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Deadend

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Everything posted by Deadend

  1. UPDATE: - playable version of the mod release. Tested on build 28, backwards compatible with build 27. - implemented a current features section so you know whats implemented so far without all the technical clutter (moved that clutter to the changelog). - added new planned extra feature: ability to can food obtained from fishing and trapping. Since in a sense those are forms of farming too. - implemented design section for me to explain certain design decisions. - implemented new intro description. - implemented guide (instructions for using this mod).
  2. when you opt into the IWBUMS steam beta branch, is the in-game start menu supposed to say Build 28 (at the right bottom corner above the available options)? Because I opted into the beta branch, on steam it says Project Zomboid[beta] but the start menu still says Build 27 #1.
  3. , you need to implement that song in the mod and make it play as soon as you light up a joint hahahaha.
  4. *waits for the boondocks to be over, Attack on Titan comes on* quote: "HOW DARE YOU ASK!? ON TOP OF THE LADDER IS MY BIRTHRIGHT!!!!"
  5. yup. It be neat if ladders were added, craftable and portable. To balance the portability it could have a large weight value of around 8-12 so that its a nuisance to carry around. Probably set a restriction that it can't be placed in containers (unless they were big enough like wardrobes to put fold-able ladders) or bags to simulate the idea that you would be carrying it. To further balance they would only be long enough so that you can get to a second floor. As for crafting them, cut plank into two small planks to be used as "steps": 8-12 planks for the side poles, 7-15 small planks, 38-66 nails. And you would need a saw, hammer and a LOT of time. It could be like 11-19 planks to skip the part for making steps. Pretty standard considering it requires 8 planks to make a stair case in-game currently.
  6. Hahahaha, the Drugs Dealer profession is strange, but it is a profession. In the next version of the mod, during the next week, this profession will be included. What do you think might have as a trait this profession? Perhaps a higher numbers of plants harvested for their experience with marijuana crops?that, and a high tolerance trait loll As for effects when stoned, don't know whats in already or your modding experience/capabilities but it be pretty neat if it: - [PRO] reduces unhappiness. - [PRO] reduces boredom. - [PRO] can't get panicked (or at least not as much). - [PRO] reduces stress. - [PRO/CON] makes you sleepy (almost as if you had taken sleeping tablets, this could probably vary on how much you take / tolerance). - [CON] gives you the munchies (i.e. increases your hunger, this could probably vary on how much you take) . All this could make for a pretty well balanced mod and actually make it useful. right next to the 'Font' drop down menu there is a green/bluish icon. That's to insert Special BBCode. When it brings up the box, quickly type in 'Spoiler' or just browse the drop down menu and look for it. Make sure you select the text you want in spoilers before inserting the spoiler.
  7. haha, gotta admit - I've thought of making this mod. It reminds me of Fallout NV's marijuana mod where you could cultivate it. But I thought more for it as a mod to have once NPCs are out and roleplaying as a dealer lol.
  8. - 8-2-2014 - UPDATE!: Well, SERVER IS LIVE! ... server box I mean, ahem, not the PZ server xD. So basically what that means is that after much tinkering and browsing forums and articles and the oh so beautiful google search engine I set up a dedicated server box. I've tested a PZ server on it, works fine, connections works fine (had others log in). It's on a pure raw power Linux distro OS with basically nothing else running on it (or at least nothing that would cut into RAM or broadband) and a direct link to modem (well, it goes through a switch to modem. But that's much better than running a server off a router that also happens to give off wireless signal). RAM is bit limited, I'm projecting 7 or so stable slots (not the greatest, I know). And that's something I'm likel to upgrade soon to ramp it to 14-19 slots. Specially if people seem to like the server. Technicalities aside, there is a 99% chance that this server idea/concept will turn into an actual server. The only reason is not open to the public yet is because I'm still running a few tests, have to set up a few more things, and because build 28 seems like its to be released soon. So this server is most likely to be released after build 28 is released. I've already received several whitelist reservations. I'm glad to see people are interested in being part of this; keep em coming! Lastly, like I've told those who have contacted me for whitelist reservations, there will be some changes to the overall concept. Most specifically to the area of mission-driven events. Can't tell you much right now (all the details are being held until the server is released). But you can expect the changes to make this server a tad more Roleplay based (you're expected to keep conversations related to the game/gameworld), and more emphasized on factions/gangs/buddying-up. But storyline, game settings, PvP/PvE still holds. Stay tuned . I recommend that anyone that is looking forward to this server, especially those who have contacted me for reservations to follow this post for further updates.
