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harakka

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  1. Like
    harakka got a reaction from KristopherF in Ladders   
    Plenty of ladders are portable.
  2. Like
    harakka got a reaction from PhantomWarlock in Ladders   
    Plenty of ladders are portable.
  3. Like
    harakka got a reaction from cool daddy shark in Undead disguise   
    Also as you may not have noticed, this thread is in PZ Modding -> Mod Ideas and Requests. Trying to shoot stuff down here isn't useful.
  4. Like
    harakka got a reaction from InMyRestlessDreamsISee in Chatting About NPCs   
    Player doesn't automatically get to be group leader, he'll be given tasks the same as other group members.
  5. Like
    harakka reacted to Connall in Project Zomboid Server Hoster Sites   
    So while renting a VPS is still a completely legitimate thing that you can do and so is hosting on your local computer, a couple of people don't want to go through the technicalities of setting up a VPS, or don't want to have a server running off a poxy personal computer. That's cool, this is the thread for you. The aim is to gather feedback from users of these hosts and show some reviews, ranking of them in one consolidated thread.
     
    The info here is not necessary to know, however if you wish to post a hoster or something along those lines you will want to read it.
     
    Each hoster will have their own section where we will give links, link or quote to user reviews in this thread or even link the threads hosters make themselves or link to replies hosters make in this thread. We will add hosts to the list as long as someone can post a link to their page and the hosts support Project Zomboid. I must ask that you DO NOT POST REFERRAL LINKS
     
    I obviously can not verify these hosts so you must use them at your own risk. Should you encounter a problem with a hoster regarding legitimacy feel free to send me a PM and once I check the complaint they may be removed from the list if necessary. I am not someone to voice your customer service grievance with. If however a host receives a lot of negative attention, I will remove them from the list.
     
    I will also be skeptical with reviews. If the user who posts the review is brand new, I'll be less inclined in linking it in the main post. Enough talk, here is the list. Remember tell me of any others you might know of.
     
     

     
    Website
     
    Country: Sweden(?) (Servers hosted in a few locations in the US and EU.)
    Cost: Each slot costs €0,99.
     
     
     

     
    Website
     
    Country: France(?) (Servers hosted in Canada/France)
    Cost: 8 slots cost €7,99
     
    Will add more when more come to my attention.
     

     
    Website

    Country: US (Servers hosted in US and Europe) English/German support staff.
    Cost: €.97/month per slot. Accepts GBP and USD
     
     
     

     
    Website

    Country: Servers in multiple locations (such as US and Netherlands)
    Cost: Depending on ammount of RAM, no slot restrictions. 20 USD/month for a server with 1.5 GB RAM.




    Website

    Country: Europe, Canada and USA
    Cost: $7.42 | £4.99 | €6.84 per GB RAM (ranging from 1.5 to 8.5 GB RAM)




    Thread

    Website

    Country: Germany (Servers hosted in multiple locations)

    Cost: Servers start at €4,00 come with so many different options, slots appear to go up to 200.
  6. Like
    harakka reacted to NCrawler in Updated Mods   
    This is the place, in addition to the main mod topics, where I will post download links to all of the mods that I have updated to Build 27.  Just a convenient location to make it easier for people to download.
     
