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Jab

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Everything posted by Jab

  1. I think that mod contains some lua for unloading / processing items (ISUI), which is what I modded too. I'd need to figure out exactly where the collision is. I'm using hydrocraft too.. maybe theres its a conflict with them Hydrocraft is so massive and full of non-synchronous code that uses a variety of techniques to implement its features, I'm pretty sure that it would conflict with my PaneContextMenu override. Not sure what I can do about that right now (The Lua Extension isn't mandatory btw)
  2. The Blender scripts have been updated to 2.76b. ANIMATION EXPORT SUPPORT IS ADDED TOO! (Edit: There's problems I'm working on atm that I found out after this post) The only thing stopping me (From what I have tested & verified at this point), from importing animations in the game is adding this feature to ModelLoader. I also am able to export Skeletons too. I simply have not implemented this yet. I will be also modifying the scripts to export to new formats, being the following: .PZM (Mesh) .PZS (Skeleton) .PZA (Animation) (There will be a definitions file .PZX)
  3. I think that mod contains some lua for unloading / processing items (ISUI), which is what I modded too. I'd need to figure out exactly where the collision is.
  4. I don't want to math. Mathing is hard. Sure, I have animations loading into Blender, however, now I need to reverse the process for exporting animations, and I feel like this is going to take a lot of work. I'll be looking into this though.
  5. Do a validation check (Right click game in games library on Steam, and File Validation), and go to media/Lua/client/TimedActions/ folder and delete ISModelLoaderWear.lua (This is why most likely). Only copy the zombie folder. The lua contents from the last version have been crafted into a workshop mod. Disable that before joining if that kicks you still.
  6. One big hurdle to deal with is character creation. The creation menu uses sprites to show hair. This could be done in such a way that the character screen shows bald hair, but rather chooses custom options. Of course with some work, a 3D model can be shown. Another thing to factor in is the potential issue of custom hair and multiplayer. If the data is sent as a String via C2S / S2C, then there is no issue with custom hair as long as the client can handle invalid hair types.
  7. Send me the .blend file. I'll take a look.
  8. Updated to version 1.15. This fixes the problem with the Lua checksums. I made a mod to solve this issue, so the custom equipment feature requires it to run properly. The original mechanics work without this extension. Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=616177013 The images are broken. :/
  9. If there's a way I can inject menu options through Java, then this would not be an issue.
  10. Well there are *other* ways but this would be the most respectful way to fix it. Isn't there an option to not checksum enforce for now? No, that really isn't an option. Considering this is a game that mostly runs inside a Steam VAC environment, I would think that this would become a option, alongside whitelist. Since the server simply interprets events via packet protocol, i don't see lua desync to be bad. If something were off via game-logic, the server should see enough to boot the player. Good option to have possibly, regardless of not being in the bell-curve of the common customer / curator.
  11. Well there are *other* ways but this would be the most respectful way to fix it. Isn't there an option to not checksum enforce for now?
  12. The Lua GUI menus for right-clicking items are Lua driven. This is the ONLY reason I touched this section. If a global object can be managed, we can push our code to it. I will not ship a mod in 2 parts, only because it means more work for the player, ontop of the work required to get ModelLoader up and running. I have also marked where modifications were made to those lua files inside the lua files. This means code can be copied over possibly, depending on what's being modified. Does that mean I'll continue to have to explain why your mod loader results in players getting kicked for mismatched lua files? If both sides have the same lua files, this shouldn't be an issue, correct? I'm not installing your mod server-side. There's no need for it. Not sure what your issue is, then. As for RedBoid, I'll need to sit down and look at ways to help fix the checksum thing.
  13. The Lua GUI menus for right-clicking items are Lua driven. This is the ONLY reason I touched this section. If a global object can be managed, we can push our code to it. I will not ship a mod in 2 parts, only because it means more work for the player, ontop of the work required to get ModelLoader up and running. I have also marked where modifications were made to those lua files inside the lua files. This means code can be copied over possibly, depending on what's being modified. Does that mean I'll continue to have to explain why your mod loader results in players getting kicked for mismatched lua files? If both sides have the same lua files, this shouldn't be an issue, correct?
  14. It should work for items. Equipping them does not do any weight adjustments (unless the weight system queries the items for isEquipped(), which in this case does return true). There's more work to be done to fully integrate this new mechanic.
