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Onkeen

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Everything posted by Onkeen

  1. Same here when my comptuter make the noise that notify that i have my controller pluged in - I launch zomboid - launch a game, wait for it to be loaded and when I see my character i push one of the controller's button and a little box appaers on the top left of the screen with writen "take over player 1" Not sure but you may have to enable contoller function in the options
  2. About the first part of your post, here are the steps : ___________________________________________________________________________________________ I've generated my map with this software : http://theindiestone.com/forums/index.php/topic/4684-random-mapzoid-random-bitmap-terrain-generator-python-win-exe/ But i'll try with an other map and I'll tell you if it works Edit : you were right, I can now drag and drop the problem came from the _veg file generated, thank you for pointing it out !
  3. I join sfy on this point, playing with a controller is really cool and imersive. This is a list of good and bad things I've experienced : Good with controller : + Combat is so fucking intense, charge with trigger and release to smash + skeaking x2 joystick to turn around zombies, dodges, feels like in a boxing arena with zombies... it's just awesome + sneaking around zombies using two joystick feels good when you get how to do it properly + interact with items near you with "X" button and not clicking on it make it feels more imersive + In all point, not having a cursor in front of the screen make if feels more imersive + the inventory system, super-intuitive, I spend a lot less time managing inventory with controller Bad with controller : - The walking/running system is hard to take over and with a controller you're more prone to run than with keyboard- The same for sneaking with two joystick, it's really nice but also strange to get use to if you're good with keyboard + mouse.- Not all the informations are shown about items to check how much an item have food amount, you need to drop the controller, take the mouse and check it. (also a bit realistic because when I grab an apple I dont tell myself "hummm it's 15 hunger reduction" so I now force myself to roleplay it and don't check every food value but it's a flaw for the controller anyway)
  4. Well maybe to afford food and rent for yourself and your family.Who are you to judge? True story... Living is expensive :/ But I'm lucky in a way, I don't have to call off, I sneaky play zomboid at the office :3 But if I had to call off to play Zomboid I would say : "I'm feeling Queasy, I need to take things easy"
  5. Huummm yes, I think I do : - my world foder
  6. Howdy ! I am trying to create a zomboid map since yesterday, I have red the thuzor’s guide but I have a problem, everytime I want to drag and drop any bitmap or png file, that I have created, generated or picked up on a tuto on the forum, I just can’t… A little Ø appears on everything I want to drag on the empty map and I can’t drag and drop the file on the map (The preview of the file doesn’t even appears on the little square in the bottom right) Windows 8 - 64x Thanks in advance to anyone that can offer me a solution
  7. Thank's for the guide ! It's really awesome
  8. Bug Fixed ! Thank you for pointing it out ! Mod Update 1.2 ! Changelog : - Craft with nails bug is now solved you can now build with nails or dowels without bug - Destroying a furniture or wall crafted with dowels now drop dowels (and nails furniture drop nails)
  9. HURRAY ! MOD UPDATED for BUILD 26 ! Sorry... The update took a long time but it's finally here, i'll make a list of the things i'll add in the future updates. I'll also try to make this mod up to date as much as possible.
  10. Haha I don't claim to be as good as Romain (RobertJohnson). In facts i'm not a great coder but I find a way to make this mod by reading some topic and testing things with the code... RobotMat also leads me on the good way. I think when you have an icon and a good idea, with lua code and some obstinacy, you can more or less easilly (depending on what you want to do) add content to the game
  11. I still use it, check out it's lua code, it's verry easy to customize it ! I've done my own version to test my mod, because it can spawn skillbooks and custom item... And anything in fact, if you change words in the code you can make your own up to date and adapted to your need version. New forum need new acounts he maybe don't have enough time to create a new account on this forum
  12. 4000+ Downloads ! Thanks for supporting the Dowels ! This mod is an answer to my own suggestion here : http://theindiestone.com/forums/index.php/topic/1043-les-chevilles-de-bois-carpentry-suggestion/ Handmade Wooden Dowels are pieces of wood that experimented roofmakers and cabinetmakers are using to build some "full wooden furnitures / structures" for cottage furnishing and strong roof structures. If you want to know how does it works or why is it so hard to use and why it's really something reallistic : I invite you to read my suggestion, I have added a lot of pictures and drawings to answer all that questions. MOD UPDATED for BUILD 36 Mod Informations : Download : Download on PZ-MOD : http://pz-mods.net/weapons-items/WoodenDowels/ Download on Git-Hub : https://github.com/JulienLaclaverie/PZ_WoodenDowels Download on Steam workshop : http://steamcommunity.com/sharedfiles/filedetails/?id=498634342 Installation (if not from Steamworkshop) : Extract in the folder : "C:\Users\USERNAME\Zomboid\mods" Changelog : Version 1.5 (release) - Carpentry level scaled angain to fit all crafts (new values & new crafts) - Compatible with Build 36 - Compatible with the new wall system - Compatible with the new dismantle system - Sawing dowels now makes the saw noise - New recipe ! You can now manage to craft one dowel from a treebrach - In order to make the mod more realistic, you can now use alternatives to the screwdriver to carve your dowels (Kitchen or Hunting knife) Version 1.4 - Carpentry level scaled to fit all crafts - Build 31 compatible Version 1.3 - New crafts added (Shelves, Bed, etc...) - Carpentry level +1 for all crafts (anticipating the Build 31 update) - Build 30 compatible Version 1.2 - Craft with nails bug is now solved you can now build with nails or dowels without bug - Destroying a furniture or wall crafted with dowels now drop dowels (and nails furniture drop nails) Version 1.1 - Now with a mod description - You can now craft drawers with dowels Version 1.0 - Updated for Build 26 - Updated for the last recipes Version 0.7 - fully balanced "Build with Dowels" recipes - level 5 is now required for strategical furnitures - more planks are needed Version 0.6 - balancing the "Build with Dowels" recipes - you need more dowels than nais to build something Version 0.5 - removed inapropriated crafts from the "Build with Dowels" Version 0.4 - Bugfix for the vanilla "build" menu - New build menu renamed "Build with Dowels" Version 0.3 - New "build" menu - Removed ability to find wodden dowels in crates - Added crafting recipe for wooden dowels Version 0.0.2 - Icon fully fonctional (thanks to Eggplanticus tutorial) - One icon selected and resized Version 0.1 - Added the dowel item - Designed 5 icons
  13. Onkeen