    1. Canning Mod by Highlander [v1.1.1c] - Download -- Build 27
    Change Log:Ver 1.1.1c - NCrawler     • Typo in 1.1.1a was worse than I thought.  FixedVer 1.1.1b - NCrawler & Dudeman325     • Added items as ingredients in evolved recipesVer 1.1.1a - NCrawler • Fixed a typo in the Strawberry Jam recipeVer 1.1.1 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Overrode default berries and added appropriate names • Added Blackberry Jam • Added Blueberry Jam • Added Thimbleberry Jam • Added Oregon Grape Jam • Added Gooseberry Jam • Added Seaberry Jam • Added Beautyberry Jam • Added new icons for canning salt and pectin • Changed method of distributions • Added completed products to distributions • Bug fixes2. Coordinate Viewer by RoboMat [v0.7.3] - Download  -- Build 28
    Change Log:v0.7.3 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Changed the version number and added a local 'updatedby' variable • Added a poster.png3. Lockpicking Mod by RoboMat [v1.0.2] - Download  -- Build 28
    Change Log:v1.0.2 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Changed version number and added an 'updatedby' local variable • Cut 4 seconds from lockpicking sound files • Disabled 'setPermaLocked(true)' when you break the lock on a window. This causes you to not be able to climb through the window • Totally rewrote distribution method. Breakdowns are as follows: Bins, dead male zombies, desks, filing cabinets and office drawers - 2% chance to spawn Dead female zombies - 15% chance to spawn Kitchen counters - 5% chance to spawn Bathrooms - 20% chance to spawn Sheds - 5% chance to spawn Motel wardrobes - 10% chance to spawn4. Not Enough Bags by RoboMat [v0.3.6] - Download  -- Early Access v30.14
    Change Log:v0.3.6 - NCrawler • Updated the mod to be Early Access v30.12 compatiblev0.3.5 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Changed version number, split original distribution file into client/server files and added an 'updatedby' local variable • Removed deprecated bin bags (I'm sure that there are no more old savegames that require these) • Total rewrite of distribution system • Added default poster.png5. Spray Paint Mod by Thuztor [v2.2a] - Download -- Build 27
    Change Log:v2.2a - NCrawler     • Rewrote distribution method.  Spawns now have the following weights:         1. wardrobes, crates, counters, bins, metal_shelves - 5% chance to spawn         2. counters at Zippeestore and Fossoil - 7% chance to spawn         3. Garagestorage - 10% chance to spawnv2.2 - NCrawler • Updated the mod to make it PZ Build 27 compatible • Changed the version numberAll credit for these mods go to the original authors and not myself.  I just updated them to work with build 27.
  7. Like
    harakka reacted to Dr_Cox1911 in Build 26 Custom Maps & Spawn Locations   
    The info you need is all in the first post of this thread. Don´t get me wrong, I like helping people but you should really try it out for yourself first. Just follow the instructions from the first post and you will be able to select Bedford as a spawnpoint.
  8. Like
    harakka got a reaction from zyros in Server Optimization / What Performance Can I Expect?   
    Tweaks will definitely happen, seeing as you're playing an earlyish multiplayer version of a work-in-progress game.
     
    That said, it'd certainly be nice if server admins, especially the long-time ones, could post their hardware and connection specs, along with number of players they've been able to support.
  9. Like
    harakka got a reaction from Realmkeeper in ios well pe version   
    Extremely unlikely to happen, especially with the Java support on iOS not being very stellar.. Also,
    indicates you may not have much knowledge about software development. Making statements like the one above does actually not support your argument.
  10. Like
    harakka got a reaction from KsicGames in character face hud   
    Nice idea in theory, although it'd require remodeling the character art assets with close up viewing in mind, and creating all the needed facial animations.
  11. Like
    harakka got a reaction from Rathlord in ios well pe version   
    The forums aren't really here for supporting your confidence, but for discussing PZ and in the case of this subforum, suggestions relating to the game. One of which you made, and welcomed comments on. That is what you're getting.
     
    The impracticality of running a CPU-heavy game on a mobile device roughly comparable to netbook class PCs aside, getting it to run in the first place would be challenging. Last I checked there's no JVM implementation with full Java class libs in existence for iOS, or iOS versions of the libraries PZ uses, such as RakNet.
  12. Like
    harakka got a reaction from Rathlord in ios well pe version   
    Extremely unlikely to happen, especially with the Java support on iOS not being very stellar.. Also,
    indicates you may not have much knowledge about software development. Making statements like the one above does actually not support your argument.
  13. Like
    harakka got a reaction from Tsukune117 in ios well pe version   
    That is why I said 

     
    I'm not even sure if the version of Kahlua used in PZ would run on Android, it's unclear whether the full interpreter works with Android's Java implementation, or just a stripped down version.
  14. Like
    harakka got a reaction from Tsukune117 in ios well pe version   
    This is actually one of the few things that wouldn't be an issue. The Lua implementation PZ uses (Kahlua2) is 100% Java, so if you could run Java in the first place (of course including the Java libs), you'd get the Lua side of PZ things along with it.
  15. Like
    harakka got a reaction from Tsukune117 in ios well pe version   
    The forums aren't really here for supporting your confidence, but for discussing PZ and in the case of this subforum, suggestions relating to the game. One of which you made, and welcomed comments on. That is what you're getting.
     
