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AnonPrime

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Everything posted by AnonPrime

  1. Found a semi working solution to fix the errors and get menus working at least If you modify: USMilitaryGear\media\lua\client\ISUI\ISQuickAccessContainers.lua Just update the file by adding the two missing variables to the top like: require "ISUI/ISInventoryPage" local sqsContainers = {} local sqsVehicles = {} function ISInventoryPage:refreshBackpacks() This file borrows some of its code from: ProjectZomboid\media\lua\client\ISUI\ISInventoryPage.lua There are a few differences between the two, so more sections may need to be updated.
  2. I think I may take another crack at this, using something other than google maps. I still have my old code kicking around somewhere... I make no guarantees though
  3. Noticed a few issues with the latest build, well, one existed with the previous as well. 1. You have an XP farm for carpentry. Making plank stacks gives a nice chunk of XP, if you have all the books handy you can get to master in a matter of a few in game days by unpacking and repacking the planks over and over. 2. With the addition of skinning zombies, I can't seem to be able to harvest bones anymore While I like being able to devour zombie flesh, those bone shivs are what keep me going lol. EDIT: Ah lol disregard the 2nd point, missed that there is now a few steps in the bone harvesting process for zombies lol, skin->butcher->harvest bones
  4. I am having vanishing items upon unpacking with 33.20 IWBUMS. They will stay in the container they are unpacked in, though as soon as I try to move them to another container, they appear for 1 second in the new container then vanish. Not sure if it is because I am on IWBUMS, (though likely is, nature of the beast and all). Doesn't always happen though which is odd.. only sometimes, haven't found any specific triggers.
  5. This looks to be correct, though it would only work for local games and will prevent you from joining multiplayer.
  6. This mod still worked with my 30.10 IWBUMS playthough. Item is RainParkaMod.Raincoat I believe, though can't remember if I changed this or not, easy enough to check in the RainParka.txt file though. Looking at the loot table, it does not spawn in houses. Either in a sports store or clothing store, on the body of zombies.
  7. I'm getting a 404 error for the download link.
  8. I was unable to fine a way to rotate the road map within Google Maps, there is a way though it is only for the 45degree angle satellite imagery. I am looking into other work arounds as it would be best to rotate right through the map.With the example map I used the tools within GIMP to rotate the image, though the roads are not straight and would need a lot of touch ups. I am going to be playing around with a few ways of capturing the image, putting it into an editing program, and being able to modify it to prep for use as a terrain map. The roads in my above example are not straight, likely not the right width, though having a proper layout and somewhat proper proportion is a nice base to work off of. Oh, and there are diagonal roads already in the vanilla game I expect that other colours of diagonal road are possible it really comes down to having the right tileset. http://pzmap.crash-override.net/#0.9083523030596864,0.17931520470649825,30.814043149172726 http://pzmap.crash-override.net/#0.43462356740529684,0.24684505518295738,17.832200896512017
  9. I spend an hour or two mucking about with taking screenshots and pasting into an image editor and have a png file that is loading and generating tmx files with no errors. Here is an example map made using the above map: http://db.tt/vbdnjSmx The map I generated still would need a lot of work to make it useable, but waaaay less time than doing it by hand. I now have a good method for fixing the anti aliasing using GIMP and converting it to an indexed image with a fixed palette. If I have the time I will whip up a quick guide on how to set up everything and post it here in the main post.
  10. I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd. I whipped this up today and is by no means any where near usable as of yet and have no clue what I am doing. UPDATE: After looking into the terms of service information on the Google maps website I am unable to have any way of copying, saving, or downloading of any of the map data. This map is only to be used as a reference. I will not be providing a guide on how to convert for use with the Zomboid map editor unfortunately because of this. Download Link: https://db.tt/x45rnIOK Version 1.2 Implemented Features: Button to set zoom level to optimal zoomMap colours use Zomboid Terrain PaletteButton to switch the base colour between different typesPlanned Features: Ability to adjust road widthAbility to "pan" the image a set number of pixels, North, East, West, and SouthKnown Issues: Anti aliasing will affect the edges of everything.The Roads will be too thick at higher zoom levels, needs to be a specific zoom levelHistory v1.2 - Added buttons for changing base colour between dark grass, dirt, and sand - Adjusted CSS for custom buttons to make them more shiny - Made the zoom slider less obtrusive. v1.1 - Changed default lat long to 0,0 - Changed default zoom level to show world map - Added button for "optimal zoom" - Adjusted download to make it a zip download, instead of HTML hosted on dropbox - Fixed issue where labels were shown for bodies of water v1.0 - Initial Release Sources: - I used the following site to create a "style" for a map http://gmaps-samples-v3.googlecode.com/svn/trunk/styledmaps/wizard/index.html - I used the code sample from Googles API documentation as the base page https://developers.google.com/maps/documentation/javascript/examples/places-searchbox Credit where it's due This mod can be added to and extended by anyone in the community, but credit must be given to the original author within the files of the mod - and posted alongside the mod wherever it roams.
