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MonkeydoGames

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Everything posted by MonkeydoGames

  1. yeah I am on the bums version too, I am just off to bed as well. It was SP mode, that is about the only info I can give at this moment. I just thought I would post up that it appears, hadn't got much further than that, I still need to setup my necroforge or change the recipes briefly so that I can give this mod a proper test to try it out!
  2. I have the throwing stuff in recycling sort of working.... I can throw stuff usually in a 1 in 5ish ratio... which is pretty useless when faced with lots of scary zombies... Also the 'ammo' doesn't go down properly with thrown stuff and you end up with a sort of perma-equipped throwing weapon. I cannot seem to get any 'range' out of special arrows like fire arrows, I can load and shoot but generally only at my feet.... which is not so good if it sets you foot on fire... I was able to successfully lay a bomb... but I seemed to be the only one to get hurt when it went off, it seemed to be the only moment in my games where zombies weren't running after me! I am not sure about the 'room' bombs, part of the problem is there is a 'failure chance' and not a lot of feed back as to whether something has actually gone off or failed to or if that particular objects code is just broken... (but why would one object work and not another?) As for Tommy guns, I have not really done anything with the sounds part of it yet, In the items script it is set to swingsound supp_2 which is a suppressed shot sound, but it might be that the sound is handled in media\lua\client\Mods\TommyGuns\Reloading\Z_TommyGuns_MoreGuns and the shot sound for it in there is set to something like 'stormy9mm' so maybe if you can find the stormy sounds it might give you an idea of how to change it to point to one of the suppressor sounds instead.
  3. I know I had already done all that, what I can't figure out is why it has suddenly stopped being fine in the last couple of days..
  4. So I recently ( a day or 2 ago I think) started getting this (see the bottom of this post) error message when loading craft helper (which was working wonderfully before this) I think I remember reading about this: Caused by: java.lang.StackOverflowError in the B26 thread, that someone was encountering this error when loading there server. I am just trying to work out what might be the cause of this error suddenly occuring in what was up till now something that was working fine.... My current theories are: The new 'Cooking' code for recipes is clashing with the CH way of viewing displaying recipes and is thus going haywire I recently added to new mods at about the same time craft helper went wrong. The fire extinguisher mod, and the new Building 0.2 mod. I will eventually try to remove these new mod components and see if that fixes it, but I don't see what they would have introduced that others have not. I just wanted to see if anyone could shed light on this kind of error. this is the line referenced in the error: -- Create an instance of the item. local item = InventoryItemFactory.CreateItem(allRecipes:get(i):getModule():getName() .. "." .. itemString); STACK TRACE ----------------------------------------- Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@e53e42c1 function: loadDatas -- file: crafthelper.lua line # 47 java.lang.reflect.InvocationTargetException at sun.reflect.GeneratedMethodAccessor17.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199) at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:55) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:180) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:980) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:161) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1720) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1665) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:63) at zombie.GameWindow.run(GameWindow.java:1128) at zombie.GameWindow.maina(GameWindow.java:999) at zombie.gameStates.MainScreenState.main(MainScreenState.java:155) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at com.exe4j.runtime.LauncherEngine.launch(Unknown Source) at com.exe4j.runtime.WinLauncher.main(Unknown Source) Caused by: java.lang.StackOverflowError at zombie.scripting.objects.ScriptModule.getItem(ScriptModule.java:1158) [this line repeats about a bagillion times!]
  5. STACK TRACE ----------------------------------------- function: loadBarrels -- file: RainCollectorBarrel.lua line # 324 Object tried to call nil in loadBarrels----------------------------------------- STACK TRACE ----------------------------------------- function: loadBarrels -- file: RainCollectorBarrel.lua line # 324 I get this error on the game initialising (on map) I don't know what this relates to yet, or what the problem is (i could even have accidentally left something from the old version in) But I thought I would post it as you may just go 'oh I missed a 'p' there' or whatever
  6. hooray I just properly picked a lock for the first time nice one RM and just in time before it gets hoodily winked into the base game hehe Was it intentional to leave in an auto spawn of all the items, including a broken screwdriver and crowbar? I am guessing this is from a debug code? What file would I look in to disable it. I am guessing you will be able to tell me far faster than I would ifnd it myself
  7. I see your point Now all I need is a robot to do the initial work for me I am just so lazy!
  8. http://theindiestone.com/forums/index.php/topic/7787-trying-to-get-various-mods-working-for-v25/ come to my thread here, and we can see if we can work it out together, I have managed to get 80-90% of mods working just by fiddling and updating to the latest file structures. I haven't played with super powers yet, but we can give it a go. Also I need to get my hands on the latest lockpick version! I want to actually pick a lock and not just bash everything with a crowbar
  9. Until yesterday, I had this working with build 25 and 26, then something happened and it broke again in mega explosive fashion! it is either due to a game update, or one of 2 new mods i added I think, as I cannot think of anything else I have done recently. Anyway, if anyone is interested, come to one of the v25 update threads and we can share the latest news.