    The impracticality of running a CPU-heavy game on a mobile device roughly comparable to netbook class PCs aside, getting it to run in the first place would be challenging. Last I checked there's no JVM implementation with full Java class libs in existence for iOS, or iOS versions of the libraries PZ uses, such as RakNet.
  16. Like
    harakka got a reaction from Tsukune117 in ios well pe version   
    Extremely unlikely to happen, especially with the Java support on iOS not being very stellar.. Also,
    indicates you may not have much knowledge about software development. Making statements like the one above does actually not support your argument.
  17. Like
    harakka got a reaction from Realmkeeper in Multiplayer Survival Score Ladder   
    A fundamental problem with this type of thing is that players can survive indefinitely and achieve pretty much anything with assistance from server admins, and everyone can run their own server.
  18. Like
    harakka got a reaction from DannikJerriko in Wind turbines, solar panels or generators?   
    Uh, good riddance then? Solar panels exist in real life, you just can't make them yourself. I don't see why they couldn't exist in PZ for your character to find and utilize if they have the right skills (and batteries).
  19. Like
    harakka got a reaction from turbotutone in Force a script to run from server?   
    Can't be done as far as I know. Whether things get sent over to the server and other players depends on whether the thing in question has network synchronization code written for it in the engine. Currently everything doesn't. Your best bet is probably to post your specific "scripting thing x doesn't work in MP" grievances in the scripting requests thread, where devs will hopefully see and fix them.
     
    Edit: ApCom is probably the most extensive multiplayer mod currently, so looking at how it does things could be educational.
  20. Like
    harakka got a reaction from Wolfihunter_prey in Remove those nasty blood stains?   
    Cleaning blood stains up is a planned feature.
  21. Like
    harakka got a reaction from CaptKaspar in Wind turbines, solar panels or generators?   
    Uh, good riddance then? Solar panels exist in real life, you just can't make them yourself. I don't see why they couldn't exist in PZ for your character to find and utilize if they have the right skills (and batteries).
  22. Like
    harakka got a reaction from dwayne in Pile of corpses should spread diseases   
    Negative effects for hanging around bodies is planned.
  23. Like
    harakka reacted to Dr_Cox1911 in Serverlogging   
    Don´t know if this is the best place for this thread, if not then please move it (maybe to PZ Multiplayer).
     
    As a server-admin I have a few gripes with the current logs. I don´t know how performance-taking it would be but a more detailled logging would be awesome.
     
    Some things I would like to see:
    notes written + user who wrote it spawnposition when joining (to prevent multi-saves per user) starting fire + position That´s all I can think of right now.
  24. Like
    harakka reacted to Dudeman325 in Announcing... the Project Zomboid Nexus!   
    Whoops, that'll teach me to make a new topic right before going to bed. I should have barricaded the windows...
    I'll admit that this is a concern, but is really no different than the current situation we have right now, with some mods being hosted at pz-mods, others on generic file-hosts, but I think as long as modders keep making a post here that links to their mod we should be able to keep things at least as organized as it already is.
     
    Doh, I probably should have pointed out in the OP that Nexus Mod Manager does not currently work with PZ, seeing as PZ hasn't been on the Nexus for even 24 hours, but will likely be updated soon should the PZ Nexus become popular enough.
     
    The same is true (partially) for PZ, but the specifics you are talking about were (and still are) a fault of Fallout and TES game's mod structure, and there isn't really anything the Nexus can do about it. PZ modders still need to worry about making their mods compatible with each other to an extent, for example if two mods both changed the Baseball Bat (one adding damage, the other adding durability), only one could be applied without overwriting the changes of the other (afaik, please correct me if I'm wrong here, I just started with PZ modding not too long ago).
     
    The only thing modders would have to do to make a mod "compatible" with the Nexus would be to standardize the file structure inside their rars when/if NMM support goes live so that they can be installed properly through NMM. Without NMM support, modders can host their files in pretty much any setup they like, but they should point out how to install the mod in the description.
     
    I can see that being a problem, but its really only the fault of the modder for not setting their mod up properly for installation. In PZ's case, if/when NMM support goes live, I'd think that mods which use the current "mod folder" system would work exceptionally well, just package the whole folder in a rar. Mods that change or add files to the main game folders (which apparently should be phased out soon?) would have to be installed manually, just like for mods for Fallout/TES that don't install to the "Data" folder.
     
    Awesome, I'll give it a look.
     
    I'm glad to see the response here is overwhelmingly positive. This is a great modding community, and I think time is only going to make it even better!
  25. Like
    harakka got a reaction from Suomiboi in Announcing... the Project Zomboid Nexus!   
    The mod's folder structure too is supposedly stabilized now, with the server/client/common split. I certainly hope so anyway...
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