  11. Two things! First off, can you please add a link that doesn't direct me to some "Coin URL" as per the forum rules? I am by no means a moderator or anything so there is no consequence to not doing so, but would be nice if you did "Ad revenue links are ONLY allowed if you also provide a direct link to the download." http://theindiestone.com/forums/index.php/topic/54-modding-rules-guidelines/ And it looks like this error is caused by the items in the farming.txt file being used in the new canning recipes. I looked at a way of fixing it but only thing that worked was adding the items to the ignore list in the crafthelper.lua file. Here is the change I made: IgnoreList = {'SaladBoringitem', 'CmashedpotatosBowl', 'Water', 'DeadBird', 'm9Bayonet', 'Tomato', "Potato", "RedRadish", "Cabbage"}It stops the errors, but the CraftHelper recipe still won't be able to tell if you have these items in your inventory or not.
  12. After playing the build a bit more I have to say that endurance is feeling a bit more balanced now, though I noticed that when using bare hands to push, and then stomp, there is pretty much no exhaustion. I was able to clear my way along the beach in West Point from the boathouse, to the next dock over east, then down to twiggys walking and hand to hand with out being tired at all. I suppose it is ok for the time being though I have been using hand to hand when possible to save on weapon condition anyways, only using weapons when really out numbered.
  13. Update: Found the issue. Turns out it wasn't the Dispose Corpse recipie that was the issue. It looks like the vanilla game processes/validates each recipe at the start of the game, in reverse alphabetical order. There were a few recipies that were unable to be loaded which prevented the rest after them from being loaded as well. This was caused by a few of the vanilla items having different names now, (maybe before but didnt' give any errors until now) Recipies with issues: "Craft Dufflebag" - result is now Duffelbag instead of Dufflebag "Open Custom Canned Blue Berries" - result is now BerryBlue instead of BerryGenericBlue "Open Custom Canned Black Berries" - result is now BerryBlack instead of BerryGenericBlack This corrected the earlier issues I was having
  14. Hey, I have been using this with the 30 builds and has been working great. I have been editing/updating the fixing/items/newitems script files as the devs add new items, and updated the version of Crafthelper to 1.4a. With all the changes it worked fine up until the 30.7 build. Now that 30.8 is out I'm getting an odd issue now when trying to dispose of a corpse. I can't figure out for the life of me what is causing this, but I feel that the recipe isn't getting loaded properly into the recipe manager. The other recipes are working great though, and the sustainitems.txt file is the only one that was not modified. The recipe appears in the context menu when I right click, but as soon as the context menu is opened I get this error in my console: -------------------------------------------------------------attempted index: getTexture of non-table: null-----------------------------------------STACK TRACE-----------------------------------------function: addDynamicalContextMenu -- file: ISInventoryPaneContextMenu.lua line # 906function: createMenu -- file: ISInventoryPaneContextMenu.lua line # 459function: onRightMouseUp -- file: ISInventoryPane.lua line # 966java.lang.RuntimeException: attempted index: getTexture of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1544) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:621) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1722) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1637) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1084) at zombie.ui.UIElement.onRightMouseUp(UIElement.java:1046) at zombie.ui.UIManager.update(UIManager.java:1180) at zombie.GameWindow.logic(GameWindow.java:603) at zombie.GameWindow.run(GameWindow.java:1174) at zombie.GameWindow.maina(GameWindow.java:999) at zombie.gameStates.MainScreenState.main(MainScreenState.java:150) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at com.exe4j.runtime.LauncherEngine.launch(Unknown Source) at com.exe4j.runtime.WinLauncher.main(Unknown Source)-----------------------------------------STACK TRACE-----------------------------------------function: addDynamicalContextMenu -- file: ISInventoryPaneContextMenu.lua line # 906function: createMenu -- file: ISInventoryPaneContextMenu.lua line # 459function: onRightMouseUp -- file: ISInventoryPane.lua line # 966The recipe partially gets through, in that it will dispose of the corpse, but no Disturbing Trophy is added to my inventory. After the recipe action has been performed I get this to the console: STACK TRACE-----------------------------------------Callframe at: PerformMakeItemfunction: perform -- file: ISCraftAction.lua line # 53java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:189) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:181) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:981) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1722) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1637) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:74) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:7878) at zombie.characters.IsoPlayer.update(IsoPlayer.java:2406) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1417) at zombie.iso.IsoCell.update(IsoCell.java:5233) at zombie.iso.IsoWorld.update(IsoWorld.java:2178) at zombie.gameStates.IngameState.update(IngameState.java:1135) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:646) at zombie.GameWindow.run(GameWindow.java:1174) at zombie.GameWindow.maina(GameWindow.java:999) at zombie.gameStates.MainScreenState.main(MainScreenState.java:150) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at com.exe4j.runtime.LauncherEngine.launch(Unknown Source) at com.exe4j.runtime.WinLauncher.main(Unknown Source)Caused by: java.lang.NullPointerException at zombie.inventory.RecipeManager.PerformMakeItem(RecipeManager.java:492) ... 31 moreI tried to change the output to just a base item to test, specifically Base.Axe, and tried just Axe. This didn't change anything and doesn't seem to be associated with the SM_TrophyEar item. I tried removing the "CanBeDoneFromFloor:true,", still no change