    Building recipes

    You are right ! the original menu is now fuck up ! even if i've made a second menu for thedowel building... Duh so close EDIT : still not fixed... I've manage to get back the "nails" in the original crafing menu but the menu tell me that I have not the items requied... But in facts I have them, how could I fix that kind of bug In fact I have created a parallel "ISBuildMenu2" in my mod but it seems to take the advantage on the original and makes the original menu here but always showing tha I hav'nt the material with me :/ But the 6 planks are detected by the Builld with Dowels menu :/ REDIT : FIXED IT ON MY OWN ! Dude I'm on a row now ! I'm getting more and more familiar with this lua thing ahah ! It wasn't working because I was using the same : "haveSomethingtoBuild" function as the vanilla building menu ! REREDIT : Hey hey check this out, the mod is now finished and even posted on your website http://pz-mods.net/weapons-items/WoodenDowels/
  14. Onkeen

    Building recipes

    Uh okey... I think I've just understand how modding work or maybe not x) But buy playin with lines, I managed to resolve my problem, but now I had to replace the nails by something else... any leads or idea ? because the function is declared like that : ISBuildMenu.canBuild = function(plankNb, nailsNb, hingeNb, doorknobNb, baredWireNb, carpentrySkill, option, player)But I would like to use something else... Should I use the exception method like for drawers and set nails at 0 or is there a way to replace nailsNb by my custom item ? EDIT : I solved my problem alone, I just needed to replace every "Nails" reference with "WoodDowel"
  15. Onkeen

