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turbotutone

The Indie Stone
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  1. Like
    turbotutone got a reaction from nasKo in custom furniture appears flying why?   
    you're going to have to ask nevermind, aparantly he knows how to fix it.
  2. Like
    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
  3. Like
    turbotutone reacted to blindcoder in Project Zomboid Map Project   
    UPDATE
     
    There's a new feature on the PZ Map: You can select the level of the map you want to look at!
    That means you can now look inside of buildings!
    You can do this using the "Select level" dropdown menu on the left.
     
    A BIG Thank You Clyde  goes to turbotutone who wrote a program to extract the map directly from the .lotpack files, making the mapping process both easier and making this new feature possible!
     
    Everyone repeat after me: Thanks turbotutone, you're the best!
  4. Like
    turbotutone got a reaction from lordixi in Erosion - Nature takes over   
    Thanks everyone, sorry for the kind of belated reply

    The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago.
    Guess now the cat's out of the bag i might as well elaborate a little on stuff going on

    First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix.

    As for some of the new features.

    Noise
    Firstly the noise generator has gotten a overhaul. This image reflects the old noise:

    Every layer was scaled and weighted by equal proportions and shared the same input variables.

    So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer.
    Example output:


    Improved distribution
    Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree).
    However, this resulted into pretty much the same pattern of nature to arise over the entire map.

    To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas.
    Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation).
    Here's a picture of a early test, couldnt find any recent ones, just to illustrate.

    Each smallest defineable square represents a chunk.

    Some ingame screenshots of all of this (these are also quite outdated)

    Main noise layer.

    Fertility layer.

    Soil map.

    Composed result.


    There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later

    To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato!
    (randomly scattered for testing purposes)



    Anyways thanks again for all the kindness and support everyone
    And ofcourse thanks TIS for having chosen to include the mod into the game!

    Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics.

    Regards,
    Turbo
  5. Like
    turbotutone got a reaction from FinchEz in References: LuaMethods, Events, Exposed Classes   
    Made a little alphabetically sorted cheat sheet for stuff mentioned in title, thought id share for whomever it is usefull.
     
    Events:
    (note a reference can also be found here (not done by me), albeit a little outdated it has some more infos: http://pz-mods.net/guide/event-reference/ )


     
    LuaMethods:


     
    Exposed Classes:

  6. Like
    turbotutone got a reaction from Footmuffin in Erosion - Nature takes over   
    Thanks everyone, sorry for the kind of belated reply

    The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago.
    Guess now the cat's out of the bag i might as well elaborate a little on stuff going on

    First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix.

    As for some of the new features.

    Noise
    Firstly the noise generator has gotten a overhaul. This image reflects the old noise:

    Every layer was scaled and weighted by equal proportions and shared the same input variables.

    So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer.
    Example output:


    Improved distribution
    Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree).
    However, this resulted into pretty much the same pattern of nature to arise over the entire map.

    To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas.
    Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation).
    Here's a picture of a early test, couldnt find any recent ones, just to illustrate.

    Each smallest defineable square represents a chunk.

    Some ingame screenshots of all of this (these are also quite outdated)

    Main noise layer.

    Fertility layer.

    Soil map.

    Composed result.


    There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later

    To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato!
    (randomly scattered for testing purposes)



    Anyways thanks again for all the kindness and support everyone
    And ofcourse thanks TIS for having chosen to include the mod into the game!

    Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics.

    Regards,
    Turbo
  7. Like
    turbotutone got a reaction from Narnobie111 in Erosion - Nature takes over   
    Thanks everyone, sorry for the kind of belated reply

    The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago.
    Guess now the cat's out of the bag i might as well elaborate a little on stuff going on

    First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix.

    As for some of the new features.

    Noise
    Firstly the noise generator has gotten a overhaul. This image reflects the old noise:

    Every layer was scaled and weighted by equal proportions and shared the same input variables.

    So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer.
    Example output:


    Improved distribution
    Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree).
    However, this resulted into pretty much the same pattern of nature to arise over the entire map.

    To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas.
    Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation).
    Here's a picture of a early test, couldnt find any recent ones, just to illustrate.

    Each smallest defineable square represents a chunk.

    Some ingame screenshots of all of this (these are also quite outdated)

    Main noise layer.

    Fertility layer.

    Soil map.

    Composed result.


    There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later

    To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato!
    (randomly scattered for testing purposes)



    Anyways thanks again for all the kindness and support everyone
    And ofcourse thanks TIS for having chosen to include the mod into the game!

    Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics.

    Regards,
    Turbo
  8. Like
    turbotutone got a reaction from nasKo in Erosion - Nature takes over   
    Thanks everyone, sorry for the kind of belated reply

    The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago.
    Guess now the cat's out of the bag i might as well elaborate a little on stuff going on

    First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix.

    As for some of the new features.

    Noise
    Firstly the noise generator has gotten a overhaul. This image reflects the old noise:

    Every layer was scaled and weighted by equal proportions and shared the same input variables.

    So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer.
    Example output:


    Improved distribution
    Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree).
    However, this resulted into pretty much the same pattern of nature to arise over the entire map.

