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LeoIvanov

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  1. Like
    LeoIvanov reacted to 956Texas in Eerie --coming soon--   
    Team:
    956TX    = Building Creator, Map Creator, detail editor, Sprites Creator
     
    Atox   = Detail editor, Building creator, Sprite creator, map creator, Beta Tester
     
     
    VikiDikiRUS    = Building Creator, , Beta Tester
     
     
    Hello everyone

    The Team is working hard to give the community a good map with alot of love put into it. Anyone who is interested in joining the team in doing custom sprites, and buildings is welcome to join. We are doing this not for the team but for the community of PZ, we want this game to expand more and have more variety of places to explore. We promise the community the map will be fun, and maybe in two months or less ( depending on time, and school) you will be exploring the north side hoods, or centeal city avenues. Lets not forget the metro rail system implemented in the city to evade walking through streets filled with undead. This is a good project for all to enjoy and play with friends on friday nights multiplayer coop.

    If anyone would like to help in donating buildings, or officially become part of the team, please contact any of us in the top. With the help of the community the faster we can finish this map as a team.

    -Donators will be given credit-

    -Team members will test the alpha and beta stages of the map-

    Thank you all for reading.

    Danz




    update 1.0



    Ive set up a Metro System going from South to North, aswell the County Jail sitting in the Center of Town.

    Anyone who wants to contribute in helping me do Buildings 2 floors and up
    I need the following, and you will be given credits for your help

    20x20 buildings 2 floors and up
    10x10 small houses (brick walls)
    10 x 10 Convenience stores


    update 1,2





    The Metro....
  2. Like
    LeoIvanov reacted to MisterInSayne in Dogs and Wildlife... Soon™... Now taking tester applications.   
    We'll leave that for people to speculate about for now
  3. Like
    LeoIvanov reacted to Blasted_Taco in Dogs and Wildlife... Soon™... Now taking tester applications.   
    Can i have a ratbro as a pet?
  4. Like
    LeoIvanov reacted to WolfeClaw in Dogs and Wildlife... Soon™... Now taking tester applications.   
    Speaking of being attacked...
     

     
    Soon. 
  5. Like
    LeoIvanov reacted to MisterInSayne in Dogs and Wildlife... Soon™... Now taking tester applications.   
    That one well detailed description! And you're more than 'just' the artist! You're my collaborator! ^__^ <3 If it wasn't for you, this wouldn't have been possible! So, guys, give WolfeClaw all the praise for the amazing sprite work and animations!
     
    Here are some technical specs we have so far for those among us that are interested!
    The current code is only 500 lines of work, efficiency was a focus aspect. (even though I've written over thousands of lines for this, to test stuff out, then made it more compact, found better ways, etc). Most coding is custom coding. It currently uses the native pathfinding, which is only temporary. I plan to write my own pathfinding system, which at this point isn't decided to be an overlay onto the native pathfinding, a hybrid, or a full custom system.
     
    For my fellow coders. Here is something you will like;
    -- Added Events:LuaEventManager.AddEvent("OnAnimalDead");LuaEventManager.AddEvent("OnAnimalUpdate");LuaEventManager.AddEvent("OnAnimalCreated");The animal object has it's own custom update tick, and will send it's data over to any triggers you hook to these events. So modders will be able to mod this, or add to this. However, it's not allowed to adjust or use the original coding, but anything a mod needs for their additions will be added by request ofcourse.
    In other words, the mod itself will be on lockdown permission. However, I will make sure it is moddable further, and using the event's or hooks will be free for all. I will also add a full section that is specifically for modders to use without the need of permissions. This is not because I want to keep people from using my code, rather because this infact makes it easier to use it for other modders.
     
    The Animals use a custom LOS system I've previously mentioned in a different thread. Having custom LOS system instead of the native one means I can add triggers to specific things per animal, and change what specifications will be classified as 'enemy', 'prey', 'friendly', 'danger', etc per animal. This again, will have hooks other mods can use, which may be set up a little different than the normal event system. This are things like "onSpottedDanger" or reversed "onSpottedPrey" when for example a "Wolf" and a "Bunny" spot one another.
     
