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ExcentriCreation

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Everything posted by ExcentriCreation

  1. Ok then.... Since we're doing movie soundtracks I'm always listening to NIN, even Reznors later stuff after he started to settle down a bit
  2. I wasn't sure where to post this due to the fact that: A: I've already figured out a workaround B: It has more to do with Resources than actual modding I'm not entirely certain weather its due to IntelliJ 3.1.1, the new lua filesystem for Zomboid or just the IWBUMS version 25.2 but I am having issues opening the Zomboid lua project. After opening project lua, I am given an error stating: Error Loading Project: Cannot load module lua When looking at the details of this error, you are given a window stating: Cannot load module file 'C:\Games\Steam\SteamApps\common\ProjectZomboid\media\lua\lua.iml':File C:\Games\Steam\SteamApps\common\ProjectZomboid\media\lua\lua.iml does not existWould you like to remove module 'lua' from the project? Now obviously this is because lua.iml is in ....\Steam\SteamApps\common\ProjectZomboid\media\lua\server\lua.imlHowever, you can still get the project to load properly if you import module zomboid.iml from ....\Steam\SteamApps\common\ProjectZomboid\media\lua\zomboid.iml. At this point the project will work correctly but you will still be given another error stating: Unknown Module TypeCannot determine module type ("LUA_MODULE") for the following module:"zomboid"The module will be treated as a Unknown module. Am I the only one having issues with this? Does anyone have any further information as to why this is occurring?
  3. I'd just like to point out that this was released in 1999.... Is it just me, or is it ALMOST pre-post-hardcore? Damn Trent Reznor is talented
  4. The discussion is kinda moot.... Its not a virus .... but at the same time, its not Black Magic, its not the Wrath of God, its not radiation brought back from the Venus probe.... its UNDEFINED The later versions of IE have issues with this forum, try installing a third party browser like Chrome or Firefox
  5. With the addition of 3D models, modders finally have access to displaying character orientated graphics (well, it COULD have been done before but in a VERY substandard way). Expect to see this kind of thing sooner than you might think .... Well as soon after we get the .X to PZ "model" tools
  6. 90% of the time when I die in PZ its due to the zombie I didn't see (the others being stupid & or greedy) & I might add this makes up 50-60% of deaths in zombie movies. This is why I have taken to making perception builds.... Seriously give this build a go. Security Guard, Eagle Eyed, Keen Hearing, Short Tempered, Brooding, Prone to Illness & Light Drinker. Your "perception circle" (representing hearing) around your character is a 2-3 tile radius, your cone of vision is around 120 degrees & your "fade time" almost gives you enough time to knock Zed on his arse & beat his brains in with a golf club before the zombie behind you disappears.... It is RIDICULOUS how easy this makes killing/avoiding Zed. Even if there were a credible argument why, realisticly speaking, the field of vision/perception radius should be increased (which I havent heard yet) I think that if it were implemented, Zed would almost cease to be a hazard. The only "issue" I see with LOS atm is the degree to which obstructions obscure your vision.... I dont know about anyone else, but I can see more than 1 or 2 people into a crowd & I can damn sure see past knee high grass EDIT: Oh, & my understanding of the "aura of slow" was that Zed is grappling you
  7. AND NOW, ANOTHER USELESS FACT! Stairs don't really work that way atm. Game Characters can't actually move in vertical decimal increments, its just the animations are offset to make it look like they are.... Moving in a decimal increment on the z axis cause's pathing errors Think of stairs & sheetropes as an elevator with an animation attached to them.... That's pretty much how they work atm
  8. Sorry that was a little harsh Don't want to come off like I'm backseat moderating (even though in this particular instance, i am) but fact remains that: A: This thread is for a mod & therefore the realism of suggestions made here are irrelevant (no comment on weather it would work or not) leading to the next point B: This thread is for comments/ideas/feedback on NCrawler's Yet Another Weapon Mod & C: We're all (with the exception of kazenokizu's first post & myself included) bumping a thread for a mod written by someone who has been inactive since late last year Meow.... Don't eat me
  9. Was that directed at me? The deer or kangaroo was an analogy for the damage that Zed would do to your car if you hit him.... Stupid animals walk up to the highway, get spooked by the noise & dart out in front of on coming traffic.... If your the poor bastard who gets hit, your down a car. (better hope you have a mobile phone..... & insurance )
  10. I personally expect cars to be pretty much useless, an awesome feature, but useless all the same. You drive up to a house & go scavenging for an hour or so (game time) & find Zed throwing you a party when you return. In the words of Sam Hoffman "Cars make noise, Zed likes noise" Yet regardless of that. The map is already huge, given how big it is likely to get & for the immersion factor I'm still looking forward to them being implemented. Its not the best analogy because of the weight difference but, hit a deer or a kangaroo with your car there's no fixing it. Same goes for Zed, hit him at speed & your car is a write off
  11. Models look great, everything I was expecting & more Nothing, really, to report that hasn't already been said. Though I did notice that some of the animations are wrong/not implemented yet. When walking, while aiming, knives are held behind their heads like 2H weapons & while standing still, without aiming, knives are held across the body with the offhand curled as if holding a 2H weapon. Forgive me if I'm getting ahead of myself, but, am I to assume that your "3d models" are the output from an export script for Max/Blender? (I only really have experience with .OBJ, .NIF & .X) If so, any chance of us getting a look at it? Again, sorry to ask so soon but I'm kinda anxious to have a go at modding with them