    Building recipes

    Thanks ! I'll try it and tell you what happens... ------------------------------------------------------------------------------------------------------------------------------------------------- Edit ! I am trying to add a submenu to the building menu table. I have respected th syntax you told me above but my mod won't launch. Here is the thing, I want to add a menu to this code : -- build menu -- if we have any thing to build in our inventory if ISBuildMenu.haveSomethingtoBuild(player) then local buildOption = context:addOption("Build", worldobjects, nil); -- create a brand new context menu wich contain our different material (wood, stone etc.) to build local subMenu = ISContextMenu:getNew(context); -- We create the different option for this new menu (wood, stone etc.) -- check if we can build something in wood material if haveSomethingtoBuildWood(player) then -- we add the subMenu to our current option (Build) context:addSubMenu(buildOption, subMenu); ------------------ WALL ------------------ ISBuildMenu.buildWallMenu(subMenu, player); ------------------ DOOR ------------------ local doorOption = subMenu:addOption("Door", worldobjects, nil); local subMenuDoor = subMenu:getNew(subMenu); -- we add our new menu to the option we want (here door) context:addSubMenu(doorOption, subMenuDoor); ISBuildMenu.buildDoorMenu(subMenuDoor, player); ------------------ DOOR FRAME ------------------ ISBuildMenu.buildDoorFrameMenu(subMenu, player);--~ ----------------- WINDOWS FRAME----------------- ISBuildMenu.buildWindowsFrameMenu(subMenu, player);--~ ------------------ STAIRS ------------------ local stairsOption = subMenu:addOption("Stairs", worldobjects, nil); local subMenuStairs = subMenu:getNew(subMenu); -- we add our new menu to the option we want (here wood) context:addSubMenu(stairsOption, subMenuStairs); ISBuildMenu.buildStairsMenu(subMenuStairs, player);--~ ------------------ FLOOR ------------------ local floorOption = subMenu:addOption("Floor", worldobjects, nil); local subMenuFloor = subMenu:getNew(subMenu); -- we add our new menu to the option we want (here build) context:addSubMenu(floorOption, subMenuFloor); ISBuildMenu.buildFloorMenu(subMenuFloor, player); ------------------ WOODEN CRATE ------------------ ISBuildMenu.buildContainerMenu(subMenu, player); ------------------ BAR ------------------ local barOption = subMenu:addOption("Bar", worldobjects, nil); local subMenuBar = subMenu:getNew(subMenu); -- we add our new menu to the option we want (here wood) context:addSubMenu(barOption, subMenuBar); ISBuildMenu.buildBarMenu(subMenuBar, player); ------------------ FURNITURE ------------------ local furnitureOption = subMenu:addOption("Furniture", worldobjects, nil); local subMenuFurniture = subMenu:getNew(subMenu); -- we add our new menu to the option we want (here build) context:addSubMenu(furnitureOption, subMenuFurniture); ISBuildMenu.buildFurnitureMenu(subMenuFurniture, context, player); ------------------ FENCE ------------------ local fenceOption = subMenu:addOption("Fence", worldobjects, nil); local subMenuFence = subMenu:getNew(subMenu); -- we add our new menu to the option we want (here build) context:addSubMenu(fenceOption, subMenuFence); ISBuildMenu.buildFenceMenu(subMenuFence, player); end endSo my mod look like that now with your tips : require 'BuildingObjects\ISUI\ISBuildMenu'-- -------------------------------------------------- Functions-- ------------------------------------------------ function haveSomethingtoBuildWood() ------------------ Dowels Crafts ------------------ local dowelOption = subMenu:addOption("With dowels", worldobjects, nil); local subMenuDowel = subMenu:getNew(subMenu); -- for the moment I'm just trying to add a new menu, this one should show a wall menu -- with a different name. context:addSubMenu(dowelOption, subMenuDowel); ISBuildMenu.buildWallMenu(subMenuDowel, context, player); end-- -------------------------------------------------- Game hooks-- ------------------------------------------------Events.OnGameBoot.Add(haveSomethingtoBuildWood);But it still don't work, The log error is : stack : havesomethingtobuildwoodattempted index: add0ption of non-table: nullMod Loaded : Wooden Dowel CraftsI think that's because i'm using the wrong funtion but I don't know which one I should be using :/
  16. Onkeen