    Animals will not "randomly" spawn in the world. Instead, they will be logically spawned into the world.
    What I mean with that is, bunnies and such will spawn in forests, rats and such will spawn around houses and shops with food. It will still have a random factor to it ofcourse, but it won't be completely random.
     
    For right now the behaviours for animals is restricted due to it being impossible to customise or influence the native pathfinding. One of the issues this causes currently is that dogs think that windows aren't a wall, and get stuck on them. The same goes for climbable fences. So untill I write a completely new pathfinding system, or have a way to customize, adjust or influence the native pathfinding, there won't be any behaviours to animals, and they will be getting stuck a lot.
    The pathfinding and behaviours will be the most time consuming part of the coding, aswell as the most difficult part to get right. And will take a lot of consideration and research. The A* pathfinding algorithm the native pathfinding system uses is the fastest pathfinding algorithm there is... That is, if you don't allow it to use other data you can apply to it to make a more efficient and faster, but complexer, and ultimately a more controlable system. Which can then be intigrated into the enviouromental awareness of the animals, aswell as behaviourism.
    Yes, it's as big as it sounds.
     
    I hope this shines some light on any technical questions people have so far. ^__^ <3
     
    There will be no public test versions untill we feel content with the state of the mod. However, starting now, people can submit applications if they are interested in being a tester through private messaging.
     
    ~ MisterInSayne
  6. Like
    LeoIvanov reacted to Rathlord in Dogs and Wildlife... Soon™... Now taking tester applications.   
    Good luck fellas, looking forward to seeing what comes of this.
  7. Like
  8. Like
    LeoIvanov reacted to RobertJohnson in Dogs and Wildlife... Soon™... Now taking tester applications.   
    Pupppyyyyyyyyyyyyyy
  9. Like
    LeoIvanov reacted to MisterInSayne in Dogs and Wildlife... Soon™... Now taking tester applications.   
    *epic music starts playing*
     



    This thread will get more info along the making of the mod. And eventually the mod itself... for now... enjoy this teaser.
     
    There will be no public test versions untill we feel content with the state of the mod. However, starting now, people can submit applications if they are interested in being a tester through private messaging.
     
    This project is being done in collaboration with the amazingly epic WolfeClaw!
  10. Like
    LeoIvanov reacted to Cyrrent Eiledoll in Textures on demand   
    Hope the size is ok. Dont know if the Heli is PZ Style enough  ... just make it not test it.
    If you want a broken Heli too or another Style of Heli plz tell me.
     
     


     
    PS: Its a first try ... working on ... see some color mistakes.
     
    Edit: Here to show you how the broken one would look like

  11. Like
    LeoIvanov got a reaction from kaizokuroof 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.
  12. Like
    LeoIvanov reacted to Batsphinx in InSayne Companionship - An NPC companion.   
    In fact, the main thing this thread has done is get me hyped for a potential dog mod
  13. Like
    LeoIvanov reacted to WolfeClaw in InSayne Companionship - An NPC companion.   
    I can supply a rigged dog in the style of Project Zomboid, totally coincidental. I made it for an animation project that I'm actually still working on for college, but I'll happily share it out.
     

     
    I already posted this in the General Creativity thread, but people don't often check there.
     
    Also, ignore the stand. That's for presentation purposes. It's a Border Collie (duh) and I also have a Golden Labrador variant. I remember seeing Fuji messing around with making sprites from 3D models, something I've wanted to try for quite some time. If he's willing, I'll give him this and perhaps we could make some sprites for you to use!
  14. Like
    LeoIvanov reacted to Themo in Farming Mod Art   
    Making some art for a project, thought i would share in case it is helpful for others. Hope this is right forum section. I give anybody permission to use them for any Project Zomboid mod.
     
    From top left to bottom right (after planter box and filled planter box)...
     
