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Adapt

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  1. Like
    Adapt got a reaction from LeoIvanov in [16/01/17] Russian Translation [Build 35]   
    LeoIvanov, молодцом. Как же быстро ты обновил перевод 
    Lilit23, я планирую перевести Hydrocraft... но... слишком много всего там.
    Попробуй все эти строки скопировать в оригинальные файлы (Расположены здесь: Steam\SteamApps\common\ProjectZomboid\media\lua\shared\Translate\RU). Это конечно не совсем правильно, но перевод должен загрузиться.
  2. Like
    Adapt reacted to LeoIvanov in [16/01/17] Russian Translation [Build 35]   
    Russian translation ready for IWBUMS build 32.1
     
    - Changes... a lot of changes, all by myself... 
     

     
     
    Direct Link - https://www.dropbox.com/s/5svri9prgdp28n8/RU%2026.05.15.rar?dl=0
  3. Like
    Adapt reacted to Pridelost in Dreadwood   
    Hello everyone, hope you're all well. Going to be taking the weekend off for my birthday so I uploaded images of the map where it is right now. You can check them out in the original post on the first page. 
     
    Whats new?
     
    Improving the grass texture to make it more realistic
    Added more trailers
    Added more suburban homes
    Added some shops and a train station.
    Added the highway asphalt
    (train station)
     
    A lot on my plate for Dreadwood but man it feels good to be back into mapping. I may try and add more cells around the map for just vegitation. I get the feeling having the city on the edge of the map might be a pain
  4. Like
    Adapt reacted to Pridelost in Dreadwood   
    There will be 9 for sure. More possibly if I need to expand but that should do it. 
     
    Here is a survivor doing well enough in the new Dreadwood. 
     
    http://postimg.org/image/7cbyid2n1/full/
     
    Here is a survivor not doing so well. 
     
    http://postimg.org/image/n9aqf2v19/full/
  5. Like
    Adapt reacted to Pridelost in Dreadwood   
    After a little bit of a rough start I'm a couple hours into mapping without any problems. As of right now Dreadwood v2 is officially under construction . 
     
    Dreadwood is being almost completely redone save for the many buildings already created. Here is a little bit of whats to come.
     
    -New Layout for Dreadwood
    -Water sources (Lake and ponds)
    -Hunting and Trapping capabilities
    -Buildings more spread out
    -More woods with trails and camp sites. 
  6. Like
    Adapt reacted to Pridelost in Dreadwood   
    Here's a preview of one of the cells I've started working on. Keep jumping back and fourth between placement and detail, how's it looking? 
  7. Like
    Adapt reacted to Pridelost in Dreadwood   
    Hey folks, I wanted to poke my head out from the abyss and say hi. I've been ridiculously busy with college work and personal projects but I miss you all! Really just wanted to apologize to everyone for disappearing, you've all given me so much positive feedback and I don't want Dreadwood to die. 
     
    As for the map itself. 
     
    I still have all the core files, although the map editor goes completely insane when I try and re-open it. I've tried again and again to resolve this to no avail and I think I have to do what I've been thinking of doing, remaking the map from scratch. The buildings are all still saved and can be re-imported easily thankfully. It's just the terrain and layers that all became scrambled some how. 
     
    I'll be back with more information when I have it. I'm on spring break so there's a little time to do something fun for a change. 
  8. Like
    Adapt got a reaction from d00de in Official Translation Files   
    List of current untranslatable stuff in one post special for RJ 
    1) http://i.imgur.com/5zVTjTi.jpg ("Water" word)
    2) Some messages when connecting to server (Like that http://i.imgur.com/ci0Ezj1.jpg)
     
    Posted by other users:
    1) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=148068
    2) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=147796
    3) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=147890
     
    Localization bugs:
    1) http://i.imgur.com/eL9A0Dv.jpg (Missing space between word "Flashlight" and 0/1)
    2) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=147954
  9. Like
    Adapt got a reaction from LeoIvanov in Official Translation Files   
    List of current untranslatable stuff in one post special for RJ 
    1) http://i.imgur.com/5zVTjTi.jpg ("Water" word)
    2) Some messages when connecting to server (Like that http://i.imgur.com/ci0Ezj1.jpg)
     
