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Deadend

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Everything posted by Deadend

  1. Do something different than the other gun mods out there. Besides just adding your own idea of what weapons there should be in game add a new mechanism that is missing. Like realistic reloading for say. The ability to loot magazines, having to reload magazines and swap them would be pretty neat. Just giving you something for you to set your mod apart since this genre has been pretty much been overdone. But its good practice for you to get into modding PZ.
  2. sounds neat. First thing that came to mind were the sims from EA. Though considering how tight up the developers are with the resources at their disposal, something like this will most likely (if at all) be added when the game is in beta or close to a final release (1.0) as a part of a final touch-up. It would be pretty dissapointing to see them put effort into making something like this this early on without more enticing animations/graphics first (e.g. seeing backpack on character, more customization (hats, bandanas, jackets, t-shirts), sneaking, animations for all weapon types; animations for looking through inventory, construction, crafting, cooking, foraging, looting, fridges(cabinets/drawers/closets/desks) opening animations).
  3. you'll need to hop onto lua code to get a recipe to spit out more than one type of item. You basically hook onto the onCreate parameter of a recipe and link it to a lua function. Once in the function you get the player's inventory and add the item. I do this in my canning mod (WIP in the items mods subforum). Feel free to take a look there to get a grasp of what I'm talking about.
  4. ...and different channels would be pretty neat too. Or at least the ability to make a private group chat. And/or send private messages to players like /whisper <playername> "how is it like being a zombie? Told you not to go down the stairs you stupid fk."
  5. I was taking an approach to requiring the player to slice his food prior to canning (for the canning mod I'm developing), which I implemented in the first few versions, but then I removed it. Either way what I'm trying to say is that this is one of the easiest thing to implement mod-wise. You're pretty much messing around with just new items and recipes and a bit of lua code for food items. Messing around with food items is like baby steps into modding PZ. That said, someone should have a whack at it.
  6. ahem. -snip- stop being a D**k . Though I'm sure (because I follow every mondoid and forums) the devs want to make this game as unforgiving and brutal as possible (hence build 31), they are also making a beginner mode. And why is that? to appeal to newer players but also to not force us (veteran, more hardcore players) into it. That says something, the devs want newer players to get an adequate learning curve in the game so they become regulars, the more regulars, the more popular the game is, the more the word gets out, the more people are trying it, the more sales the devs are making, the more funding they're getting, the further they'll be able to develop the game. Something like the idea being proposed here is a niche that fits well within the bounds of sandbox mode. people really need to stop bashing other people's suggestions based off their preferences for the game. Guess the idea of constructive criticism is taboo around here.
  7. I feel that currently the modding scene for PZ is kind of small/dwingling in comparison to before, like last year. But I also think this game will just explode (in a good way) exponentially once NPCs, vehicles and hardcore difficulty are added. Which will be prime things to mess around with and make mods for. I actually have a list of mods I've been wanting to make for PZ but too many time constraints... Some day, when I manage to finish my canning mod.
  8. I've had this issue here and there when enabling mod from modloader. Fix#1: try disabling mod (from mods option in the main screen), back to main screen, then renabling, back to main screen, exit game, start game. Fix#2: open up the loaded.txt (in your mods folder) file and copy and paste this on its own line 'CanningEssentials' (Without the single quotes). Normally one of the two will fix the issue.
  9. if you dont already, download FileZilla, connect to your server (IP), port 21, fragnet game server login credentials. Go to server folder > Zomboid > db > double click PZserver.db file to download to your pc, that's your back-up.
