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blindcoder

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Posts posted by blindcoder

  1. I have implemented that in my Secondhand Loot mod.

    Basically, any item with a "Remaining" attribute will be merged when you put them into the same container.

    There is a blacklist for some items (batteries, any item that turns into another item when empty (bottles)) that won't be merged, though.

     

    There are up- and downsides to this:
    Upside: Less total weight (see two almost empty charcoal bags)

    Downside: Can't split two half-empty items between two people anymore (not an issue in single player)

     

    Personally, I don't care much about "how do you get the ketchup out of the bottle) much. We can put ammo rounds into boxes that we don't have, too.

  2. 8 hours ago, EasyPickins said:

     

    The erosion code replaces them with random tree sprites from e_redmaple_1, e_virginapine_1, etc.

     

    Thanks!

    I already had a discussion with Turbo about this and how to implement it properly in MapMap.

  3. Maximum health of a body part would be 100, so you would be decreasing its health by 0.5 to 99.5.

    What you'd want to do is:
     

    local rightHand = getPlayer():getBodyDamage():getBodyPart(BodyPartType.Hand_R);
    rightHand:AddDamage(rightHand:getDamage()-50); // set damage to 50%

     

  4. I just stumbled over something while working on the PZ Map:

    The Tiles vegetation_trees* are missing in all current Tiles*pack files, which causes the PZ Map to not have any trees and bushes and other things. It looks a bit... desolate :-(

    Are these in another file I've been missing? Have they been removed? Am I going crazy?

  5. I have actually made a map mod like that a long while ago, but it suffered from over-engineering and then performance issues. I should probably get back around to it some day.

    The map would be visible only if you held a map item in your hand and you could only draw it while also holding a pen.

    Then it would only ever show the map as it was when you discovered the area, so if there's a player-built house there AFTER you drew the map, it wouldn't be visible on the map.

     

    I'll try to update it to recent PZ version.

  6. 13 hours ago, SomiXD said:

    Hi i have an Project Zombiod Serverproject and i have search an Method to build a MapPicture from the hole World which i can use for server presentation .

    So now i have found your tool to sample the save files  to an image .

    i have tested it with VS2015 and had a little bit trouble to get it to run. I must copy 2 files from hand into vs2015 to run this build .

    First . MMTileDefReader Second .MMBinReader he says there is no one .

    Ok i have some Professions to know that he means the Classes and i can give him this classes from your packed .

    So now i have found the properties to give him the Path from the content .

    Im use for example the first map Muldraugh or so it was a little confusion to do this

     

    -mapsource "D:\SteamLibrary\steamapps\common\ProjectZomboid\media\maps\Muldraugh, KY"

     

    -gfxsource "D:\SteamLibrary\steamapps\common\ProjectZomboid\media\texturepacks\Tiles.pack" -minx 34 -miny 30 -maxx 37 -maxy 36 -divider 1 -dolayers false , 

     

    ok but then i have try to run this in Debug and get this: "System.ArgumentException" in System.Drawing.dll .

     

    this.subCell = new Bitmap(1280 * (30 / divider), (640 * (30 / divider)) + (192 * 8), textures.format);

     

    So this was the Point where i have think that i dont prog any code in other projects .

     

    So do you have an example what i must do to get my own map from my server i have run the both startmaps and some other 9-10 maps .

    I have seen, you have a map project but i need South Muldraugh ,Phönix ,Downtown and so on .

    On which Path i must set my serversave files to get the map i need and which serverfiles i need ? or can you explain how it works.

     

    i hope you can help and sorry for my bad English 

     

     

    Hi!

     

    You can try the binary release from here: https://github.com/blind-coder/pz-mapmap/releases/tag/worldVersion_85

    Also, in the file runme.bash https://github.com/blind-coder/pz-mapmap/blob/master/runme.bash there is an example call on how to run it.

    Be aware that this does currently NOT work with the IWBUMS .pack files (the new tiles), but only the older ones. I'm still working on getting those to run properly.

    The tiledef parameter is not needed if you use only .lotpack files (so no savegames).

     

    I hope this helped you. If you need any more information, don't hesitate to contact me here!

  7. 6 minutes ago, Svarog said:

    Project Zomboid 0.1.5d

    Project Zomboid - Build 33

    Project Zomboid - Build 34 - Mash's Secret Project


    Edit: messed up zoom level on Build 33 :S orry
    Edit 2: Also, no sharers because I don't like the aesthetic they give the game. Though, for some they do enhance the visuals, keep that in mind.

     

    Dude, if I would be able to judge, with those three screens, I'd call you a winner!

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