Jump to content

Ersir

Member
  • Posts

    26
  • Joined

  • Last visited

Posts posted by Ersir

  1. I concur, winter is unplayable right now. Character wearing more than decent winter clothing, indoor, result in fast (I mean REALLY fast) hypothermia. Sleeping in your bed during winter is the new bleach 😁

    Would be nice if we had any way of disabling temperature. Couldn't find a mod to do that.

  2. Hi,

     

    So I've been trying to find a way to still receive XP from a skill when that particular XP is already at its max level (e.g : get woodwork XP when building wooden floor while being a lvl 10 carpenter).

     

    My original thoughts was to increase the max level, which I did, but as I suspected, that only had an effect on the GUI element (make sense considering I was modifying a GUI element/pane in the client directory, that file being /client/XpSystem/ISUIISSkillProgressBar.lua).

     

    Then I though I could simply remove the 10th skill lvl from given character. But that doesn't seem to be working. I could'nt find a way to remove XP, wether I use the various functions with a negative value or tried to set it back to a certain lvl, that simply didn't seem to work (Current script below in spoiler).

     

    If you have any idea regarding the feasibility of it, I'm all ears :D

     

    Cheers !

     




    local function doPrint(txt)
        print("-->ResetToLevelNineErsir::"..txt)
    end

    local function doPerkLimitation()
        local perkList = PerkFactory.PerkList
        local perkListSize = perkList:size()    

        doPrint("Perks to loop :"..perkListSize)

        for i = 0, perkListSize-1 do -- loop through PerkList
            local perk = perkList:get(i)
            local skill = perk:getType()
            local perkLevel = getPlayer():getPerkLevel(skill)
            if perkLevel > 9 then -- if maxed-out then put it to 9
                doPrint("Found a perk where max level is reached:"..tostring(skill))
                getPlayer():getXp():setXPToLevel(skill, 0) -- tried that
                getPlayer():getXp():AddXPNoMultiplier(skill, -5000) -- that too
                getPlayer():getXp():AddXP(Perks.Woodwork, -10000); -- and even the same function with the direct enum ref, just in case
                doPrint("Removed XP:")
                for i = 1,9 do -- then set it
                    --player:LevelPerk(skill, false) -- though I would be lvl up back using that, but was never used because I couldn't get anywhere near removing XP/skill lvl
                end
            end
        end
        
    end

    Events.OnGameStart.Add(doPerkLimitation)

  3. 58 minutes ago, EnigmaGrey said:

    Or feel so overwhelmed by the questionnaire that they don't submit bugs at all.

     

    Sigh.  

     

    Or make a very useful post, such as :

     

    "IT DOESN'T WORK ...?!!!!!"

     

    "Severe lag ! Plz fix this ASAP"

     

    "NPC ARE NOT WORKING ! I CAN NEVER SEE THEM AND I EXPLORED EVERY PART OF THE MAP !!"

     

    I think I enjoyed myself way too much on this one :-D

     

     

     

  4. "En raison d'un important nombre de changements, relatifs à l'implémentation des véhicules, les sauvegardes des versions antérieures ne sont pas compatibles. <LINE> <LINE> Si vous souhaitez continuer cette partie, utilisez le build "pre-vehicles Build 38.30" grâce à Steam via l'onglet bêta. <LINE> <LINE> Version de la partie: %1 Version du jeu: %2",

     

    Second

    "La sauvegarde n'a pas pu être chargée. <LINE> ",

  5. AFAIK, it can be commonly found in Europe, at least, in France and UK.

    You can easily find some in any british pub, and it is very likely to be found in fridges in France (as often as you can find grated carrots/other salad vegetables).

    "Remoulade" usually is used with some celery, which is known as "celery remoulade".

  6. This was an extremly intense reading...I enjoyed every single step of it.

    That is some part of what make PZ different from others games, you do communicate in a very fair / honnest way, and I love it, so much.

    You guys wrote 4K words to explain to us how you've been able to solve some of the current problems. And that deserves so many thanks.

     

    You probably don't need to hear it but thanks, congrat's, you're awesome, and I love you guys :P

  7. Steam version is quite stable, except if you load any previously made saved games. For that particular point, the version won't be able to deal with any old saves (at least, for me), however, I don't really consider it as a an important issue, since I can create a new game whenever I want, with some additionnal features. So, according to me, steam version is fine for the moment.

  8. En jouant j'ai remarqué le moodle "conscience réduite" (traduction basée sur awarness). Je pense que "Perception réduite" (ou diminuée) colle mieux. Même si effectivement on peut parler de conscience des choses, ça reste un terme peu usité sous cette forme, que je trouve d'ailleurs ambigüe dans ce context. Qu'en pensez-vous ?

     

    Edit : ah et on retrouve fatigué pour dormir et courir, ça serait pas mal de mettre "épuisé" ou "essouflé/ à bout de souffle" à la place pour l'exhaustion liée à la course, et laisser fatigué pour le sommeil.