  10. UPDATE: So after almost 2 months if I'm counting right I've managed to release this new version. About 2 months ago this version was much ready to be released but sudden bugs caused me to change certain aspects of the mod so the version was halted. Shortly there after I had to go back to college and for a bit over a month I had not had the time to work on the mod. Just recently (last week and today) I finally found some time and because of my now better time management skills I've been able to finish this version. And hopefully will be able to continue working on it. The new version contains a new preservation system that I'll talk more about in the changelog. Just wanted to mention that I've briefly tested this version with the latest PZ stable build and works without any unknown issues. The preservation system and new aging system however I've not be able to test thoroughly as that requires days to pass in-game. So if someone could test this, that'd be great. changes to main post: - updated current features section. Read it for a quick down of whats new... Which is sadly not much in terms of content. - updated the design section to correlate with the new changes.- updated the guide section with new item, slight addition to instructions (canning process is still the same though).- new instructions for testing mod, check bottom of official post. changelog: v0.6:this version was mostly a lot of background stuff once again. Not much content here in terms of canning options. On the other hand though now the mod's core is more solid.- new aging system. Decided to make my own aging system instead of using the game's aging system for food as I needed to apply it to normal items as well. Check below as to why this is.- made sealed jarred food normal items instead of food items. There seemed to be some confusion as to whether or not you needed to open sealed jarred food to eat it since the eat option was there for sealed jarred food. That was because food items having age whereas normal items don't. The confusion along with the fact you were getting cooking exp for opening a jar got me on the path of making an algorithm and the proper modifications to allow select normal items to have age. Even better this new implementation allowed me to give jarred food a preservation property instead of just letting it age for a long period of time and having to place code in to keep track of that. Now with the new preservation property is more like putting food in a fridge in-game before the electricity runs out.- disabled the exp control system. Originally implemented so you wouldn't get any cooking exp with this mod. Didn't want it affecting your cooking skill until the mod was actually binded to your cooking skill. But it seems it causes an unacceptable bug when cooking books are used. Haven't found a solution and its delaying this version too much since this version was basically ready for release but I held it back to look into this bug.- jar lids are now non-reusable. But their spawn rates have been increased so they should now be more abudant.- added a jar lids box of two sizes, 6 and 12 (both have the same icon and name but one weights more than the other). You can box your lids for a slight weight reduction bonus. You don't have to unbox the jar lids to use them. The box itself can be used directly when jarring. But if you want to unbox them, you can.- changed opened jars of strawberry jam to say 'Open Jar Of Strawberry Jam' instead of 'Strawberry Jam*' to be more clear. Keep in mind that the icon also changes to show the jar without a lid once you open it.- Jarred food will now lose some nutrional value if prepared through the Open Kettle Method. This as to simulate the fact that you somewhat overcook the food through this method. This, along with the higher chance of failure (in comparison to the other two methods) would be the downside to the open kettle method. The upside being that it offers a quick solution to preserve your food. - Jarred food will now lose some nutrional value if processed through the water bath method (or pressure method) more than once. This as to simulate the fact that you somewhat overcook the food by processing it more than once.The penalty occurs until the jar only gives -5 hunger reduction. Therefore you can no longer preserve the same jar of food indefinitely, without some sort of negative effect.- testing feature made more robust; press 'HOME' key to get instructions for further use, they'll display in the console/terminal. press 'END' key whenever you need to bring up the instructions again. Thanks for anyone trying this mod out! - fixed a bug where you were also able to inspect opened jars of strawberry jam. Though technically not a bug, it wasn't part of my design to inspect open jars. An Open jar of food is just like an open can of food; it'll stay fresh for about 2 days. The inspection feature was more of a bundle of how you would check for a proper, tight, vacuum seal in real life and look for odd discolorations in the food (spoilage).- removed the need for you to wait for item to cool down after removing it from heat source. Though the requisite was realistic, it was more of a nuiance than anything else.- fixed bug where Pressure Cooker with water was returning a pot instead of a pressure cooker when depleted. - fixed a bug where (aside from the sealed strawberry jam) you would get 2 cooking pots or kettles when jarring strawberry mush; now you just get one back as you were initially supposed to.- updated inspect option on jarred items; previously if you successfully jarred a food item using the open kettle method and inspect it right away it would tell you the item was 68 days old. If you were unsuccessful on either the OKM or WBM then it would say 88. And if you used an item that had begun to rot it would say something over 90. This is all because the days fresh parameter for sealed jars of food is 90 days. So hopefully you get the math in there. Now it actually tells you how old the jarred item is, from the day it was created. - fixed bug where eating 1/2 or 1/4 of an open jar of food wouldn't reduce the remaining hunger reduction. last words,this version was supposed to contain two new canning options. Since getting a stable core took a higher priority and because its been quite a while I decided to release the version as is to bring the mod back from a cold and quiet 2 months of inactivity. That said, I'm planning on adding a lot more content in terms of new canning options in the next version --- Forgot to mention...- reduced preservation span of food through water bath method from 3 months to 1 month. The preservation obtained through the open kettle method has also been reduced from 3 weeks to 2 weeks. - The chance of failure from the open kettle method has been removed for the time being.
  11. Its in the plans, just haven't had time to work on the mod at all (college). But I'll definitely be looking to push this mod out of WIP when I manage to free myself up again. Doesn't seem food canning is in the plans for TIS for a while with build 30 being a medical overhaul. So this mod still has some potential.
  12. Currently changing ping is a restriction by our service provider. I believe its currently fixed at 400. I'll try to talk to them and see if it's possible to raise this. I wouldn't mind experimenting with it to see its a probable negative effect on the server. Say, can you open up your command prompt and ping theundertaking.pwnz.org . Let me know what ping you get, if you get the same ping as in-game.
