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harakka

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  1. Like
    harakka got a reaction from Cap1139 in Inventory slots instead of weight?   
    Unlikely to happen, a pack of cigarettes would take the same space as a plank.
  2. Like
    harakka reacted to ORMtnMan in How to update Mods   
    Yes, you are right. I err (possibly too much) on the side of politeness. I know I would not appreciate if someone absconded with my mod (that doesn't exist yet mind you) when I went on vacation for a week or so during a major update. So I treat others as I'd like to be treated.
  3. Like
    harakka got a reaction from Drious in Inventory slots instead of weight?   
    Unlikely to happen, a pack of cigarettes would take the same space as a plank.
  4. Like
    harakka got a reaction from Realmkeeper in Inventory slots instead of weight?   
    Unlikely to happen, a pack of cigarettes would take the same space as a plank.
  5. Like
    harakka reacted to bytesguy in Zomboid Save Editor   
    Hello fellow survivors!

     

    I have made a simple program to edit the sandbox parameters of a save in Project Zomboid. Initially it just started out as a little poking around as I wanted to change when the water and electricity shut off, but I made it into a full program.

     

    Check it out if you are interested, I could do with some feedback if there are any bugs with it (please post on the issue tracker on github).

     

    https://github.com/BytesGuy/ZomboidSaveEditor

     

    To download it (or the source code), visit the link below. It will only run on Windows Vista/7/8/10, sorry no OS X or Linux support (yet)!

     

    https://github.com/BytesGuy/ZomboidSaveEditor/releases

     

    This project and code is distributed under the terms and conditions of the GNU GPLv3 License.

  6. Like
    harakka reacted to The_Third in Random server crashes   
    I've finaly been able to gather some trace live when the problem occured.

    I have performed a Jstack trace and Jmap trace as soon as I detected the issue in the console.

    I also have graphs for Outgoing Bandwidth, CPU usage, Ram uage and latency for this period.

    Based on the CPU graph, I can definitely see a steady increase in CPU load when it happens.
     
    PS: I've attached the traces and CPU usage info in this post.

    Cheers!
    JMap Results .txt
    JStack Results .txt

  7. Like
    harakka reacted to Blasted_Taco in Operation Fix Late Game By Killing You Before You Get There   
    The real skeleton gets out of your body and fills it with dirt while looking for a toy skeleton to leave as a decoy, they take 3 days to steal a fake skeleton so the real skeleton can be free.
  8. Like
    harakka got a reaction from Packbat in carts and ladders   
    Mobile hauling aids are on the devs' to-do list.
  9. Like
    harakka got a reaction from Realmkeeper in Server Ram Requirment   
    Just for the sake of science, I'll try out some numbers too. The largest datatype in Java is the 64-bit long or double, not sure which language you pulled the 128-bit integer from. Let's be generous and say we need to send 10*64 bits per updating game object, and that we're in the middle of a 1000 zombie horde, and they all need constant updating instead of using clientside prediction and only sending changes.
     
    The PZ server runs at a fixed simulation rate of 12 ticks per second (IIRC). That'd be 7680000 bits or ~940 KiB per second per client. With 20 connected clients all in the middle of the horde, that'd be amazing ~19 MiB of networking data (not counting for packet overhead, possible resends etc) for the server to send per second. With 20 players in the middle of a 1000-headed horde, which in practice is much worse than any real worst case scenario that happens in the game currently. Just to be safe, you could double that and reserve a whopping 40MiB of memory for all the possible network transmission related buffers. This is still just a fraction of all the other stuff the server needs memory for. That is why the actual networking side of the game doesn't matter much memory-wise in the grand scheme of things. The scenario in question would most likely still choke the server, but it is not because of the memory requirements.
  10. Like
    harakka got a reaction from Dr_Cox1911 in Server Ram Requirment   
    Just for the sake of science, I'll try out some numbers too. The largest datatype in Java is the 64-bit long or double, not sure which language you pulled the 128-bit integer from. Let's be generous and say we need to send 10*64 bits per updating game object, and that we're in the middle of a 1000 zombie horde, and they all need constant updating instead of using clientside prediction and only sending changes.
     