    Apple, Avocado, Banana, Bell Pepper, Blackberry, Blueberry, Broccoli, Cucumber, Cabbage, Carrot, Cherry, Chinese Cabbage, Corn, Cotton, Coffee, Eggplant, Garlic, Grape, Green Onion, Hemp, Jute, Lemon, Leek, Lettuce, Lime, Orange, Onion, Pear, Peach, Pumpkin, Peanut, Pea, Pineapple, Potato, Poppy, Radish, Rubber, Strawberry, Sunflower, Sweet Potato, Tea, Tomato, Watermelon, Zucchini  

     
    Lotus, Papyrus, Watercress, Taro, Water Hawthorn, Eel Grass, Lepironia, Sweet Flag, Aloe, Bamboo, Barberry, Basil, Bean, Belladonna, Celery, Cashew, Chamomile, Clove, Date Palm, Elderberry, Eucalyptus, Ginger, Henna, Kava, Lavender, Mango, Maple, Mandrake, Mescal, Mint, Okra, Pepper (chili), Papaya, Passion-fruit, Peyote, Rice, Rosemary, Sage, Spinach, Sugarcane, Thyme, Turmeric, Valerian, Wheat-grass.



    Also made these non farming related objects.

  15. Like
    LeoIvanov got a reaction from MisterInSayne in Testable: The inSayne Project - Movable Fridges and Ovens   
    If this guy isn't immediately hired as the next modder-turned-developer, I'm going to secretly sponsor a riot.
     
    Seriously, how much potential can you have? Love your stuff Literally the next Romain/Turbo/Robomat right here. 
  16. Like
    LeoIvanov reacted to MisterInSayne in The patch 33 anticipation / theoretical gambling thread   
    http://theindiestone.com/forums/index.php/topic/16586-testable-the-insayne-project-movable-fridges-and-ovens/
  17. Like
    LeoIvanov reacted to f3rret in The patch 33 anticipation / theoretical gambling thread   
    The first thing I do in Build 33 will be to move a BBQ one square in any direction. BECAUSE I CAN.
  18. Like
    LeoIvanov reacted to Way2sp00ky in The patch 33 anticipation / theoretical gambling thread   
    My hopes and dreams
  19. Like
    LeoIvanov reacted to MisterInSayne in Testable: The inSayne Project - Movable Fridges and Ovens   
    Almost there! I've made a new lua object class that is an customized version of the 'ISBuildObject' to support more possibilities with it. And it stores the sprite, and most of the other data of the object you pick up (if you pick up a red fridge, the fridge will be red!). This means this code will pretty much work for any type of object once I enable it.
     
    I'm nearly done! For now; enjoy these pretties:
     

  20. Like
    LeoIvanov reacted to MisterInSayne in Testable: The inSayne Project - Movable Fridges and Ovens   
    Well unless they changed it without changing their info:
     
    Their fridges don't actually work. Mine already do.
     
    And, I don't like waiting weeks if not months when I can have something tomorrow by making it myself. That was my whole reason of starting with modding. <3
  21. Like
    LeoIvanov reacted to Paprika in Moving Multiplayer Characters   
    It's an attempted fix for people to stop reloading characters. Dump the save and play a bit more legit.
  22. Like
    LeoIvanov reacted to nasKo in InSayne Companionship - An NPC companion.   
    I see a lot of posting from OP in this topic that could have been put into working on NPCs instead.
    What a letdown. This is what I've been waiting for for two days now? I bet he's even playing other games on the side!
  23. Like
    LeoIvanov reacted to lemmy101 in InSayne Companionship - An NPC companion.   
    This looks great! Something that eases the pains of people waiting for the official NPCs would be wonderful wish you the best of luck with it!
  24. Like
    LeoIvanov reacted to Rathlord in InSayne Companionship - An NPC companion.   
    ETA on NPCs?
  25. Like
    LeoIvanov reacted to EnigmaGrey in InSayne Companionship - An NPC companion.   
    IT HAS BEGUN!
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