    Posted by other users:
    1) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=148068
    2) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=147796
    3) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=147890
     
    Localization bugs:
    1) http://i.imgur.com/eL9A0Dv.jpg (Missing space between word "Flashlight" and 0/1)
    2) http://theindiestone.com/forums/index.php/topic/2103-official-translation-files/?p=147954
  10. Like
    Adapt reacted to LeoIvanov in Official Translation Files   
    "You survived for" message after you die in survival doesn't seem to support cyrillic letters,  returning a couple of numbers and an awesome smiley face to me.
     

  11. Like
    Adapt reacted to Pridelost in Dreadwood   
    How would people like it if I spliced Dreadwood in with the original map for the update tomorrow? 
  12. Like
    Adapt reacted to RobertJohnson in RELEASED Build 26   
    Hello kind fellows !
     
    [NEW STUFF]
    Online Multiplayer! 3D Models for characters! (Some very old systems may need to turn them off) NEW COOKING SYSTEM ! FISHING, YAY ! Tons of new items (mainly food), here's some example :Pickles BellPepper Mustard Peach CakeBatter ... New icons for some items. New stab weapon : the hunting knife ! You can know choose to split a pot of soup (or stew.. Woops, spoiler) in 2 or 4 bowl. Added a hunger reduction selection in recipe, for example now Butter;15 mean you gonna use 15 hunger reduction of the butter (and not all the butter). Change on food poisoning : Poison food will now have a poison power (bleach is more deadly than poison ivy, etc.) By drinking bleach (...) you'll feel pain pretty fast, with a slight health lose, then after 1-2h, sickness. After the sickness, you'll start to lose health, a full bottle of bleach will kill you. But if you have some food poisoning from a recipe, you can try to eat a lot, stay well fed and you can make it ! (and then reclaim vengeance on the chef who did that !) Added context-menu command to chop down trees. Sledgehammer will lose condition when used to destroy things. [MP] Password will now be hashed in the data base. A ton of other stuff we've forgotten. We'll make a more comprehensive changelist from 23->26 soon. [bALANCE]
    Changed the weight of some item :Frying Pan from 2 to 1. Pot of soup from 6 to 4. Food benefit will now stay a bit longer (more realistic !). Lowered the chance of finding a Spiffo (sorry ). [bUGFIX]
    Fixed the cabbage icon. Some fix in the crafted item sprite (sometime they bug when reload). Fixed the help text in admin command (if you misstyped something, now the help text will be correct). [MP] You can now use character ' in your username. [MP] Fixed zombie corpse with no item on them. [MP] Fixed safety toggle sometimes not synced. [MP] Even if DisplayUserName is off, you can now see the safety skull. Disable stencil buffer in 3D model FBO.  Added checkGLError() calls to get more info about what fails when creating FBOs. It seems Intel GPUs often don't support the combined depth/stencil images.  Set SandboxVars (Lua variable) from SandboxOptions after loading map_sand.bin. (Issue #000325) . There is a Lua function SandboxOptions.load() but it only loads some of the variables. Fixed fire issues. . When an IsoThumpable was destroyed by fire, it could still be interacted with. Print an error if there is no spawn-point table for the current map. Fixed female pants/skirt glitch when not wearing a top. Fixed RecipeManager bug calculating the age of created items. Fixed 3D animation glitch when weapon attack animation finishes. Fixed a big hitch when first seeing a large group of 3D zombies. . Borrow the OpenGL context from the RenderThread only one time when setting the zombie models. Fixed an old map-streaming bug. . It's possible to have a chunk scheduled to be saved/reused and loaded at the same time.  This can happen if you step over a chunk boundary and then back again quickly.  What was happening was the chunk woul... Make walking in GhostMode approx 1/2 slow as sprinting. . This is used in multiplayer.  Always moving at warp speed makes it hard for admins to walk along ledges etc. Reduced garbage creation and with 3D models.  Don't update model lights in the render thread. .  