    The PZ server runs at a fixed simulation rate of 12 ticks per second (IIRC). That'd be 7680000 bits or ~940 KiB per second per client. With 20 connected clients all in the middle of the horde, that'd be amazing ~19 MiB of networking data (not counting for packet overhead, possible resends etc) for the server to send per second. With 20 players in the middle of a 1000-headed horde, which in practice is much worse than any real worst case scenario that happens in the game currently. Just to be safe, you could double that and reserve a whopping 40MiB of memory for all the possible network transmission related buffers. This is still just a fraction of all the other stuff the server needs memory for. That is why the actual networking side of the game doesn't matter much memory-wise in the grand scheme of things. The scenario in question would most likely still choke the server, but it is not because of the memory requirements.
  11. Like
    harakka reacted to KerFerius in Cold Contract - Tactical operations with mercenaries   
    Hi everyone,

    Me and my team-mate are working on a turn-based tactic game named Cold Contract.
    We use same mechanisms like X-Com and Divinity Original Sin for the combat module.
     

     
    Each time the player begins a new game, all components of the game are linked to a procedurally generated world.
    The goal of the game is to control a regional map by hiring several mercenaries organised in squads.
    The player moves in real-time on the regional map and fights the enemies on isometric maps with the turn-based system when hostiles are detected.
    Mercenaries can be improve with several perks and equipments. Their skills are improved with experience points.
    A HQ helps to gain more options along the game to defeat enemies.

    Our short trailer:
    http://youtu.be/Gd9JEgdd8jY

    We have a demo of our combat module where you lead a small squad of mercenaries:
    http://www.indiedb.com/games/cold-contract/downloads/cold-contract-demo

    We are currently on Steam Greenlight so if you like what you see, your vote is welcome!
    http://steamcommunity.com/sharedfiles/filedetails/?id=318472697

    Our website for more details:
    http://www.coldcontract.com
  12. Like
    harakka reacted to Kirrus in Server hosts! Players! We need YOU!   
    If you're not careful, I'll program the forum to ban that turn of phrase...
  13. Like
    harakka reacted to blindcoder in Dirty Water and Saltwater - get sick by drinking from the toilet / rain barrel, collect water from rivers   
    As the title says, this mod will give you food poisoning if you drink from a toilet or rain barrel.
    It also lets you take water from water tiles that you must distill before you can drink it.
     
    Features of dirty Water:
    Get sick drinking from a toilet or rainbarrel Get sick drinking water from a bottle, kettle, bowl, etc. filled from a toilet or rainbarrel Collect water from natural water sources (river, ocean, ponds, etc.) "Dirty" water in a bottle that is filled with "clean" water from a faucet is still considered "dirty" by pollution. Empty your "dirty" bottles before filling in "clean" water from faucets to not get sick anymore. Clean dirty water in containers with Bleach. A bottle of Bleach has 25 uses, one use is necessary to clean between 0.1 and 1.0 units of water.
    That means it takes 1 use of Bleach to clean a nearly empty bottle with 0.1 units left, but the same for 1.0 units, so be careful. Boil your water containers on stoves or campfires for at least 30 minutes if you have no bleach. This mod will change how Bleach appears and is handled in the game (it's no longer a Food, but an InventoryItem) and won't replace already spawned instances of Bleach, only new ones.
    It also implements stills, coolers and taking water from rivers and beaches.
     
    Features of salt Water:
    Pot stills. And Coolers. You can now collect saltwater from water tiles in any water container (yes, any!). This overwrites the water collection from the dirtyWater mod if both are active. You can pour saltwater into stills and light the fire below them to distill the water. If a cooler is positioned correctly next to the still, it will catch the distilled water. You can fill any water container from the cooler. Cooler changes sprite when it contains water. The rules of water states are:
    Adding clean water to clean water gives clean water.
    Adding dirty water to clean water gives dirty water.
    Adding clean water to dirty water gives dirty water.
    Adding saltwater to clean water gives saltwater.
    Adding clean water to saltwater gives saltwater.
    Adding dirty water to saltwater gives saltwater.
    Adding saltwater to dirty water gives saltwater.
     