  15. The Lua GUI menus for right-clicking items are Lua driven. This is the ONLY reason I touched this section. If a global object can be managed, we can push our code to it. I will not ship a mod in 2 parts, only because it means more work for the player, ontop of the work required to get ModelLoader up and running. I have also marked where modifications were made to those lua files inside the lua files. This means code can be copied over possibly, depending on what's being modified.
  16. Going to redo documentation sometime soon. Updated OP to be more organized with spoilers.
  17. I'll take a look today. Can confirm: 33.20 works with 1.14. I have not seen errors, and have not seen issues / inconsistencies so far. If anyone sees this (Outside of the server issue quoted here), let me know below this post.
  18. Fixed a bug involving transferring the item while wearing it. Same version. Changed the download link. Edit: Here's a fun way to cleanly (And less options for file names / directories) import gendered models: require 'Reloading/ISReloadManager'local MOD_ID = "AMOD";local MOD_NAME = "Aviator Sunglasses Mod";local MOD_VERSION = "1.00";local MOD_AUTHOR = "Jab";local function loadZModelGender(_dir, _name, _texture) loadZomboidModel("m_".._name, _dir.."/media/models/m_".._name..".txt", _dir.."/media/textures/".._name..".png"); loadZomboidModel("f_".._name, _dir.."/media/models/f_".._name..".txt", _dir.."/media/textures/".._name..".png");endlocal function info() dir = getDir("AMOD"); loadZModelGender(dir, "glasses_aviator"); loadZModelGender(dir, "hat_fedora"); print("Mod Loaded: " .. MOD_NAME .. " by " .. MOD_AUTHOR .. " (v" .. MOD_VERSION .. ")");endlocal function addItems(_keyPressed) local key = _keyPressed; if key == 67 then -- F9 local player = getSpecificPlayer(0); local inv = player:getInventory(); inv:AddItem("AMOD.Fedora"); inv:AddItem("AMOD.Aviators"); endendEvents.OnGameBoot.Add(info);Events.OnKeyPressed.Add(addItems); Edit 2: Added a workshop mod of the example. http://steamcommunity.com/sharedfiles/filedetails/?id=614882413
  19. Okay guys, 1.14 has been posted to the OP. This version contains what was posted earlier today. ModelLoader now supports equipped items. The new version also contains an example mod for this, and the folder holding what needs to be replaced in the PZ folder. This has increased from around 12 files to about 40. A lot of work had to be done to make this possible. I'll find some time to document the requirements for the added features, however, the mod should provide enough of an example for now. Two things to note: 1) The equipped symbol (Orange dot on an item) does not show for an equipped item yet. 2) Female models for the example mod are not there in this version.
  20. Weird. What mods alongside it are you using? I'm assuming that my mod is the only Java mod being used. Is it server-side? I heard one or two issues regarding server-side.
  21. So this is becoming a thing again: I've done quite a bit of modding to the core game to get custom equips working from a Lua implementation / demonstation point of view, as the original functions of this mod do. Items in script look like: item Aviators { DisplayName = Aviators, Icon = Aviators, Equippable = TRUE, EquipLocation = Eyes, ModelEquipped = glasses_aviator,}item Fedora { DisplayName = Fedora, Icon = Fedora, Equippable = TRUE, EquipLocation = Hat, ModelEquipped = hat_fedora,}Equippable toggles the ability to wear and unequip. EquipLocation is a String (text) to be able to uniquely equip anywhere on the body, or a specific place for multiple items (which will unequip the other). ModelEquipped is a model.txt file that will have a "m_" or "f_" before the name put in the field. ModelUnEquipped will possibly be a thing too (shades on forehead or other things maybe who knows). I'll look into pushing the changes possibly tomorrow, along with an example workshop mod.
  22. Updated OP. 33.19 is available.
  23. Well considering it's Monday again, and 33.20 still isn't out yet, I'm going to update.
  24. The most recent build is 33.14. I'm waiting for 33.20 to release the next version.
  25. I am confused. What exactly are you trying to do? i am just trying add a 3d crowbar model in to the game. If you have 33.14, it will work properly. In the example on OP, the code shows how to get your mod's directory, and the commands to load the model from the directory. Further in Lua, you will need to tell the game to equip the model name you specified when loading the model. If you need reference, check how ORGM Gun Mod loads models in-game.
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