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Posts
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Posts posted by blindcoder
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I have a very rough side-by-side comparison here, it's not in-game but for PZ Map:
Old:
https://oc.anderdonau.de/index.php/s/Th5bHU38pXbhGih
New:
https://oc.anderdonau.de/index.php/s/IfGqyrloVG5RXaB
Note that the quality differs a lot from in-game view as rendering is done entirely differently, but it gives a nice comparison.
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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.
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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));
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I'm not really sure. I've never tried to do that myself, always been going back to the main screen, reloaded the mods and loaded the savegame from there.
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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.
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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.
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6 hours ago, strategiry said:
Is it possible to enable this on a MP server?
That should be entirely possible. Just add the workshop id to WorkshopItems in the servers .ini
WorkshopItems=503645367
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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?
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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:
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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.
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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:
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.
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Thanks, everybody
- Faalagorn, Atoxwarrior, Foulmouth and 3 others
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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
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Yeah, I'm using my scripts for that. I'm actually creating all the 12800x12800 pixel images, then resize all of them to 3.125% and then stitch them all together.
Unfortunately, those scripts will pretty much only work on Linux.
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1) weird... but okay
2) great
3) you don't want that. That'd be a 123 billion pixel image. Literally 537600 by 230400 pixels. I personally use the output from this program, push it through a few Linux shellscripts I wrot and get a few hundred 12800x12800 pixel images that I then convert into something I can use on the website. The entire process takes about a week, give or take.
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No, the -max* and -min* parameters ARE optional, as are some others.
Can you do me a favor and try:
- using \ instead of /
- using a simpler parameter to -output (like: -output "output\"), ie: a relative path
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The files are right here:
https://github.com/blind-coder/pz-mapmap/blob/master/MapMapLib/MMBinReader.cs
https://github.com/blind-coder/pz-mapmap/blob/master/MapMapLib/MMTileDefReader.cs
Also, I've created a release that I compiled using mono on Linux: https://github.com/blind-coder/pz-mapmap/releases
It's confirmed to work on Windows.
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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I think OP means the green bar is not as usable as the numbres.
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The files are right here:
https://github.com/blind-coder/pz-mapmap/blob/master/MapMapLib/MMBinReader.cs
https://github.com/blind-coder/pz-mapmap/blob/master/MapMapLib/MMTileDefReader.cs
Also, I've created a release that I compiled using mono on Linux: https://github.com/blind-coder/pz-mapmap/releases
It's confirmed to work on Windows.
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I know what you mean and thanks for your work and keep it up
http://theindiestone.com/forums/index.php/topic/16577-south-muldraugh/#entry223678 here is the link here in the forum. Map is fun to play but since he never put up a whole pic of the area it´s hard to say what all is done.
I'll contact FireChaser and ask if it's okay.
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Is it possible that you add the map South Muldraugh?
If it's more-or-less done, sure! Creating maps takes a while to get going and I relaly don't want to recreate maps every other day (grossly exaggerated, but I think you know what I mean).
Got a link for me?
IWBUMS: Build 34.12
in PZ Updates
Posted
The weathering effect is called Erosion and it's been in for a while already. What you might see is a bug in Mono screwing up transparency a bit.