    ISSUES
    In Build 30, there's an issue with the amount of water being stored. This'll fix itself through this issue: http://theindiestone.com/forums/index.php/tracker/issue-1261-rain-barrel-bug/?gopid=3850#entry3850
     
    TODO:
     
    Balancing.
    Make still do something.
    Make coolers do something.
    Check for possible bug duplicating stills and coolers.
    Make saltwater collectible. But from where? River?
     
    WONTDO
    I will not start calculating the dilution of saltwater to check if it's becoming drinkable.
     
    COMPATIBILITY
    Version 0.9 is NOT backwards compatible to 0.8 and earlier. Too much has changed, sorry.
    Version 0.9.5 is NOT backwards compatible to 0.9. The separation of the mods has changed the items category from DirtyWater to SaltWater
     
    LICENSE:
     
    You are free to use this mod in any way, shape or form. I consider it public domain, as far as possible. It would still be nice if you credit me if you use it for anything amazing (do not credit me if you use it to annoy your neigbour).
    Sprites are © Thuztor, ask him before you do anything with it.
    dirtyWater_0.8.zip
    dirtyWater_0.9.zip
    dirtyWater_0.9.5.zip
    saltWater_0.9.5.zip
  14. Like
    harakka got a reaction from Connall in soft reset on linux how?   
    PZ can only use as much as you allocate to it via the -Xms and -Xmx parameters.
  15. Like
    harakka got a reaction from ToastedFishSandwich in Mega Idea Thread   
    Fort Knox is a few km from Muldraugh in real life, located in the region corresponding to the large empty space in the southeast region of the current PZ world. The devs have stated that is one of the reasons the game is situated in the region. It is fairly safe to assume it'll turn up at some point.
  16. Like
    harakka reacted to Johnny in Cooking with wine...   
    Well, we have Red wine, right? Red wine goes great as a sauce for steak... And works with a lot of other foods! So, I was thinking, "Why not cook with this stuff?!"
     
    Share your thoughts!!!
  17. Like
    harakka got a reaction from Realmkeeper in Texture Packs   
    You can already change the textures of the 3D player and weapon models as far as I know.
     
    Can you elaborate on how the current weapon textures are unrealistic, and how is an aluminium baseball bat texture more realistic than a wooden one?
  18. Like
    harakka got a reaction from mummson in How moddable is PZ?   
    You could code an entirely different game (say, Tetris) in Lua within PZ if you wanted to. Traditional total conversions (replacing all assets etc) isn't very practical since you can't modify the character models other than replacing skins though. Much of the game's mechanics are written in Lua (including the user interface) so you can modify or replace those, or create entirely new gameplay mechanics. Look through the script names in media/lua/client, media/lua/server and media/lua/shared to get an idea of what the capabilities are.
  19. Like
    harakka got a reaction from ZimTown in How to Spawn Items without SuburbsDistribution Inserts   
    http://theindiestone.com/forums/index.php/topic/5461-full-list-of-current-room-definitions/
  20. Like
    harakka got a reaction from Sieben in Build 30 wild speculation thread   
    Soundwave and all of the Decepticon cassettes.
  21. Like
    harakka got a reaction from Kajin in More clothing   
    When the devs get to that part of their todo list.
  22. Like
    harakka got a reaction from Viceroy in Build 30 wild speculation thread   
    Soundwave and all of the Decepticon cassettes.
  23. Like
    harakka got a reaction from TheCenturion in RELEASED: Build 29.4   
    Build 29 is currently only out as an unstable test version, as the thread's title and first post indicate. There's no chance of it being on Desura as long as that is the case.
  24. Like
    harakka got a reaction from syfy in Build 30 wild speculation thread   
    Soundwave and all of the Decepticon cassettes.
  25. Like
    harakka got a reaction from Blackthorne in Build 30 wild speculation thread   
    Soundwave and all of the Decepticon cassettes.
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