Change current animation after switching weapons while aiming. (Issue #000315) Fixed smash-a-window becoming open-a-window when initially in attack stance.  (Issue #000314) Added custom maps in multiplayer. . Since custom maps are handled through the modding system, mods are needed in multiplayer. In serverOptions.ini, "Mods" is a semicolon-separated list of mod id names.     Mods=BedfordFalls;AnotherMod;YetAn... Fixed IsoGridSquare.EnsureSurroundNotNull() not respecting the map bounds. Mods can load custom .pack and .tiles files. . In a mod's mod.info file: pack=NAME : means load media/texturepacks/NAME.pack tiledef=NAME NUMBER means load media/NAME.tiles There may be multiple pack= and tiledef= lines in each mod.info Walk next to a tent before sleeping in it. Fixes to ISBuildingObject. Added "Destroy Floors" command.  Only allowed at z > 0. . People wanted this to correct carpentry errors (and fight griefers who block stairs with floors). Fixed LastStand bugs. Fixed tents.  ISBuildingObject changes. . Tents use both front and back tiles and can face either direction. Increase the distance that Shift-clicking toggles curtains. Darkened localToBuilding lights a bit. Call GameClient.getCustomModData() when needed. Fixed RecalcAllWithNeighbours() not recalculating all the squares it needed to. . Stumbled upon this while doing the chop-down-tree action.  Added chop-down-tree timed action. . Fixed 'hours survived' getting reset in MP. Throw an exception when loading IsoWorldInventoryObjects when the item type is unknown (same as ItemContainer.load() does) Discard IsoWorldInventoryObjects that use obsolete item types. Fixed not being able to sprint N/S/W/E in GhostMode (Issue #000297) . If the amount of movement is > 1 in any direction then testCollideAdjacent() returns true. Fixed GhostMode not being set when admin joins a server.  Don't drawDebugChunkMap() unless Core.bDebug is set. (Issue #000296) ISDestroyStuffAction: sync the breakdoor sound with the sledgehammer swing animation.  Sync sound in MP too. Fixed ambient door/window lights "popping" when turning. Fixes to ISTakeWaterAction. Save the game after converting to a new world version. Redid the food-aging system. Don't print "timeout downloading zip" in console once the download has finished. Free 3D model slots before return-to-menu. . There seemed to be stale zombies and players in ModelManager.Contains. Display the weapon condition, cooking progress, and drainable-amount-remaining as progress bars. . Also moved the "Contains:" recipe line below the item name, and fixed images overlapping the Contains: label. Also fixed the InventoryPane co... Fixed AdjacentFreeTileFinder not handling diagonals (Issue #285). Fixed fridge/stove temperature being off by 1 day wrt electricity shutoff. Fixed teleporting through wall when using 'E' to climb a sheet rope on the other side of the wall. Add support for obsolete script items. . This is needed since savefiles cannot be loaded if there are unknown items. The type of item (Food, Weapon, etc) needs to be the same so the InventoryItem (or subclass) load() method reads the correc... Fixed some issues with destroying windows. . 1) A wall with a window couldn't be destroyed with the sledgehammer.  ISWorldObjectContextMenu now checks for a wall if there is a window. 2) Removing a window leaves the wall behind, but there i... Fixed adding sheetrope on the server. . The client calls canAddSheetRope() which calls getOrCreateGridSquare(), but the server doesn't. Fixed ISInventoryPage using invalid container with ItemPicker. . Also set IsoGameCharacter.inventory to "explored". Fixed local/global chat not using the desired key bindings. Fixed typo in SuburbsDistributions.lua (affected mechanic shop) Fix #2 for IsoCell.getOrCreateGridSquare on the server. Added GLBufferObject to hide whether the ARB or core version of glGenBuffers etc is used. . Some people get a "glGenBuffers unsupported" error with the 3D models, which is odd since that is part of the OpenGL 1.5 API. Allow spawnpoints at z > 0.  