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paologerochi

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  1. @RobertJohnson, Very nice! will look into it :DDD
  2. @Svarog, thanks for the info, I will look into it btw, do you think it would work if I call a similar function in the profession mod? If anyone has any other ideas how, please help.
  3. I've successfully created a custom profession with added traits and perks, now I'm having problem on how to add a description for it, am I missing something? What I meant is something like this. Mine is just completely blank, dunno what I'm doing wrong.. sorry I'm still new to all this..
  4. *Hears a thud sound on windows* or *Hears loud bang on the door* "What was that?""They're here""Gotta leave this place now""Lol, how did they even find me?"*Incoming sound of chopper overhead of current location* "F*ck, I hope they don't find me here..""Really? this is b*llsh*t.""Leave me alone." *cries, hoping not to get found by a horde.**Being chased by a very large horde and decides to go to a forest to lose them there* "I'm lost.""I'm hungry.""I'm thirsty.""Shouldn't have done that...""Are they still following me?"
  5. @Connall, oh ok, thank you very much for the information I'll just wait for the devs, maybe they are already working on this matter..
  6. Okay, since I haven't seen anyone post a suggestion like this here I'm posting mine. First off, I know multiplayer modding in PZ is not yet quite fully functional because of its possibilty in cheating the game and the server... Anyways, I've just started abit of learning modding PZ and I've been thinking.. I noticed that the main problem in PZ multiplayer modding is its protection right? you can't call all of the function from the client's side and it only reads from the serverside, but what if its possible to do it.. similarly the way MineCraft's Forge modloader works (no idea copyright intended, lol) the client must same mods as the server for it to be able to join, the server modloader checks the joining client's mod files and verifys them, also checks the codes and stuff inside a mod folder?? The server checks a joining client for any active mods it has, if the server doesn't have that mod or doesn't match a mod, it deactivates the mods from the joining client...or possibly the server download its files to the client replacing and files or maybe just kicking the client if it has unmatched or extra files from the client's detected mods. also, before joining a server it show all the mods being used currently. thats all I can suggestion as of now, please if anyone is gonna post a reply, please just use creative or construction replies and critism about my idea/suggestion... PS: Sorry if I had any bad spellings or if my English is bad, my language is not purely English.
  7. my reply was edited because it had bad stuff written on it.. anyways.. sir, I merely said that I just updated it to work with the latest versions... I didn't say I'd fixed the bugs or issues with anything, Also, I didn't admit I don't know lua, I said that I'm NOT really good at it.. how can you even say it doesn't work at all? if it doesn't work for you doesn't mean it won't work for everybody else.. btw, some of the codes aren't really that far out in the latest versions of PZ's lua codes... I'm still learning lua because I'm not used to it yet. and no need for discussing about anything.. well, if you can show some of those stack traces and the lines of the errors you were getting it would be superb it would help me fix those error.. also, thank you for your opinion.
  8. Are these mods updated for build 26? It says they are but i had a look at some of the directories and wasn't sure if they all would work. Also the corpse mod in the deadoverhaul has new items and sounds, Is that a new mod all together?try it out, It will work , I tested it myself... but its all different mods combined into one. more like a modpack. don't mind the directories. be lovely
  9. sorry about what happened.. anyways since the original author of the mod didn't update, I made my own updates for his mod to work with the latest builds (25-26). you can download it here,http://pz-mods.net/other/DeadOverhaul/
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