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Jab

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  1. Jab

    Hydrocraft Mod

    That's the ModelLoader workshop lua extension. Don't use it for multiplayer right now. You don't need it for the weapons portion. That'll solve the issue right away.
  2. ZIRC Todo: (General) * Create ZIRC modules. * Permissions system for staff. (Chat) * Globally display faction creation and disbands. * Faction chat channel. * command option to mute global * First-time greet messages for the server. * Create Macros table. (IRC) * Auto-connect / attempt system.(Still in the works) * Hook up new events & ZIRC events. * Add option to toggle internal timestamps. (Faction stuff) * Command to see who owns a Faction. * Faction relationship table.
  3. I'm not sure how Mac stores java classes. If you can find the zombie folder, it should be more so a copy and paste situation.
  4. 3D world tiles would be fun. Textures for walls and other models would make the game way more memory-light (or just raster models after importing them).
  5. If you have zombie animations and others using consistent and predictable frame lerping, you could store the build matrices in a HashMap<Float, Matrix4f> so the matrices won't need to be rebuilt for non-custom animations before translating to world positions, and the drawing would be faster as a result.
  6. Good to know. I've been working on a new format since I was able to import your format 100% to Blender. The progress is good. The only thing I have issues with is exporting the animations (the maths is giving me trouble), but beyond that, yeah. Was going for something like .PZM (Mesh), .PZS (Skeleton), .PZA (Anmation), and .PZX (Group import statement, for more complex builds). Hope the Blender scripts and this can possibly become useful for this update, and has inspired me to complete these features in. Thanks for the update, lemmy.
  7. Is the zomboid model format going to change? There were 2 issues with the format, last I worked with it. 1) bob and kate used 2 different skeletons, which can be merged since all animations were identical for both skeletons, with different quats. 2) the format is redundant with the animations, and skeletons, which could be modularized as different files to support mods with added animations. I'm also wondering how this is going to impact ModelLoader. I want to know as much as I can to prepare ModelLoader for your grand update, when it comes.
  8. ZIRC Factions Update V1.03: Added Factions. Type /Factions help for information on how the commands work. Added ZIRC EXTENSION mod to the Steam Workshop. This is required to properly display chat and chat effects. Added SQLite support for Factions data. Using a SQLite viewer (Example: http://sqlitebrowser.org/), you can modify factions as an administrator. Commands are planned. Added Internal Time-stamp for the IRC relay to reflect accurate time of dispatched messages. Removed command /servermsg and replaced with /broadcast "color" "message", which removes "Server : " for more dynamic text, and colors. The message fades when disappearing. Added Color encoding to global chat messages (Internal use only, inbound chat is stripped.). Added /colors command, showing all avaliable colors for certain options. Fixed various issues surrounding the IRC component of ZIRC. Tweaked the server response message color to be easier to the eye. Download is in the original post.
  9. While doing testing in a live multiplayer environment, I realized more work needs to be done on commands, as some of them are bugging out. Delaying release of next version to make sure the first factions release will be stable. Will make a long post sometime in the next day.
  10. Lua here doesn't support try catch which frustrates me, honestly. I'll look into it with a couple other things I've built up as a list fr ModelLoader, while I work on ZIRC.
  11. Not sure how to go about that, considering my mod is not lua. I could define a placeholder file outside of the checksum folder tree and try loading an object there.
  12. Progress Picture for tomorrow's release of the next version: Will go into detail about how factions will work, when the update is posted.
  13. Haven't proof-tested ML yet for servers. Not sure how to go about that just yet.
  14. Many people have and will continue to disagree with me on my ideas to make things better. I see the nature of development like this: We all have an ability to share our vision. Sometimes, it take a few puzzles to solve to show the full picture, and sometimes, when I take the time to sit down and solve these puzzles, I see a picture that I don't recognize. I put the time and effort into that puzzle and solved it, yet it's not what I was originally going for, but I can share that knowledge and experience with others to craft their own ideas, and maybe make something useful out of it. Maybe your path-finding isn't the solution. A lot of these people on these forums (from what I've seen), are used to ideas being constantly thrown at them. Their opinions can be harsh, but even then they are still useful to some degree. Then do what I do. Prove it works. Make a mod. Try it out yourself, even if it's code that doesn't touch the game's code. Can't do it in Lua? Do it in Java. There is a way. The best constructive gestures are examples. Make sure that if you want to invest time into this, you will do it for your enjoyment and benefit first. If you enjoy it, someone else will. Just a tip from someone who has dealt with this same situation many times over the course of the past decade.
  15. I thought up a solution, but people want to discuss being right and wrong.
  16. Sounds like the algorithm for path detection is pretty straight-forward, and while I agree with zombies being a bit too predictable in some cases, I feel that the speed, and dexterity, along with the ability to stay up-right, are too constant. Having these kinds of variables would dither the paths, creating somewhat of a random, and variant result, which would seem to prevent zombies with the current algorithm from not being able to reach the player, while giving a less predictable (zombie farming) result. You could use a range offset and recalculate at varying times. Some zombies could be deaf. Others could have short sight, or poor depth perception, and move into different places. Not every zombie would need to be unique, however, variants could actually help both sides of what TIS's algorithm is, and what the OP wants to see.
  17. ZIRC Todo: * Modify ISChat.addLineInChat to support multi-color chat (Make sure to strip client-outbound msgs via server-side) * Create PM system * Auto-connect / attempt system. * Dispatcher latency settings. (Min, Max, Increment) (E.G: Min: 250, max: 1250, inc: 250) * Add option for internal timestamps. * First-time greet messages for the server. * Create 2 SQL Tables, one to handle the Faction definitions / owners, and another for users. * Create commands to join and create factions. (With passwords)
  18. Interesting. Do you have Mediafire blocked? If need be, I can create mirror links. Edit: Done.
  19. Well that was annoying. Fixed.
  20. The instructions looks fine to me. Just copy paste the zombie folder in the Project Zomboid install folder, backing it up first in case you want to easily revert back.
  21. Update: Not quite sure how long it will take to properly export animation data, but I have been working to get there for a few days. Once animations and skeletons can be exported, then work can begin on tidying up the scripts, and forming a plug-in around them, as to make things easier.
  22. You could use ModelLoader. I don't see any issue using it in the meantime. I have no idea or have heard whether or not TheIndieStone plans to implement their own model system. Not hearing it means it's not a priority or on the back burner, as other features are being introduced and have been requested for a long time. Who knows. We'll see how that rolls out.
  23. Updated to V1.02. V1.02: - Changed 1000ms latency for messaging when the dispatch queue to 1250ms, when it is beyond a certain threshold of messages to dispatch. - Removed some debugging prints hogging up the console. Considering doing internal timestamps for the dispatcher so the time of events in mass can be observed properly. Considering doing blacklist options for ZIRC for when mods like to spam local messages. Considering doing more options for choosing whether or not to send local chat to IRC.
  24. I rarely do any IWBUMS versions as they upgrade very often, and would mean a lot of work just to keep the modelloader up to date.
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