  10. yarn digger, come to one of the update v25 mod threads we have and ask about what is or isn't working, or what ones you want. on the topic of arsenals, I have tommyguns working on the latest build, I don't know of any other guns you could want once you have that.
  11. that makes me wonder if this was ever broke for the latest version, as my last test got everything working except no 'water flow' but maybe if I had hand watered it first it would have taken over the watering process for me!
  12. I think how you load mods in MP is that it will just run what ever mods you had loaded when you previously ran the game in a SP build (I think) Time to start experimenting! Am I right in reading that the first time you plant crops you have to water them by hand, then the irrigation will start working? But you must do a hand water first?
  13. hooray irrigation mod is updated to b26, time to experiment!
  14. Hi bad trix, I haven't started to try this mod yet (currently trying to problem solve other mods I have downloaded) but I just wanted to say this looks like it will be great! I know you have already looked at the recycling mod, but have you seen the forge mod? I think this would be another good mod combo (I currently have forge and recycle) but forge mod has a forge that allows you to smelt iron ingots, but it could also be used to 'bake' your clay bricks! I am definately planning to see if I can merge and blend this with my current combo mod, as this would be a perfect addition, and I look forward to seeing your updates
  15. This would be fun to combine with the new fire extinguisher mod, as that has a debug feature that lets you set fire to things with the power of your mind You can also put fire out with the power of your mind... or regualr putty out products. I reckon this mod is fixable, it probably once again just needs the lua folders updated with a client, server and shared and some experimenting with where things go. Also I have gotten at least a good 75% of sleep overhaul working on the latest steam version. The only bit I am not sure about is if the 'sleep lengths' have changed, but you can sleep anywhere and pass out.
  16. hooray! My friend won't be able to burn down our house while making popcorn again!
  17. I managed to get the spraypaint mod working, turns out there was a more up to date version available in it's thread that just needed the lua client server fix. The details are in the spray paint thread
  18. I have tried to get it working, but I have not managed it yet. It works all the way up to 'building' the symbols on the ground, when you try to do it, nothing appears for you to place on the ground. I have yet to figure out why... Ok I have fixed it now, it is that the 'floor paint textures' have to have Item_ in front of them and the paths need to reflect this, then the bits need to be properly placed in client, shared and server folders. I think it needs to be lua/client/UI lua/client/keys(not sure where keys should be) lua/server put all the other folders and files in here (by that I mean lua folders and files, the scripts and textures stay in media) this is from the download on post 55 (the original download might be right too, I originally got this mod from another site which at the time of my downloading was out of date.) Simplest thing to check you have the right one is look in textures and see if all of the pics start with Item_ if not it is an out of date version!
  19. Yeah I did take a look at it all, like I said I managed to get a bow type working with it, but getting the effects to work with the normal shooting system is a step beyond me!
  20. That is cool to hear kyun, from the moment I saw your irrigation mod, it was one of my favourites as it has a nice balance of crafting, building and managing, without too much fiddley faff of the current 'by hand' watering system. So well done on a great mod! Yeah I am thinking about abandoning trapping mod, as when I looked in the new v26 files I saw they have put in a load of trapping items (more or less what I see in trapping mod) so I figure base game trapping is not too far away now. I really liked the trapping mod though, and it was one of the ones that keeps mocking me That and the spray paint mod
  21. I was looking through the content of the new files, and I saw a lot of items for trapping, is trapping in this release version? Or are they just in there in preparation for a release down the line?
  22. Hey you use the same technique as me! Hit it till it works Yeah, basically I have all my mods in a single mod folder, by my mods I mean all the mods I use from here. I took out the bow and xbow from tommy guns and replaced them with the ones from fletchery. I also added some recipes, so that the bow can use multiple types of arrow. I also merged it with the recycling mod so that the bow can fire explosive and fire arrows, but the 'throw' system from the recycling mod is a bit flaky and is not very reliable. (it only throws things in about 1 in 5 of my attempts to throw, which is not much good when being chased by zombies) My dream would be to merge the effects from recycling mod (fire, explosions, retrievable weapons, passage through objects, etc.) with the basic fire and reload system of the base game/stormy reload, that would be epic as you would have reliability and cool features and effects!
  23. Also for anyone who doesn't know, the drip irrigation mod, has a necroforge support file that gives you a template for adding custom item content to necroforge so if you like it and want to add stuff from other mods to be available in necroforge, it is really easy. I have the files in my lua/client folder though, I have not tried out things on the multiplayer yet, so maybe it needs to be in server for it to work on a multiplayer game..
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