    To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas.
    Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation).
    Here's a picture of a early test, couldnt find any recent ones, just to illustrate.

    Each smallest defineable square represents a chunk.

    Some ingame screenshots of all of this (these are also quite outdated)

    Main noise layer.

    Fertility layer.

    Soil map.

    Composed result.


    There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later

    To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato!
    (randomly scattered for testing purposes)



    Anyways thanks again for all the kindness and support everyone
    And ofcourse thanks TIS for having chosen to include the mod into the game!

    Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics.

    Regards,
    Turbo
  9. Like
    turbotutone got a reaction from Viceroy in Erosion - Nature takes over   
    Thanks everyone, sorry for the kind of belated reply

    The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago.
    Guess now the cat's out of the bag i might as well elaborate a little on stuff going on

    First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix.

    As for some of the new features.

    Noise
    Firstly the noise generator has gotten a overhaul. This image reflects the old noise:

    Every layer was scaled and weighted by equal proportions and shared the same input variables.

    So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer.
    Example output:


    Improved distribution
    Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree).
    However, this resulted into pretty much the same pattern of nature to arise over the entire map.

    To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas.
    Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation).
    Here's a picture of a early test, couldnt find any recent ones, just to illustrate.

    Each smallest defineable square represents a chunk.

    Some ingame screenshots of all of this (these are also quite outdated)

    Main noise layer.

    Fertility layer.

    Soil map.

    Composed result.


    There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later

    To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato!
    (randomly scattered for testing purposes)



    Anyways thanks again for all the kindness and support everyone
    And ofcourse thanks TIS for having chosen to include the mod into the game!

    Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics.

    Regards,
    Turbo
  10. Like
    turbotutone got a reaction from Kuikka in Erosion - Nature takes over   
    Thanks everyone, sorry for the kind of belated reply

    The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago.
    Guess now the cat's out of the bag i might as well elaborate a little on stuff going on

    First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix.

    As for some of the new features.

    Noise
    Firstly the noise generator has gotten a overhaul. This image reflects the old noise:

    Every layer was scaled and weighted by equal proportions and shared the same input variables.

    So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer.
    Example output:


    Improved distribution
    Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree).
    However, this resulted into pretty much the same pattern of nature to arise over the entire map.

    To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas.
    Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation).
    Here's a picture of a early test, couldnt find any recent ones, just to illustrate.

    Each smallest defineable square represents a chunk.

    Some ingame screenshots of all of this (these are also quite outdated)

    Main noise layer.

    Fertility layer.

    Soil map.

    Composed result.


    There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later

    To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato!
    (randomly scattered for testing purposes)



    Anyways thanks again for all the kindness and support everyone
    And ofcourse thanks TIS for having chosen to include the mod into the game!

    Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics.

    Regards,
    Turbo
  11. Like
    turbotutone got a reaction from Wasteland in ApCom - HAM Radio's & Walkie Talkies [SP/MP]   
    Eya i have a 28 build, but ive been messing around in that one and it needs some cleaning up and testing before it could be considered safe for release.
    However, currently erosion has a higher priority to work on, ill see if i can find some time soon'ish to fix up this 28 build.
    Sorry for the delay.
  12. Like
    turbotutone got a reaction from Dr_Cox1911 in Erosion - Nature takes over   
    Thanks everyone, sorry for the kind of belated reply

    The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago.
    Guess now the cat's out of the bag i might as well elaborate a little on stuff going on

    First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix.

    As for some of the new features.

    Noise
    Firstly the noise generator has gotten a overhaul. This image reflects the old noise:

    Every layer was scaled and weighted by equal proportions and shared the same input variables.

    So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer.
    Example output:


    Improved distribution
    Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree).
    However, this resulted into pretty much the same pattern of nature to arise over the entire map.

    To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas.
    Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation).
    Here's a picture of a early test, couldnt find any recent ones, just to illustrate.

    Each smallest defineable square represents a chunk.

    Some ingame screenshots of all of this (these are also quite outdated)

    Main noise layer.

    Fertility layer.

    Soil map.

    Composed result.


    There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later

    To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato!
    (randomly scattered for testing purposes)



    Anyways thanks again for all the kindness and support everyone
    And ofcourse thanks TIS for having chosen to include the mod into the game!

    Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics.

    Regards,
    Turbo
  13. Like
    turbotutone got a reaction from Dr Gonzo in Erosion - Nature takes over   
    Thanks everyone, sorry for the kind of belated reply

    The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago.
    Guess now the cat's out of the bag i might as well elaborate a little on stuff going on

    First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix.

    As for some of the new features.

    Noise
    Firstly the noise generator has gotten a overhaul. This image reflects the old noise:

    Every layer was scaled and weighted by equal proportions and shared the same input variables.

    So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer.
    Example output:


    Improved distribution
    Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree).
    However, this resulted into pretty much the same pattern of nature to arise over the entire map.

    To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas.
    Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation).
    Here's a picture of a early test, couldnt find any recent ones, just to illustrate.

    Each smallest defineable square represents a chunk.