Fixed return-to-menu bug that spawned new players at z > 0. . IsoChunkMap.WorldZA wasn't getting initialized between sessions, so if the previous player was loaded at z > 0, the next new player would spawn at z ... Fixed IsoCell.getOrCreateGridSquare on the server. Fixed ServerList.txt file stream not being closed. Fixed mod.info file streams not being closed. MP time sync: server sends clock time to clients every 10 game minutes. Fixed missing 3D female hair. . SurvivorFactory.setHairNoColor uses F_Hair_Bob, F_Hair_Long, F_Hair_Long2, F_Hair_OverEye and F_Hair.  But there is no f_hair.txt so I used f_hair_kate.txt IsoObjectPicker scores IsoThumpable doors the same as regular doors. Prevent zombies thumping on crafted door frames. . Someone reported a door frame was destroyed before the door. Farming/campfire fixes. . 1) The LoadGridsquare event on the server is happening before the square's properties are updated, so the 'exterior' check fails. 2) After a server soft-reset, the farming clock is reset to zero, so last-time-water... Fixed lighting not being updated immediately when opening/closing doors. Allow doors to be built inside regular door frames, not just IsoThumpable door frames. Fixed destroying IsoThumpable container destroys contained items. . When destroyed with the sledgehammer context menu command, items were not destroyed. Fixed campfire sprite not getting set properly in MP. Fixed soft-reset bug with campfires. Fixed ISFarmingInfo bug on client. Fixed excessive memory usage during server soft-reset. Fixed campfire object not updating on load. Campfire rewrite. . Added ISCampfire object.  Got rid of campfire ID#.  Use nested modData tables instead of "campfire:N:...". Don't extinguish campfires instantly when rain starts.  Instead, reduce the fuel twice as fast as long as it is r... Synced removing build material from the ground. . Seems like there was a bug in the loop as well, since it removed items without decrementing 'm'. Update ISFarmingInfo on the client when plants change. Farming: plants that are not outside don't get watered when it rains, get less health from sunny days. . Some plants (carrots and radishes) suffer when there is too much water, so people grow then inside. Changes to Core.setDisplayMode() . 1) Fixed RenderThread.returnContext() not getting called if the display mode couldn't be set. 2) Only accept isFullscreenCapable() display modes when asking for fullscreen. 3) Set fullscreen + displaymod... Fixed running out of file handles on Linux (too many open files). . Looking at Resource Monitor I saw many open files: 1) All the .lotheader files 2) Many duplicate ambient stream .ogg files (windy day, windy night etc); more as time passed... Fixed see-through-walls on z > 0 along chunk boundaries. . It was possible to see through the west walls of the 3-story grey office building in Westpoint.  This was due to there being no squares on the other side of the wall. Fixed chunky lighting. . I set out to fix non-smooth lighting on exterior walls at z > 0.  Turns out this fixes chunky lighting inside rooms as well. Fixed quoting problem with projectzomboid.sh (Linux demo won't launch). Fixed IsoWindow properties.  Allow right-clicking on IsoThumpable walls that are s or e of the player. . When thumpable walls are "transparent" it wasn't possible to interact with them via the right-click menu.  No plaster, paint, etc was possible. Fixed rare exception in SpeedControlsHandler Fixed garbage creation in ModelCamera Fixed issues with windows on chunk boundaries. Issue #000237 Fixed a rare crash in SwipeStatePlayer. . The code I commented out already happens near line 331. Fixed 3D player not facing the direction of movement when walking a path. Fixed light sources not being removed when out of bounds. Fixed pistol clips disappearing on Normal/Hardcore reloading difficulty. Prevent item duplication in MP due to delaying grabbing items from the ground. Fixed 3D animations not being the same duration as the sprite animation. . If you chopped a tree with an axe with the 3D player model, you could hear that the chopping wasn't in sync with the animation. IsoSprite.update() does "def.Frame +=... Improved  blood splatter rendering / logic .  Server handles the -debuglog commandline option. Taking/spilling dirt removes blend_grassoverlay tiles and attached sprites (blend tiles). [TRANSLATION]
    Korean language is back ! Japanese language ! (thanks a lot Katzengarten !) : [spoil]
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