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harakka

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  1. harakka's post in Newbie. Ip doubt was marked as the answer   
    The 192.168.1.* one is your local network IP, that is what you want to forward the ports to. You can connect to your own server by typing the word localhost into the address field.
  2. harakka's post in Newbie. Ip doubt was marked as the answer   
    The 192.168.1.* one is your local network IP, that is what you want to forward the ports to. You can connect to your own server by typing the word localhost into the address field.
  3. harakka's post in Where are the craftable furniture objects defined? was marked as the answer   
    If I understood you right, what you're looking for is in media/lua/client/BuildingObjects/ISUI/ISBuildMenu.lua, search for "pillar". There are no "neat" definitions for this stuff I'm afraid.
  4. harakka's post in Mods and Multiplayer - What goes? was marked as the answer   
    Mods can be used in MP but it's a fairly new thing, whether a given mod works in MP depends entirely on what the mod happens to be doing. There's no proper distinction between serverside and clientside mods as of now. Both client and server are required to have all Lua files be 100% identical, as in, exact same mods installed. You can't have any scripts outside of that checking as far as I know.
  5. harakka's post in Unable to use mods was marked as the answer   
    The 3 first you listed definitely aren't set up properly by the mod's author, which is why they don't show up. Torch mod looks OK on quick glance, no clue what's up with that, except that the author has marked it for 2.9.17-> which means it may not have been updated for something script working-related that's happened in the meanwhile. Completely lacking clue on why the 2 last ones wouldn't work.
     
    Just to check, you're extracting these so that for each mod,  there's a C:\Users\yourusername\Zomboid\mods\nameofthemod\mod.info? And that you're certainly on build 23 and haven't subscribed to one of the test versions on Steam?
  6. harakka's post in Game is Too Dark at Night and Unplayable was marked as the answer   
    Temporary fix is actually to disable shaders, it's the color correction shader that makes nights pitch black.
  7. harakka's post in Server.bat file disappered? was marked as the answer   
    Are you on the onlinetest branch on Steam? Have you tried verifying your game files?
  8. harakka's post in Calling Lua-Function from another Program was marked as the answer   
    AFAIK there's no facility in PZ Lua for this.
  9. harakka's post in Error with new patch was marked as the answer   
    Yep that error doesn't look like it has anything to do with arrays in your code, but the Lua interpreter choking on something in the tokenizing stage.
  10. harakka's post in The ability to send HTTP requests was marked as the answer   
    One way to implement a workaround might be to find a simple, single-use class in the game, and make a shim for it. That is, to modify the part where the single-use class is used, so that your shim class is used instead. Everything pertaining to the original class is just passed through by the shim's code. Then you can implement whatever methods you need inside the shim as it now gets loaded by the game, and export those into Lua world. If you find a simple enough candidate for the shim, this could even be relatively future-proof.
  11. harakka's post in [Solved]Wheelie Bin Script was marked as the answer   
    It isn't a script as far as I know, moving wheelie bins used the engine's movable furniture feature, which hasn't been re-implemented.
  12. harakka's post in Any way to extract the sprites? was marked as the answer   
    You will either have to wait until this tool is updated to manage it, or until the official tools are released.
  13. harakka's post in Modding NPC (survivor) behavior? was marked as the answer   
    Hard to say yet, since NPCs aren't in the game it's unknown how much of the system will be in the engine Java code (moddable in theory but requires a lot of pain) and how much on the Lua scripting side (much nicer, and properly supported).
  14. harakka's post in If the mod loader is working corectly what is wrong with this Code? was marked as the answer   
    If it crashes on start, there's probably something subtly wrong with the .info file or the mod dir structure. I don't have much experience with actual modding, but I did try making a simple mod stub a while back and it seemed like there's possibly something weird going on with the .info loading that can cause even a valid .info file to crash the game. IIRC I had to copy the .info file over from some mod that did actually work, and edit that, instead of creating my own from scratch. Maybe something charset/encoding related?
  15. harakka's post in High CPU usage since using steam? was marked as the answer   
    It's not the high CPU usage that is causing lag, but some yet to be unidentified issue with the latest batch of releases. Once that is issue is found and resolved, high CPU usage allows the game to do more work than it would have been able to do with lower CPU usage.
  16. harakka's post in Weapon Sprites was marked as the answer   
    It can't really be done usefully right now. You'll have to wait until the developers release their tools for it.
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