  15. This is exactly what they're moving away from, though. What you're suggesting- the old exertion- made no sense at all. No one gets tired after swinging a baseball bat 4 times or running for 14 seconds. No one gets exhausted from jogging for 20 seconds or swinging an axe once. That isn't a thing; it makes no sense. Being sleepy and being worn out from manual labor are two very different things. Maybe your lifestyle is different from mine, but if you've ever done physical labor in your life you'd understand that sleepy and worn out are completely different things. There is a difference between being physically tired from a day of hard work, and being sleepy. There is also a big difference between working all day and being too exausted to continue, and sprinting across 3 city blocks and needing to take a breather, rest for a moment. I agree that while the new system is a welcome change to manage long term exertion over the course of a day, there should still be some mechanic to have a shorter term limit. You try fending off 3 people with a baseball bat, crowbar, etc and not be tired and need a rest afterwards. It can be pretty tiring, I would imagine. (Don't actually try, sounds very dangerous )
  16. You are welcome! I am new to LUA modding, and the PZ codebase. Learning as I go, and best way is to help people figure out stuff while I brainstorm a few ideas. ( I have no clue what I am doing). I *think* that the params for the function are passed by the EventHandler java code, likely a table of items from the recipie, the result item type/data? and the current player. But it looks like you may need to add the base items as a import. It gave me an error for the battery removal recipe in the startup console. This should fix the crashing, checking out the other stuff now Edit: Found another issue that would allow infinite batteries to be created in your lanternUtils.lua, correction in bold, it looks like the original function was specifically looking for the "Torch" item. Though you will run into one issue with the addition of the Empty LED Lantern, you can't add batteries to it currently. When the battery is removed from the full lantern, it stays just as an "LED Lantern" and doesn't get emptied. In the vanilla code there is no "Empty Flashlight" and adding one to the LED lamp is definitly possible but will take some tweaking to the lanternUtils and recipie script.
  17. It looks like the TorchBatteryRemoval_OnCreate and TorchBatteryRemoval_TestIsValid and other related functions are in the Media\Lua\Server\recipecode.lua file. Looking at the code, it is able to check the "Used Delta" of the Torch item, and when it creates the battery back in the inventory, sets its usage to the same. It looks like in the vanilla game there is no "Empty Battery" and will just assume the Torch has no battery if completely used up. You will likely need to create a new function that mimics this, specifically for the added lantern. Should be easy enough to copy/paste and tweak for use with your LED Lantern. function TorchBatteryRemoval_OnCreate(items, result, player) for i=0, items:size()-1 do -- we found the battery, we change his used delta according to the battery if items:get(i):getType() == "Torch" then result:setUsedDelta(items:get(i):getUsedDelta()); -- then we empty the torch used delta (his energy) items:get(i):setUsedDelta(0); end endend
  18. There are a few things that will need to be done if adding a new item. Though adding an item like this is easier than you think! The game code looks like it is already able to handle new light sources, just needs to have the item added to the game. - Define the new item - Add crafting recipies for adding fuel/batteries, and removing them - Adding the item to the distribution lists. - Maybe also add a texture! In this example it would be easiest to copy the sections of the code for the existing flashlight item and modify to make it a lantern. I would hightly recommend looking at a few other mods to check how they handle new items and recipies, and the general mod structure, and especially how they handle adding new items to the suburbsdistribution table. Key LUA files to look at are the media\scripts\items.txt media\scripts\recipies.txt and media\lua\server\items\distribution.lua files Key things to look at that will shape the light in the item definition: TorchCone = TRUE, - If set to false, will have the radial light (I think) LightDistance = 16, This will control the range of the light, may want to lower it a bit given that lanterns don't have quite the range that flashlights do
  19. Looking at the distribution file, any wooden crate has a chance to drop a sledge. The only other location would be the Mechanics, specifically on the Metal Shelves. Your best bet would be to check the mechanics currently as there are more rolls and less loot in the table compared to the wooden crates.
  20. Thanks for letting me know! I have updated the file, though the download link is the same. I had the pages set to 4 as a test to make sure it works (I'm impatient). Corrected the issue of the Foraging training the trapping skill too. The Skillbook array probably overwrites the entire vanilla array which is odd though likely why Pravus had them defined in the original mod.
  21. I am interested in the modified lockpicking component added by this mod! I had previously tried to edit out the weapons component leaving just the building/parka/lockpicking for use with the sustainMod but was too much of a headache to. Did you need to make any changes to the actual lockpicking code?
  22. I decided that I would upload an updated version of the mod in the absence of Pravus. I can remove it if need be but uploading based off of the lack of a specific permission displayed on the original post. Updated for the new Build 30. Do not use this with older 29 builds, or at least don't read the First Aid book . I can upload a separate version for 29.4 if people would like. Changes - Added books for Foraging, Blunt Maintenance, Blunt Guard, Blade Maintenance, Blade Guard, and First Aid - Removed the Trapping books added by the mod as they are now present in the vanilla game The added books have been properly added to the distribution lists as well. Download link: http://db.tt/8H2OUTZo
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