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blindcoder

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Posts posted by blindcoder

  1. Just now, MadDan2013 said:

    I have some question marks on some tiles on my game too, I think I have a few mods but none to interfere with art-style? Or maybe they do. I was wondering why it said Mash's Secret Project...

     

    But... Um, I don't see any difference at all in the art-style. No offence to Mash, but what am i supposed to be seeing? All I've noticed is lighting updates faster and I can zoom in one extra bit. Can someone show me a before and after pretty please? I seriously don't see it.

     

    Also, for performance, texture compression on or off? I assume on right? I'm more interested in seeing the art difference though.

     

    Check http://pzmap.crash-override.net/ for the old art style, then compare with your game. You should definately see a difference.

  2. There's a little weirdness with the worldobjects table going on, I have not yet dug to the bottom of that.
    However, this snippet works as you would expect:
     

    function(player, context, worldObjects)
      local firstObject;
      for _,o in ipairs(worldObjects) do
        if not firstObject then firstObject = o; end
      end
      worldObjects = firstObject:getSquare():getObjects();
            
      for i=0,worldObjects:size()-1 do
        local object = worldObjects:get(i);
      end
    end

    It's a bit cumbersome, but it's the best I could come up with on short notice when I wrote this snippet.

    Also, bcUtils.dump returns a string, you still need to output it with print:

    print(bcUtils.dump(object));

  3. 14 hours ago, Blake81 said:

    If you're gonna fix the map, you may also wanna fix the ''Flat Screen TVs'' (like those in the Mall an on the 2nd floor of Cortman's Medical). They've been replaced with CRT ones (PremiumTech TV).

    Other than that and the sign, I think there hasn't been any other major change.

    Thanks for the notice.

    Since I'm generating the map from the most recent .lotpack files and the .pack files from PZ directly, I believe those wolud get automatically picked up anyway.

  4. The bcUtils mod has a button to reload mods from the Main screen (look in the top-right). Reloading while the game is running would work the same way, but I highly advise against it, as it will lead to events firing multiple times, data structures being reinitialised when they shouldn't and probably some other unpleasentries.

  5. 4 hours ago, Strats said:

    Not sure if this is the right place to post this, but at the Mall on the vanilla map, there is a sign above the south entrance that says "Crossroads Mall" or something similar; however, that doesn't appear on the map. It's just a small thing and doesn't matter too much if it isn't there, so it isn't a big thing to fix or anything like that. 

     

    Yes, this is exactly the right place! Can you give me a PZ Map link as to where that sign is supposed to be?

  6. Yes, I used to have a seperate mod (but no more) to merge manually, but it got tedious quickly.

    The rules of merging are these:

    - If the items are identical, merge them

    - unless they are moved to the floor (couldn't get that coded up...)

    - unless they have a ReplaceOnUseOn item defined

    - and unless BCGT.MergeIgnoe[item:getFullType()] is set

     

    That last one was to not merge Batteries, Flashlights and other things that can't be merged without a tool (which technically is also true for pill blisters, but eh...) and to allow other mods to prevent merging of their items easily.

     

    The entirety of the merging code is very short and available here:

    https://github.com/blind-coder/pz-bcRandomizedItems/blob/master/media/lua/client/bcRandomizedItems.lua

  7. OTTOMH:

    - forgetting to transmit*ToClient / transmit*ToServer

    - not using sendCommand when you should (hard to point down, really, basically every time you have an event that the other can't know about but acting on it on the wrong side anyway)

    - assuming any data that is on a Lua object to be persistent, always use moddata for that (which is autosaved!). If you need data to be persistent across saves, but you don't have a java object to pin it on, it is generally done by pinning it onto the GameTime object

     

    That's all that I can recall from memory right now.

  8. What I mean is that the green bar is not visible without hovering, unlike the nutrition and condition bar, here's the screenshot to demonstrate that:

    attachicon.gifthis.png

    The "Remaining" bar should appear instead of the item's name at the 2nd line when the item list is expanded (at the "Type" column), all the items pictured here without the bar should be able to show it.

     

     

    Aaaah, now I see what you mean. Yeah, that'd really be nice...

     

    Combining will be a nice feature :) so like if we have 2 vitamins and one of them contain 25% and the other 50% we can combine to 75%. I agree we should see item user delta without having to hover on them like what Faalagorn said :)

     

    That is actually part of my Secondhand Loots mod.

  9.  

    The code for converting .lotpack files and savegames to PNG files is now available:

    https://github.com/blind-coder/pz-mapmap

     

    Most of the code comes from a TIS developer (thanks a million for that!) with the savegame parsing code done by myself. It works up to savegame version 84 which is Build 34.07.

     

    To use it you will need a command line and a tool to compile C# programs.

    I build the program with my compiler. but can you give an example of how to give the program arguments? eg how to specify the location of the map files and and what part of the map to make the bmp from?

     

     

    There's an example in the file runme.bash

  10.  

     

     

    Now I'm getting this with zomboid v33.20:

    Starting programm...Reading texture data from: Erosion.packSheet count: 5Reading texture data from: Tiles.packSheet count: 25Reading tiledef c:\GOG Games\Project Zomboid\media\newtiledefinitions.tilesExcepción no controlada: System.FormatException: La cadena de entrada no tiene el formato correcto.   en System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)   en System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)   en System.Convert.ToInt32(String value)   en MapMapLib.MMTileDefReader.Load(String datafile)   en MapMap.Main.readTileDefs()   en MapMap.Main.Run(String[] args)   en MapMap.Program.Main(String[] args)

     

    Check the runme.bash file. The tiledef files need specific names (prefixed with 0_ 1_ and 2_ respectively) to work.

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