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lordixi

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About lordixi

  • Birthday 07/27/1981

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  • Gender
    Man
  • Interests
    my children, bookbinding, gardening, fishing

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lordixi's Achievements

  1. My five year old daughter fell in love with this game. And before going to bed, we always play PZ. She got really upset when I just couldn't run PZ. Now, thanks to you, it works! It wooorks! Thak you very much from me and my daughter. Please fix it in next versions. It's still a little Windows 7 users.
  2. Can not run after update. I use Windows 7 x64 SP1
  3. Aaaarghhh!!! No more imbalanced TV-walls!!!
  4. I mean all 41.54 Noiseworks and this cutted-music-style. Maybe only cutted-music-style. I started to play Zomboid far-far ago, when devs said that they would not create multiplayer. I love music from that time and just want to turn it back in 41.54+. Now in 41.54 i have to turn music off, because only new-reworked music remained and there is no choice. Old-early music is so clear, so bright? so classic! Without that echoes. Tastes are differ. No problems . But on Steam appear first 41.54-music mod. And thank you very much for explanations!
  5. Hi. I opened "ZomboidMusic.bank" and found many wav-files! It's music, but it cutted ti pieces like a cake. I think about music mod to return Early Access compositions. Can u explain: Why music was cutted exactly at that pieces? What script rule this bank-music? What means "100bpm" in wav-file names? What means "8bar" in wav-file names? It would be great if someone writes modding music tutorial. upd. and last question - is it possible in 41.54 turn ambient off?
  6. Hello. After 41.54 first that i noticed: depite audio chosen "menu \ music library" options only Official music is playing. Not mixed, not early access. I'm here from early ages of zomboid and prefer early access music. Now I can't make the game to play it. Please fix it.
  7. Early access music seems broken. Only new music plays despite my choice of old music. upd: Dragging "VHS - Home" to TV special Place do nothing. VHS not added to TV.
  8. Great mod! When finish - show to devs. It must be in vanilla! how did zombies climb in it?
  9. Number past container name is probability. "metal_shelves",100, I set 100 in example just for test, to see that item 100% appear. Now in work code first table looks like: local myDistTable = { "CrateMechanics", 10, "CrateTools", 6, "CrateMetalwork", 6, "CrateFarming", 6, "GarageTools", 10, "GarageMetalwork", 10, "GarageMechanic", 10, "StoreShelfMechanics", 10, "GardenStoreTools", 8, "MechanicShelfTools", 8, "MechanicShelfMisc", 8, "GigamartTools", 4, "GigamartFarming", 6, }
  10. Also there is a debug log on c:\users\<user name>\Zomboid\Logs\*DebugLog.txt Sometimes debugger don't stop on error and here u can see it.
  11. In 41.51 many mods are broken due new distribution system. Here working distribution example for 41.52 for little mod "Siphoning Needs Hoses (build 41)". File media\lua\server\Items\RubberHose_Distributions.lua require "Items/Distributions" require "Items/ProceduralDistributions" require "Vehicles/VehicleDistributions" local i, j, d -- Distributions for ProceduralDistributions.lua local myDistTable = { "CrateMechanics", 100, "CrateTools", 100, "GarageTools", 100, "StoreShelfMechanics", 100, "MechanicShelfTools", 100, "MechanicShelfMisc", 100, "GigamartTools", 100, --"KitchenRandom", 100, --"GarageMechanic", 100, } for i = 1, #myDistTable, 2 do table.insert(ProceduralDistributions.list[myDistTable[i]].items, "Base.RubberHose") table.insert(ProceduralDistributions.list[myDistTable[i]].items, myDistTable[i+1]) end -- Distributions for Distributions.lua. May be broken in next updates due devs going to ProceduralDistributions myDistTable = nil myDistTable = { {"all",{ "metal_shelves",100, "crate",100, "bin",100, } }, {"armyhanger",{ "metal_shelves",100, "counter",100, "locker",100, } }, {"storageunit",{ "all",100, } }, {"toolstore",{ "shelves",100, "counter",100, } }, } for i, d in ipairs(myDistTable) do print(d[1]); for j = 1, #d[2], 2 do table.insert(Distributions[1][d[1]][d[2][j]].items, "Base.RubberHose") table.insert(Distributions[1][d[1]][d[2][j]].items, d[2][j+1]) print(d[1],d[2][j]); end end myDistTable = nil myDistTable = { "Bag_SurvivorBag",100, "Toolbox",100, "Bag_JanitorToolbox",100 } for i = 1, #myDistTable, 2 do table.insert(Distributions[1][myDistTable[i]].items, "Base.RubberHose") table.insert(Distributions[1][myDistTable[i]].items, myDistTable[i+1]) end -- Distributions for VehicleDistributions.lua. May be broken in next updates due devs going to ProceduralDistributions myDistTable = nil myDistTable = { "GloveBox", 100, "TrunkStandard", 100, "TrunkHeavy", 100, "TrunkSports", 100, "SurvivalistTruckBed", 100, "FossoilTruckBed", 100, } for i = 1, #myDistTable, 2 do table.insert(VehicleDistributions[myDistTable[i]].items, "Base.RubberHose") table.insert(VehicleDistributions[myDistTable[i]].items, myDistTable[i+1]) end myDistTable = nil
  12. I start game and red "error" window in down-right appeared. I understand, that some mod are broken by 41.52, but how can i know which one? I have about 25 mods are on and it's problem to turn off one-bye-one. Is there an instrument (mods, debug, console) which can show what mod are broken? Or pls add in future versions to error message title of executing file, for example.
  13. Хибити, мод не доступен к скачке
  14. Aaaarrrghhh!!! Book shop is gone! In 41.50 there was a book shop. Now in 41.51 there is the alcohol shop. Is it right? It was one of my favorite place to loot. Don't see it in change list. (Just a little south Sunstar Hotel near main road) All mods are off (except Niva car).
  15. how about fence made from cars?
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