    Building recipes

    Hello everybody I have one fast question : I have found that everything about building recipes is located in tis quite big lua file : ProjectZomboid\media\lua\BuildingObjects\ISUI\ISBuildMenu.lua I am wondering, "how could I add recipes to this menu without messing up with the original code ?" I mean, ther is instructions to make a recipe but what do i have to do to make my mod lua file add something to the menu without changing the ISBuildMenu.lua file ? --------------------------------------------------------------------------------------------------------------------------------------------------- After some work I've finally made a sub menu in the build mune and manage to increase the restriction of carpentry level to 4... But I have change the original code to make it. And I don'twant to modify the original code. I've add this : -- line 82 ------------------ Chevilles ------------------local chevilleOption = subMenu:addOption("Chevilles", worldobjects, nil);local subMenuCheville = subMenu:getNew(subMenu);-- we add our new menu to the option we want (here build)context:addSubMenu(chevilleOption, subMenuCheville);ISBuildMenu.buildChevilleMenu(subMenuCheville, context, player); and this : -- line 439-- **********************************************-- ** *Chevilles* **-- **********************************************ISBuildMenu.buildChevilleMenu = function(subMenu, context, player) -- The Cheville Wall local sprite = ISBuildMenu.getWoodenWallSprites(player); local wallOption = subMenu:addOption("Wooden Wall", worldobjects, ISBuildMenu.onWoodenWall, square, sprite); local tooltip = ISBuildMenu.canBuild(3, 3, 0, 0, 0, 4, wallOption, player); tooltip:setName("Wooden Wall"); tooltip.description = "A simple wooden wall, can be barricaded, plastered and painted " .. tooltip.description; tooltip:setTexture(sprite.sprite);end-- create a wall to drag a ghost render of the wall under the mouseISBuildMenu.onWoodenWall = function(worldobjects, square, sprite) -- sprite, northSprite, corner local wall = ISWoodenWall:new(sprite.sprite, sprite.northSprite, sprite.corner); wall.canBePlastered = true; wall.modData["plasterTile"] = "TileWalls_52"; wall.modData["plasterTileNorth"] = "TileWalls_53"; wall.modData["PaintTurquoise"] = "TileWalls_36"; wall.modData["PaintTurquoiseNorth"] = "TileWalls_37"; wall.modData["PaintYellow"] = "TileWalls_4"; wall.modData["PaintYellowNorth"] = "TileWalls_5"; wall.modData["PaintPurple"] = "TileWalls_20"; wall.modData["PaintPurpleNorth"] = "TileWalls_21"; wall.modData["PaintWhite"] = "TileWalls_52"; wall.modData["PaintWhiteNorth"] = "TileWalls_53"; wall.modData["PaintCyan"] = "TileWalls3_0"; wall.modData["PaintCyanNorth"] = "TileWalls3_1"; wall.modData["PaintBlue"] = "TileWalls3_4"; wall.modData["PaintBlueNorth"] = "TileWalls3_5"; wall.modData["PaintOrange"] = "TileWalls3_16"; wall.modData["PaintOrangeNorth"] = "TileWalls3_17"; wall.modData["PaintBrown"] = "TileWalls3_20"; wall.modData["PaintBrownNorth"] = "TileWalls3_21"; wall.modData["PaintLightBrown"] = "TileWalls3_36"; wall.modData["PaintLightBrownNorth"] = "TileWalls3_37"; wall.modData["PaintLightBlue"] = "TileWalls3_52"; wall.modData["PaintLightBlueNorth"] = "TileWalls3_53"; wall.modData["PaintPink"] = "TileWalls4_4"; wall.modData["PaintPinkNorth"] = "TileWalls4_5"; wall.modData["PaintGreen"] = "TileWalls4_48"; wall.modData["PaintGreenNorth"] = "TileWalls4_49"; -- set up the required material wall.modData["need:Base.Plank"] = "3"; wall.modData["need:Base.Nails"] = "3"; getCell():setDrag(wall);endBut can someone help me to make it be a lua mod file ?
  17. Time to hunt down the secret on the muldraugh's forest ! Ruining surprises? The fact they want to release the mapping tools after West Point is in should be a hint. Expect one afterwards. I feel quite good with the awesome zoomable map, though? THIS DEFINETLY MEANS THAT THER IS A TREASURE SOMWHERE!!!!11!!!1111! So grab your torch and let's raid the forest, "The fact they want to release the mapping tools after West Point should be a hint" because something realy intresting is hiden somwhere in the dark forest, event more interesting than wells ! Moar ! Let's sack this city forest !
  18. Icons Update ! I have made some Icons for the item erm... "Handmade Drowel" or maybe "Handmade Wooden Drowel" or even "Handmade Wooden Drowel pins"... Well... That's quite longs item name, i'll go for "Chevilles" Then if any modder or member of the staff want's to use it, do it ! (credits much appreciated ) So, what do you think of the icons ? Mod Update ! Seeing that the idea has convinced some people, I've decided to mod my own suggestion... After a lot of failed atempt, I've finally made a mod that add the Handmade Wooden Dowels ans their craft into the game ! Download link on the mod page : http://theindiestone.com/forums/index.php/topic/1091-handmade-wooden-dowels-realistic-nails-alternative/ Please tell me if you find any kind of bug
  19. I have recently made a suggestion about carpentry that can interest skilled modders, here is the link : http://theindiestone.com/forums/index.php/topic/1043-les-chevilles-de-bois-carpentry-suggestion/
  20. More over, even if i am not a good coder (i have personally only made so professions modding for myself), i think adding one new item & new unlockable building recipes locked by the carpentry level should'nt be too hard to implement. But the screwdriver restrition / drill restriction / time to build / noise / battery consumation is something that really need high codding skills. + I've took some pictures in my grand father's house, i'll post a update in this late afternoon. ---------------------------------------------------------------------------------------------------------------------------------------------------- UPDATED ! Pictures and a lot of informations about this carpenting method have been aded to the main post ! Feel free to feedback !
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