  13. Announcement: SERVER IS LIVE! We made it happen guys. The server didn't die after all. But with all great things come bad things. There were file corruptions and such when attempting to transfer the old map server data to the new one (the size of that data is ridiculously large). Hence we won't be able to pick up where we left off. Server is running on a fresh map. So slightly bad news to some that had spent quite some time setting up the one week we were online for . There were some delays that prevented us from releasing earlier this weekend. But considering this is a U.S. East server, those of you around here know tomorrow is a holiday for us. So we'll start accepting whitelist requests starting Tuesday. For tonight and tomorrow anyone who is whitelisted has a chance to get a headstart in this fresh map. The Survivors list has been moved to the server forums so you can check there if you're whitelisted. if you're not in it and I've told you in a private message that I had added you before the move, then you're probably in the whitelist (it just might be a bit outdated). You can try to see if you can access the server with the same character you had prior to the move. If you get any ugly errors it will be best for you to go to your C:/Users/<user>/Zomboid/Multiplayer folder and delete your character folder. That way you can start a new character, with the same login credentials. you can go ahead and check the SERVER INFO segment of the original post of this thread for more info (IP address is the same but port has changed).
  14. Announcement: We're running a test run over the next 3 days with our selected service provider. After that we'll be looking to open the server to all currently whitelisted members (with a max. of 24 slots, for the time being) if the fundraising for paying the server's rent is successful over the coming 3 days ('ll be sending instructions to each person that has voted on the poll saying they're willing to back up the server, with instructions on how to forward their donations to us. 100% of all donations will go straight into server's rent and any fees charged by paypal, our primary source of dealing with donations.). If all works out good you can expect the server to be up this weekend. To show a slice of our thanks to those who have supported us thus far we won't be accepting whitelist requests until monday so this weekend will be for you all. - cheers! Edit: Don't forget to join our Steam Group! It will eventually become our to-go-to hub for the server; the place to get your most up-to-date news in regards to TU: Origins.
  15. Like Dodge said, we're very pleased with the positive response we've received thus far for this move. I'm sort of in between two providers right now. One is cheaper and seems to give more control (which is good so I can do more stuff that I know how to do instead of waiting around for the staff to do it for me). With their downside being that they don't have many hosting locations or ideally one for which this server is suppose to be based off (U.S. East)... It's an European provider. Whereas the other one is a bit more expensive, less control, but has the location (N.Y.C). If we were to go with the first choice I listed, you can expect U.S. people to have pings starting at 100ms (approximation/average). Whereas European players should have pings starting at 10ms or so. Once you go over 100ms you can experience some lag, but should be playable (should at least be more playable than what I was able to provide with my server box). And then basically the opposite would be true if we were to go with the second choice. So since this is a community effort, I'm putting up a new poll for all you supporters to pick the location that best suits you. Soon I'll also be making an update in terms of some sort of platform for a fundraiser and so people can start donating. As well as making a Steam group as Connall suggested so we can have closer tabs on who's supporting the server and/or looking forward to it. Thank you all EDIT: here is the link to the steam group. Feel free to join if you will be supporting the server and would like to be part of it. http://steamcommunity.com/groups/theundertaking
  16. but composting aside, someone needs to give this guy an instant title change with an avatar portrait like that.
  17. Haven't yet figured a way to tell the game to "not give cooking experience" (but I will look further into it). I am planning for something along the lines of skillbooks though. Basically, realistically speaking mostly no one would know how to properly can food in an apocalypse. They would figure it'd be an easy task but if you don't have a strict recipe to follow its very risky business. So I was thinking of bundling the canning options into different cooking skill levels and on top of that you would need to find these skillbooks (beginner, intermediate, expert canning) and read them to unlock the canning options for whatever level your cooking skill is at. For the first few times you can something, you would need to have the recipe book (skillbook) in hand (or at least in your inventory) to follow the instructions carefully step by step. After a few times it would be assumed that your character would know how to can that certain food without the need of a recipe book (so in the case where I decide to extend this mod's support to MP, the recipe book could then be passed from a player to another after one has "learned the recipe well" so to speak).
  18. Update: Not really an update on the mod itself. But more of an update to anyone that's looking forward to this mod. But its about time I would have released the next version. It was pretty much ready until the last bug report with the cooking book multiplier and such. I've been looking into alternatives to do certain things for the mod to be more user-friendly and also to try to fix these issues. I'll be releasing the next version soon-ish (when I manage to free my self up) which will contain a lot of tweaks, bug fixes and some more canning options. Exactly what I was thinking. Definitely tying that to the cooking level as well.
  19. I'm putting a halt on adding whitelist requests to the server until there is a more definite outlook on the future of the server from the poll and announcement I've just made.