  9. Yeh I see this as more of a mod for when NPCs are released and they're scriptable.
  10. The modding possibilities * passes out, gets back up, goes back to daydreaming*
  11. Long ago when I thought minecraft was the bomb and followed several minecraft youtubers and most especially, Notch's blog. He once wrote a blog and mentioned something about Project Zomboid, pretty sure it was he encouraging people to check it out. I think this was around 2010 or 2011, like before minecraft came out of beta and was released. Checked the game out (concept), looked neat, always have liked challenging survival games and so I bought it (for some reason alpha/beta games appeal more to me than already finished games, go figure... actually stopped playing minecraft after it was released/out-of-beta lol), played it like 2 weeks later, got bored with the tech demo after a few playthroughs... But I always checked the PZ blog since. It wasn't until about 3 months ago when I thought PZ was solid enough for me to start playing and getting involved with the community. And here I am .
  12. yeh, actually just figured a different way go about it by using an item that already exists (applying mod data to it). If it works then that proves my thesis. Then I can continue my mod as planned. *crossing fingers*. ... interesting that you once struggled with getModData() as well and actually learned about it from the same source as I did. http://www.theindiestone.com/community/viewtopic.php%3Ff=38&t=16221.html . I know everyone has to start somewhere but someone like you who has contributed so much to the modding community its hard to imagine you were ever a novice modder .
  13. Well, no luck. Guess the result parameter in the first function holds a sort of pre-item copy of whats to be made or something like that (because for some reason it doesn't save, it only seems to save information onto ModData when the item is already in existence). Even tried with the OnMakeItem event to trigger a different function which essentially did the same as function one and no luck. Can't seem to be able to save anything onto the result 'item' ModData. Bummer. Time to re-design my mod to not use ModData....
  14. I've used OnTest before, its what used for the flashlight to make sure the battery is drained out in order to allow you to see and essentially trigger the 'Insert' battery recipe. But both battery insertion/removal recipes only deal with one "ingredient" so to speak. When you use the OnTest parameter for a recipe with multiple ingredients (I've ran some tests) it seems to pick the last ingredient item listed in your recipe. I've tried iterating through it but it doesn't work (through that sourceItem parameter) so its not a list. And it's worked on other things I've done before. Like for example I had a recipe that would could only be used if OnTest function returned true (the code checked to make sure your last ingredient was cooked) and it worked exactly as expected. Gonna keep running some tests. And maybe now that you mention it, take a look at the guts of the lockpicking mod.
  15. Ok so even though build 28 will have some nice goodies for multiplayer, I'd say its primarily a firearms overhaul. Does this mean we'll finally get to have firearm magazines? It would be great to be able to find magazines around, load up the bullets comfortably at your safehouse, put two or three mags in the 'ammo belt', load one up into your pistol and go guns blazing into town square, mall or whatever. Where tapping R would cycle through magazines and holding down R would unload/load magazine (so you can reload bullets onto the magazine). As for reloading magazines requiring you would equip it as primary or secondary and then hold down R to began reloading. I believe this system is fairly similar to the already one in place if you change reloading difficulty to highest. But that system is kind of buggy. And only having one magazine available kind of defeats the purpose. Not to mention it doesn't have a sprite assigned to it. read the whole thread, can't believe no one even talked about magazines tsk tsk.