  9. Un petit mot pour vous féliciter pour ces trads, merci à vous vraiment ;)

    Je vais en profiter pour donner mon avis sur vos propositions :

     

     

    - armes non tranchantes <=> armes contondantes (si mes lointains souvenirs de jeux de rôle sont exacts)

    Absolument ! C'est la meilleure traduction, et on retrouve en effet les catégories tranchantes/perforantes/contondantes dans le jdr classique. Blunt devrait donc bien être "contondant" ^^

     

     

     

    - homme de plein air => personne d'extérieur ? (pas sûre que ce soit mieux)

    Celle-là est pas facile...Trouver une traduction litérale ou imagée n'est pas évident. J'ai beau penser à des trucs comme "amoureux de la nature" ou "randonneur", ça ne me semble toujours pas coller.

     

    Je pense aussi que les propositions de CareBear sont à considérer, personnellement bouillie bordelaise, ça ne me dit rien du tout...Et je dois pas être le seul ! Par contre fongicide tout le monde voit tout de suite. Idem insecticide c'est à la fois générique et précis, donc ça colle bien (à mon avis). Idem aussi pour les traductions sur les champignons et autres, en l'état, pas de nécessiter de différencier l'espèce, la couleur, ou je ne sais quoi d'autre.

     

    Sinon vous pouvez aussi régler le problème des genres, dans les moodles notamment, en utilisant des noms et pas des adjectifs. ("Fatigue","Peur","Horreur","Dépression","Faim", etc). C'est un peu le problème avec le français..

     

    Encore merci à vous pour votre excellent travail

  10. Voted (!).

     

    Running the 13 version and dealing with really low performance that may vary from1 to 30 fps while playing and encountering zombies.

    Got a 4 cores emulated as 8, 6gb of ram, playing in windowed mode (1024x768) and this is definelty new and did not happend when I was playing in 10, where I used to have a very very high FPS ratio (probably twice of what I currently have with 13).

     

    I suspect that this is related to the zombies moves, since it seems to be worst while they randomly walk, or try to.

     

    Edit :  I almost forgot ; I do encounter invisible walls from times to times.

  11. If it crashes PLEASE put the error output in here otherwise it's literally of no use to us? :P

     

    Like I said in the previous post, there is no log, at all ^^

    However I can make an error appear while exiting the game (without having moved) and moving once reloaded. I don't know if it is the same error.

     

    Got the same problem, and there is no log in the console or any other message. Additionnally, I don't have any mod. Don't know what to add, since I cannot get a log of what's going on.

     

    Edit : I just quit the game once the game was loaded (without walking at all) and reloaded the game, it gave me :

     

    bug.jpg

    bug2.jpg

    Edit : from http://theindiestone.com/forums/index.php/topic/79-test-forum-released-project-zomboid-version-29911/?p=10311

  12. Trailer(!):

    Have you ever dream of a re-generated muldraugh where you could salvage again, explore the city, and met zombies while perfectly equipped ? "Yeah but I got a damn safehouse and so much things to hold..."

    No problem, 'cause you can now export the all thing, to a new world :cool:

    This program aims to provide a simple solution in order to export your safehouse and  your character to a new  good-old muldraugh map, making you able to salvage items that initially weren't available and so on. No need to walk around in the forest, for hours and hours, crying, desperately searching for a simple shack.

    What you need to do, is downloading the program, run it, and follow the instruction.

     

    How to:

    Before starting the program, you need to load your game, and walk through your safehouse (you have to make every part of it, visible, on the screen, before saving).

    Once you have ran, exit the game like you do normally.

     

    Then start the program, select the game directory you want to export (like C:\users\you\zomboid\sandbox\mygame), export it using the export button, wait until it's finished (a pop-up will appear) and finally create the new world using the new button. And it's done, a new game has been created in the game folder, and you  should be able to start it using project zomboid.

     

    Download:

    http://ersir.com/pzomboid/export/last_version/pzsaving.jar

     

    Current version & privacy:

    1.0

    The program will inform you when an update is available for download. No other internet request is sent, and no information at all is transmitted (it simply gets the content of a file on the server, and does not send anything else than a "get request").

    This program stores a very limtied amount of information (path of the saves, files path used for creating a new world), none of these are either used or sent except locally. These information are stored in the "options.ini" file.

     

    Incoming features:

    I'm planning of updating this software regularly, in order to include much more control on the export system ( like editing what exactly you want to export).

     

    Unsupported features:

    While I was working on this project, I discovered a great program, made by randomer679, which allows you to edit the world options. Since there exists a perfectly working solution for editing the world options, I invite you to use it if you want to modify these options.

    http://theindiestone.com/forums/index.php/topic/43-pzsaveeditor-v1/

     

    Feedbacks:

    Please do not hesitate to leave a message if you have any feedback, it would be appreciated.

     

    Disclaimer of warranty:

    The Software is provided 'AS IS' and 'WITH ALL FAULTS', without warranty of any kind, including without limitation the warranties of merchantability, fitness for a particular purpose and non-infringement. The Licensor makes no warranty that the Software is free of defects or is suitable for any particular purpose. In no event shall the Licensor be responsible for loss or damages arising from the installation or use of the Software, including but not limited to any indirect, punitive, special, incidental or consequential damages of any character including, without limitation, damages for loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses. The entire risk as to the quality and performance of the Software is borne by you. Should the Software prove defective, you and not the Licensor assume the entire cost of any service and repair.

×
×
  • Create New...