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Jab

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Everything posted by Jab

  1. Experimenting with advanced rigging techniques today. Also thinking about not exporting bones that are not set to deform the mesh. Good way to control efficient bone exports. Pic:
  2. Updated to V1.01. V1.01: - Implemented a asynchronous dispatcher to prevent excess flooding disconnection in IRC. - Checked against names to prevent bot alts from feedback - Fixed In-game death message (null has died) - Exception passing for when the IRC component is erroneous. - Voice / Op requirement for messages to be relayed to in-game.
  3. Thanks to Wolfeclaw, I now have a reference model that is entirely custom to reference when working on exporting custom models for Project Zomboid. I'm working on a rig that mimicks the name formatting of the Bipedal rig used for Bob and Kate. Pic:
  4. Are the new sprites renders of 3D models? The symmetry of polygonal reference is consistent with the new screenshot. If so, please don't lock those gems away in your closed source files (Great job)
  5. Jab

    Hydrocraft Mod

    Why is this mod still in the WIP sub-forum?
  6. If Hydromancer dreaded an update, then that's a shame. Dreading something means it's not fun, or enjoyable to update, upgrade, or fix whatever is wrong with his project. Sounds like he's not having fun, if he actually said that. I frequently watch the IWBUMS updates to see what's around the corner, however, I don't see a reason to update as a means to be negative about the game's progress, as modders are and always will be tertiary to the needs of the game (Players first, Developers second). If Hydromancer cares about his mod pack (Which I know he does considering all the fuss and traffic over it when things update), then I'm positive he (or his group of people), will update that pretty quickly. It's only a matter of time.
  7. Lucky getting paid to work on something unrelated (Sounds like Google). That's cool. My preference from Python 3 came from Blender's move from 2.4x to 2.5x series with an upgrade to Python 3.
  8. Although you can put the same model in 5 times for each sword, I think adding a "duplicateMesh" option would be good as well. I'll look into that.
  9. I should make a mod just to put the old graphic back in.
  10. It bothers me, however, upgrades for security and components are worth it.
  11. The main part of this mod cannot, due to the limitations of Lua. This is mostly a Java mod, so it can't be distributed through the Workshop.
  12. Implemented the crowbar as a workshop ModelLoader mod. http://steamcommunity.com/sharedfiles/filedetails/?id=629585244
  13. Wolfe, throw me a bone, and send me those dog models. If I can import skeletons and bones, this can be useful.
  14. (Going to modify this post for Plug-in information soon)
  15. Jab

    Hydrocraft Mod

    so far the only chance is to download the cremation mod which allows to burn corpses, build a campfire, fill the corpses with the shit you don't want and use them as fuel... the corpse and all its items will disappear. I'm surprised shovels don't give options to "Bury Trash".
  16. Would be neat to reflect the weight of a person through the model. (Rolls through zombies while munching on the 300 bags of chips I've survived off of since last winter).
  17. Noting the lighting issues discussed in the mondoid this week, I have re-tested this mod, and it still works for build 33. I notice a difference in the lighting system. It works smoother for me. Let me know if this mod makes a difference for you. I'm quite curious. (This mod uses a a much faster PRNG than the game, decreasing calculation time in any code that uses random calculation with the currently-used PRNG)
  18. It's because the ORGM.lua redboid uses does not correctly call one of my API methods getDir(modId); I already let them know about it. I'm not sure if they will fix it. Pretty simple fix though.
  19. It's not their (IS') fault, they just changed how the code call is handled, it threw my call out of whack. It is a matter of changing to to match the way they did it. So, it is not a bug on their end (that I know of). I will fix it in the new vision, but as I have said previously I will not be fixing or supporting the older version. I would always say "API Versioning" but ya know... Don't worry. ORGM will get to that when he gets a chance.
  20. The ModelLoader extension plugin on the workshop is updated to be friendlier to other mods. Thanks BryBry. Edit: Added link to OP for GOG people. Link here too.
  21. Sledgehammer is a “Module-Event” engine designed for the multiplayer game-mode for Project Zomboid. Modules are loaded through the use of Java’s Classloader library, through JAR files (Java Archive File). Modules are given access to core components of the game, as well as utilities to handle a wide variety of needs for each individual module. Targeting specific needs of Project Zomboid Multiplayer management, Administrators can deploy solutions based on their specific needs quickly, and properly, avoiding hard-coding and non-standard code practices that occur when modding multiplayer games. Instructions This is a java mod, so in order to install this, copy the folders inside "PZ Files" folder in the download, and paste them into the folder containing the server files, and replace when asked by your OS. (Download) - Sledgehammer - (2.05_04)(Build 34.28) (Plug-ins) (will redo section soon) - Factions - (1.04_03) (SH - 2.05_04) - IRC-Bot - (1.05) (SH - 2.05_04) - Permissions - (1.02_02 BETA) (SH - 2.05_04) - Discord-Bot - (1.00_03_BETA) (SH - 2.04_04) Commands Developer Information Release notes Official Test Server Special thanks to Terminus for supporting the first versions of SledgeHammer. Thanks to your support, this mod has matured and Project Zomboid multiplayer will benefit from this.
  22. Jab

    Hydrocraft Mod

    I'm surprised that Hydromancer hasn't used some form of code repository (Github, bitbucket, mercurial, svn) of his mod pack, so modders who submitted their mods to the pack, as well as third party programmers (Such as SlenderGreen's programmer) to submit tickets, as well as fork versions of the mod. Would be more convenient to all parties using and working on the Mod pack. Because I already get overwhelmed with all the reports here, on steam, on reddit, on redboid, on new dawn, via PMs, via steam chat, via e-mails, youtube videos, etc. I really don't need another bug tracking thread to have to track. This mod is suppose to be for fun, not a job. Having a repository is the first step to organizing what issues and bugs you have to deal with. Take a few minutes to look through GitHub's issue tracker. Then you can magically point people to there. With collaborators, there would be no need to do any transferring of files back and forth, and exporting to the workshop would probably be more convenient, depending on how you setup your local clone.
  23. Jab

    Hydrocraft Mod

    I'm surprised that Hydromancer hasn't used some form of code repository (Github, bitbucket, mercurial, svn) of his mod pack, so modders who submitted their mods to the pack, as well as third party programmers (Such as SlenderGreen's programmer) to submit tickets, as well as fork versions of the mod. Would be more convenient to all parties using and working on the Mod pack.
  24. It's that time again... time to cleanse the sanity in my programming! I'm going to focus the next update on making the model data import more modular, and this means the Blender scripts will be worked on. There will be new formats to follow, where modders (If / when this works) will be able to import additional animations without having to override the models / skeletons too. tl:dr; My brain doing 3D Programming / Matrix magic:
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