  16. using the OnCreate parameter of a recipe I hooked to a function where I used getModData() and ran a little test to see if it worked. Basically I have two recipes recipe recipeOne{ Pot, Result: Kettle, Time: 10.0, OnCreate:recipeOne_OnCreate,}recipe recipeTwo{ Kettle, Result: Pot, Time: 10.0, OnTest:recipeTwo_IsValid,}then my two functions were: function recipeOne_OnCreate(items, result, player) local modData = result:getModData(); local hold = "Yup, that's a kettle"; if modData.holdIt then getPlayer():Say("This isn't suppose to happen"); else getPlayer():Say("Watch me turn this pot into a kettle xD "); modData.holdIt = hold; endendfunction recipeTwo_IsValid(sourceItem, result) local modData = sourceItem:getModData(); local hold = "Well, that didn't work as expected"; if modData.holdIt then getPlayer():Say("... " .. modData.holdIt); else getPlayer():Say("uhmm..."); modData.holdIt = hold; endendAnd so in that little example there (which I made just to fool around and see if getModData() worked as I was expecting it to) my end result was: - I right clicked pot, triggered recipe to turn into kettle, good so far. My player says "Watch me turn this pot into a kettle xD" as expected. - I right clicked kettle, which triggered the function hooked onto the OnTest parameter. my player says "uhmm". A second right click gives "Well, that didn't work as expected" and every right click after that gives the same string. So basically getModData() worked as expected on the second function, I later exit game, logged back in, and I still was getting "Well, that didn't work as expected" from right clicking the kettle. But why didn't it work from the first function to the second? Anybody knows? Well, if anyone could enlighten my path, this would safe me a lot of time. P.S: Someone might say, well the recipe item isn't created yet so you can't set things like that on it. Well then how come I can apply moodlet changes on consumable items?
  17. EDIT: well, I finally got it working by manually entering the admin username and password into the SQL servertest.db database (as a new whitelist id)... And it seems I'm having to do it manually for every account like this if I want to allow people to have accounts with password. I tried making a separate account then tried adding it to the whitelist with the /adduser command through admin, didn't work. So I finally entered the account info manually in the SQL database like i did for the admin account, restarted server, and it worked. What I find odd about it is that previously when I had tried to run a PZ server off my personal laptop the admin info was saved to the SQL database the first time I started the server and was prompted to create an admin password. Oh well, game is in alpha so no fault here. Or it might have been me messing something up .
  18. Just curious, what Linux distro and version are you on? Even Debian stable has packages for Java 7. Debian 7 -Wheezy- i386. It was also a fresh install so there was nothing java related installed before attempting to set up a PZ server in the server box.
  19. if you installed to /home/steam then you did not actually set a directory through force_install_dir (unless that was that directory you specified). Also, there is no need to specify an install directory. If you're logged in to steam user it will install to /home/steam by default. That's how you get the Steam directory under home/steam. So you can leave force_install_dir out of the equation. That's a command that's more useful in the case where you're not logged in as 'steam' user and therefore would need to specify directory. Just thought I'd clarify/mention that. Not sure if its been mentioned before, this is a very long thread. EDIT: sorry for the double post.
  20. Your JRE is out of date, the game requires Java 7. If you have multiple versions of Java installed, check that Java 7 is default. Had a feeling it had something to do with java. By default through apt-get install jdk , jdk and jre v.6 were installed. Checking on alternatives (update-alternatives) it seems that was the only option available. Had to add a source link to an oracle repository to download a java 7 installer. But anyways got java 7 installed, no error, **SERVER STARTED**. Thanks bud.
  21. getting this error after running the server file: root@server:/home/steam/Steam/steamapps/common/ProjectZomboid# ./projectzomboid-dedi-server.shLoading RakNet from: /home/steam/Steam/steamapps/common/ProjectZomboid/projectzomboidException in thread "main" java.lang.UnsupportedClassVersionError: zombie/core/Core : Unsupported major.minor version 51.0 at java.lang.ClassLoader.defineClass1(Native Method) at java.lang.ClassLoader.defineClass(ClassLoader.java:643) at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142) at java.net.URLClassLoader.defineClass(URLClassLoader.java:277) at java.net.URLClassLoader.access$000(URLClassLoader.java:73) at java.net.URLClassLoader$1.run(URLClassLoader.java:212) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:205) at java.lang.ClassLoader.loadClass(ClassLoader.java:323) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294) at java.lang.ClassLoader.loadClass(ClassLoader.java:268) at zombie.network.GameServer.main(GameServer.java:138)somethinggg is unsupported. Any idea if this has to do with my JDK or Raknet and therefore kirrus' script? I ran that script a couple of times and had no errors, checked the packages it installed and it installed everything it was supposed to it seems. Any help would be appreciated.
  22. isn't maffiaPuppet already doing this with his 'mod pile'?
  23. this. I loved the idea since TWD. And its something always used in a campsite to set a parameter while sleeping.
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