  20. ANNOUNCEMENT: This week was more or less a stress test to see how my server box could with hosting a PZ server. In conclusion, its just not up to part/spec to host a PZ server. connections drop often from the server not being able to handle more than 6 players or just random internet connection drops. Then just apparently standing idle until I pull the crank to put it back up. Even with just 4-5 players the server starts to experience lag, zombies "teleporting" and the random freezes (with high ping) when someone logs in. I definitely foresaw this as a possibility but it just seems my own rig (old PC turned server box with regular home broadband) just won't do. Any further upgrades just aren't within my budget or feasible. It would pretty much require buying a new computer to host this server. The only other alternative is to rent a VPS or game server. I'd be aiming for something between $10-$20 to start off, at least for the first month. That would probably hold 10-15 stable slots at most; with much better connectivity and stability. Then I could just use my server box to host a TeamSpeak server or website for the server instead. And then I would probably also look into adding at least one or two more to the administration of the server to provide better "service". Even though I do this purely out of enjoyment to see my ideal server finally out there and seeing others interested in it. Paying full rent of the server and top of that administering it is just too much. I would be willing to take care of all of the technicalities of hosting the server off of a rental. But I would very much appreciated if those that have garnered interest in the server thus far or believe in the idea would support the server by donating at least a dollar or two to see how much we could raise for at least a month's rent. I'll be making a poll to just get an idea of how many people would be willing to donate or whats the general idea so if you're interested in the server please cast your vote. If I see some support, besides taking care of all of the technicalities of hosting the server I will also be willing to chip in some money to pay for the server. Otherwise, I'll just sadly have to consider this project a sinking ship and have to back out, shutting the server within the next two weeks or so. A game server is nothing without a player base around it to support it. So if you want to see this server through. Lend a hand!
  21. Agreed, I don't know about doubling the timescale... I think make it 1/3 faster. I really like the vibe, but nights are aggravatingly long and waiting for rain to stop is too tedious. The 12 hour period was more or so that the server would get a break since most players won't play for hours of night time. But, yes things in general take too long. Like last time I was trying to read a carpentry book, it took maybe 20 to 30 minutes to read 2/3 of it. I'll see if if changing a game setting like that takes effect considering the server is full on steam already. The next lowest option is 5 hours. So 2.5 hr day/night, I'll change it to that. EDIT: okay, I changed the game day to be 5 hours long. Let me know if this is working properly. Also lowered the zombie population to low. Don't know if this will have any effect since I assume all zombies are spawned initially. But zombie respawns is in with a multiplier so hopefully that works as its supposed to since there is no actual way of testing that. Hopefully the streets don't become barren of zombies but this should increase performance a bit for the server. There is also the resupply events which spawns hordes in so we should be good.
  22. Server is up and there is a few people connected. Usually when the 'click to skip' option shows up in the bottom right corner with a black screen means the client has finished loading. And you getting past the login screen also means you connected to the server. So maybe just wait a bit. Check your console to see if you getting any errors. I'm doing a full server (physical server) restart in a bit to refresh any little kinks it might be having. Ok thanks. I looked it up a bit and seems hardly any mention of this problem. I left it sitting for about 20 mins and nothing. A few online posts say have to delete multiplayer files but don't want to lose this character after all this work :S It's up so feel free to try again. If you get further issues send me a private message so I can give you more hands on assistance.
  23. Server is up and there is a few people connected. Usually when the 'click to skip' option shows up in the bottom right corner with a black screen means the client has finished loading. And you getting past the login screen also means you connected to the server. So maybe just wait a bit. Check your console to see if you getting any errors. I'm doing a full server (physical server) restart in a bit to refresh any little kinks it might be having.
  24. Just in general, being a faction founder make sure you're very well aware of the rules so you can protect your faction through them, making sure those who break them don't get away with it, and making sure your members are well aware of the rules. Totally understood. I'll handle this in-game, however: it really will be just a meeting place for neutral players to restock, accept job requests, engage in trading, and just pass the time. Will likely use the 3rd floor as a public Garden that people visiting can help maintain. I don't know if a three-story building is the current limit... will test expanding it further. Keeping the compound safe is the primary objective. Associates will be shown how to enter and how to lock-up if they are the last to leave. The only commodity that we would be actively seeking out are firearms and ammo, and the traders allied with us may help in acquiring those. Despite that fundamental level of organization, it's to each his own. Lone wolves are welcome to make use of our facilities and/or help run some task-forces in charge of various duties in the area. No one has to accept a job if they don't like what they'd be payed. Good Samaritans can answer to SOS distress calls, rescue missions, etc. I'll update you with more info to edit as it all gets figured out. Sounds good
  25. Oh snap really? DEADEND fix the server D; Yup, something must have gone wrong with the last server restart. In my console it showed the server was up. I've restarted it and seems to be working now.
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