN - NewDawn Roleplay
is running ApCom mod! So for those looking to play it online that's the place to be
Also updated main post with link. somehow all the spoiler tags got messed up while doing so lol.
-
turbotutone reacted to Elizabeth Bailey in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Loving this mod. Great having a realistic radio system Awesome this will be in the game soon enough ♥