  12. My Dog! Seeing this kinda shit in the modding section annoys the crap out of me.... If NCrawler likes the idea of a lego silencer then he'll implement lego silencers. How about a little respect for the mod author & leave his thread for comments/ideas/feedback.... If you wanna argue BS then take it on over to the suggestions forum
  13. In build 25, you need to put your lua files into a sub-directory of your mods lua folder.... you can name the new folder either client, server or shared.... As for your code.... I'm not sure. Try adding some debugging statements to see what areas of the code are or are not being accessed.... for example: counter = 0doCount = Falsefunction duplicateFunction(this) print("getting Zed's co-ordinates & setting timer"); dupeX = this:getX(); dupeY = this:getY(); dupeZ = this:getZ(); doCount = true;endfunction countFunction(player) if doCount == true do print("timer: " .. counter); counter = counter + 1; if counter >= 10000 do print ("duplicating Zed"); getVirtualZombieManager():createRealZombieNow(dupeX, dupeY, dupeZ); getVirtualZombieManager():createRealZombieNow(dupeX, dupeY, dupeZ); doCount = False; counter = 0; end endendEvents.OnZombieDead.Add(duplicateFunction);Events.OnPlayerUpdate.Add(countFunction);Watch the console while testing & this will tell you if your conditions & events are being met It COULD be that your using do in an if statement.... I've never seen do used like that, but that doesn't mean its wrong. Usually its if > then or for/while > do Good start anyways.... Next up is to store Zed & his counter in a table so your code can handle multiple dead zombies at a time. At the moment, if you kill another zombie before the timer runs out, the new zombie will overwrite the previous
  14. Yeah, sorry, Its amazing how easy it is to miss stuff like that in text conversations, I got the reference to Bethesda games though There's no easy way to replace textures in PZ atm anyways & the community's attempts to extract/re-pack PZ textures is running into problems. There is this program but its still having issues with the characters pack.... I'm.... I'm lost .... I have no idea how we managed to get this far from the topic based on me pointing out the intended "graphical quality" of the planned 3D system
  15. I never said anything against 3D itself, only that part of what makes PZ special is that its reminiscent of classic RPGs like Fallout 2, Diablo 2 & Arcanum:OS&MO.... If TIS were to go with "realistic" texturing, it would still be a good game but, IMO, it would loose what makes it special.... As for modders, tweaking the "graphic quality". I dont want to say much until I know what I have to work with but, its entirely possible that the textures/shaders used in the above video are all thats stopping it from looking like minecraft (for lack of a better analogy) & in order to go for a "realistic" look, the polly count in the models would have to be increased. In a game with the sheer character population of PZ, increasing the pollys in the game characters by 200 could potentially increase your total onscreen pollys by 50-100 thousand
  16. Dont expect too much, its 3D while still keeping the "sprite-esc" style Personally I hope we don't get Roam graphics, PZ would loose some of its personality EDIT: Its says something about how long its been since I've played a full game when the music in video's like this seem unfamilliar
  17. From the video we saw of it, it looked like there was a greater range of movement as well as the character graphics plain old looking better.... kinda like a hybrid between oldschool isometric (Fallout 2, Arcanum:OS&MO) & newer fixed camera 3D games. Kinda why I've been hanging out for it. Spose I can wait though..... (sigh)
  18. No lockpicking in vannila game atm.... try Robomats Lockpicking Mod if you want to be able to do this.... I had to call a guy out to replace a lock on a place I was renting once, kinda alarming how quick & quiet it is to drill out the barrel with a cordless drill
  19. I'm not suggesting that only using globals is "right" only that the main purpose of localising variables is for performance. If every single variable you use is unique then you can write complex code without doing it. Will it be performance heavy, Yes. Will it be dirty, Yes. But its still possible Personally I think excessive design gets in the way of the creative process, I will get better results if I allow what I'm doing to "grow" & this applies everything that I do, not just code
  20. Did this topic get moved from PZ Suggestions? I fail to see how PZ Suggestions & its stickies are relevant to MOD Suggestions.... or the planned professions for the vannila game for that matter There are no other profession suggestions in MOD Suggestions..... Professions are a little un-abitious for my tastes so I'll pass on working on this one
  21. Since the variables are getting upated every time the function executes, I don't think variable conflicts will be an issue.... Still, localising them is a good habit to get into for no other reason than saving on memory in more complex programs. I cringe every time I think of NF's UI table Welcome to the wonderfull world of syntax errors
  22. Yes & No.... I was thinking for the short term I could use a similar system to the laststand initialisation to disable NecroForge in multiplayer fullstop (though i dont know if gameMode returns anything different for Multi just yet) then at a later date add server host options as another condition for initialisation so that NecroForge can be enabled by the host for testing purposes. Anyone who could get around that must have a decent understanding of PZ modding or programming, in which case, if they want to hack Multi.... they will make a way to hack Multi.... At least my hands will be clean
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