    Some ingame screenshots of all of this (these are also quite outdated)

    Main noise layer.

    Fertility layer.

    Soil map.

    Composed result.


    There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later

    To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato!
    (randomly scattered for testing purposes)



    Anyways thanks again for all the kindness and support everyone
    And ofcourse thanks TIS for having chosen to include the mod into the game!

    Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics.

    Regards,
    Turbo
  14. Like
    turbotutone got a reaction from Rathlord in Erosion - Nature takes over   
    Thanks everyone, sorry for the kind of belated reply

    The thread hasn't seen a proper update in while cause i decided to lay low a bit after RJ approached me with the integration proposal some time ago.
    Guess now the cat's out of the bag i might as well elaborate a little on stuff going on

    First of all let me say it's been a pleasure getting to know members of the TIS team and working togheter with them on integrating the mod into the game, they are an awesome bunch of people. As mentioned in the mondoid Mashpotato is making all kinds of great new nature artwork for the game, and i'm excited to see how the system will generate when all those pieces are put into the mix.

    As for some of the new features.

    Noise
    Firstly the noise generator has gotten a overhaul. This image reflects the old noise:

    Every layer was scaled and weighted by equal proportions and shared the same input variables.

    So i decided to rewrite parts of the noise class, now it accepts scale, weight & seed individually per layer.
    Example output:


    Improved distribution
    Another new addition to the system is introducing more variables to play with. The old system basically only had the main noise layer, which governed the intensity of erosion at a particular tile and subsequently a category of object was chosen (tree,bush, grass etc) depending on intensity. Trees would have a reasonable chance on high intensity spot, lower intensity resorted to grass more likely. From the categories a random object was chosen to take the spot (i.e. random type of tree).
    However, this resulted into pretty much the same pattern of nature to arise over the entire map.

    To combat this two extra noise layers for chunks are introduced, moisture and minerals. On their own they can influence the spawn chance of trees types for example, if i remember correctly Oak's prefer high moisture areas.
    Moisture and minerals are also used to define soiltypes, different soil types spread over a larger area and influence types of lower vegitation that can spawn (possibly also structure of generation).
    Here's a picture of a early test, couldnt find any recent ones, just to illustrate.

    Each smallest defineable square represents a chunk.

    Some ingame screenshots of all of this (these are also quite outdated)

    Main noise layer.

    Fertility layer.

    Soil map.

    Composed result.


    There's some other changes to the core of the system such as a overhaul of the progression and a (hopefully) better way to create custom themes, but more on that maybe later

    To conclude a small sneakpeak of amazing new low-to-ground-plantery by Mashpotato!
    (randomly scattered for testing purposes)



    Anyways thanks again for all the kindness and support everyone
    And ofcourse thanks TIS for having chosen to include the mod into the game!

    Also i wanted to mention Thutzor, he contributed many images to the versions that have been up for download, especially the winter landscape. He was forced to discontinue the work due to a lack of time after getting a new job, still he deserves credit for creating a substantial part of erosions aesthetics.

    Regards,
    Turbo
  15. Like
    turbotutone reacted to harakka in Erosion - Nature takes over   
    Congrats.
  16. Like
    turbotutone reacted to Dr_Cox1911 in Erosion - Nature takes over   
    Yep, congrats turbotutone! The mod really deserves the integration, just like APCOM!
     
    And you little ..., that´s why you never realesed the MP version 
  17. Like
    turbotutone reacted to kerbholz in Erosion - Nature takes over   
    Just been reading the Erosion announcement, congratulations to TurboTuTone, nice work.
  18. Like
    turbotutone reacted to AnaalNathrakh in Erosion - Nature takes over   
    YEAH !! I've really waited so long for this !!!
  19. Like
    turbotutone reacted to Lightning Flash in Erosion - Nature takes over   
    I was having a boring start to the day.
     
    Then I come here and find out one of the best mods out there is being implemented into Project Zomboid.
     
    My best-day-o-meter has just gone up one million fold.
     
    Congratulations.
  20. Like
    turbotutone reacted to Dymarob in Erosion - Nature takes over   
    I normally don't try out the big mods for games, since I feel like it ruins the developer's vision. Buuuuut since this is being implemented in the game for realsies, I can make exeptions.
     
    The thing is, I have been wanting to give this a shot for awhile now. Everyone speaks so highly of it.
  21. Like
    turbotutone reacted to Dr Gonzo in Erosion - Nature takes over   
    Nice one! Was hoping the mod would make it in to the vanilla game. Congrats!
  22. Like
    turbotutone reacted to Wasteland in Erosion - Nature takes over   
    Congrats!
    AP COM is another MUST integration mod
  23. Like
    turbotutone reacted to Viceroy in Erosion - Nature takes over   
    Never for a second doubted that this would make it into vanilla. Same goes for the radios.
  24. Like
    turbotutone reacted to Rathlord in Erosion - Nature takes over   
    Grats mate
  25. Like
    turbotutone reacted to bvhv in Erosion - Nature takes over   
    Congratulations
    Let's.....Have a party!!! to celebrate this lovely mod integration
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