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Sykriss

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Everything posted by Sykriss

  1. ORGM compatibility would be a great idea! I had to uninstall ORGM since I cannot really hunt beside using arrows and stuff. That is exactly why I made the compatibility patch. I have an excess of large caliber rounds at my safehouse, and figured I would give them a use! I have also slightly adjusted the chances for a successful hunt; larger calibers give better results with big game, as well as using a scoped weapon (ORGM sniper rifle category). But wouldn't some just be overkill such as high powered weapons exploding small birds and small mammals? Birds and small game are only able to be hunted with .22LR, whereas waterfowl can be hunted with .223, 5.56mm and 7.32x39. Deer and pigs can be hunted with anything between .223 and .30-30, and bears can only be hunted with the largest of calibres (7.62x51, 7.62x54, .30-06, .30-30 and .308). Note how I said "larger calibers give better results with big game"
  2. ORGM compatibility would be a great idea! I had to uninstall ORGM since I cannot really hunt beside using arrows and stuff. That is exactly why I made the compatibility patch. I have an excess of large caliber rounds at my safehouse, and figured I would give them a use! I have also slightly adjusted the chances for a successful hunt; larger calibers give better results with big game, as well as using a scoped weapon (ORGM sniper rifle category).
  3. Have you tried editing the settings with the server running, then inside of the admin console for the server, typing reloadoptions? This should refresh and apply any changes you have made to any of the server configuration files.
  4. I have taken a bit of time to make a compatibility patch for Hydrocraft that allows the use of ORGM weapons/ammo in the hunting recipes. I am not sure if there are any other incompatibilities; if there are, let me know and I'll see what I can do to resolve them. This does NOT disable the original Hydrocraft recipes, so if for whatever reason you decide to stop using ORGM, you won't have to reinstall Hydrocraft. Enjoy!
  5. Updated the server, adding my very own compatibility patch allowing use of ORGM guns with Hydrocraft hunting recipes, as well as updating Hydrocraft to 4.1. We have a small number of regular players, would love to see more of you guys online!
  6. How do you prepare ducks for eating? There doesn't seem to be a "skin duck" recipe that I can find. Thanks! Edit: Nevermind, should have looked a bit harder before asking, lol. Edit 2: I have taken a bit of time to make a compatibility patch for Hydrocraft that allows the use of ORGM weapons/ammo in the hunting recipes. I am not sure if there are any other incompatibilities; if there are, please let me know and I'll see what I can do to resolve them. This does NOT disable the original Hydrocraft recipes, so if for whatever reason you decide to stop using ORGM, you won't have to reinstall Hydrocraft. Enjoy!
  7. Working on making a Hydrocraft compatibility patch for ORGM, and in the hunting luas I have inserted all of the ORGM weaponry. However, when trying to hunt with some of the guns, I absolutely never, ever actually get a kill - and I believe this is because the script isn't seeing that I have the ORGM gun in my inventory, therefore reducing the chance to zero. How would I go about importing assets from a different mod inside of a lua file? I know how to in recipe txt scripts, but I haven't been able to find solid documentation on how to do it from within a lua file. Thanks a bunch! Edit: Nevermind, after trying it a few more times it seems to be working. However, the question still stands as I'm not entirely sure as to why it IS working - I'm assuming lua files can reference all items within all modules, but I have no idea if that is the correct answer.
  8. I have encountered a Bloo as well, and it only seems to spawn in gun containers, so I am inclined to believe it is from ORGM as I have no other mods that affect gun spawns. Is there any way to see what the Bloo is referencing to assist in debugging? Also, PZ-NOOB; I haven't had the issues you are experiencing and I use the middle reloading setting (not hardcore, but not arcade; the one in between)
  9. That gives the coordinates (which solves one problem), but doesn't tell me what kind of tile (grass, dirt, asphalt, etc) is at those coordinates - which is essential to the functionality of the mod I plan on making using this method.
  10. Good suggestions, I already have the USAS-12 and the Pancor Jackhammer, so why not put in the AA-12. I'll skip the M110 as I already have the SR-25, which by game standards is the same exact weapon. (The only difference is the buttstock and the rail system, both of which can be modded in the game once I add the new attachment system. The DTA HTI I'll add. Yes, to the MSR and the MRAD as well. With all the additions you're planning to do, are you considering doing incremental releases of new features as you finish them? I don't know about everyone else, but I would enjoy seeing somewhat frequent small feature updates, rather than large updates released after long periods of time. Just my two cents
  11. Is there any way to get what type of tile is at specific xyz coordinates?
  12. Agreed, I don't really see why this hasn't already been implemented.
  13. Was watching some DayZ videos a few hours ago and noticed the little information at the bottom when characters are constantly running around about their feet being sore, and it seemed like it could be an interesting idea (especially for MP, for reasons I will explain shortly). Basically, if you have shoes on and you spend a lot of time walking/running around without right click resting, your feet will begin to get damaged (burned, since I am not aware of a different type of wound that would fit it more appropriately). If, however, you do not have shoes on, your feet will get burned and/or cut quite quickly if walking on asphalt. This code would tie into the surface the player is walking on (tile type), the temperature of the day (hot and cold causing burns), and what time it is (as it takes a little bit for asphalt to heat up/get really cold). I'm just now starting to learn a little bit of Lua, so I'm not sure if there are functions available for these required checks. Different types of shoes could change how badly this affects the characters feet; boots being better and simple shoes being the norm. Why I think this would be a good idea for MP is due to the lack of sleeping. This would force players to stop their non-stop looting runs to rest their feet, albeit not for as long as sleeping, but nonetheless, it would slow things down and bring a bit of realism in. Looking forward to hearing you guys' thoughts on this subject.
  14. You can already burn yourself to death by chillin in a lit campfire for a little while. I definitely think that overdosing by combining alcohol + painkillers (or other medications) could also be interesting; maybe make it give your character a bunch of sick moodles before you inevitably croak. And regarding firearms, I'm honestly surprised it hasn't been implemented already, lol.
  15. Quite cool - I've got a bit of experience with Java but Lua, for whatever reason, tends to throw me in a loop. A great resource, really
  16. Yeah, an option to safe the Safehouse only when the player is OFFLINE would be awesome. Then your safehouse would be protected for a certain timespan whe you go offline. (With this option it could be enabled on our server to prevent offline robbery.) Seconding this. There should definitely be a variable such as safehouseOfflineOnly that makes it so that the safehouse boundaries only apply when the boss of the safehouse is offline, as I feel this setting is very useful for preventing your base from being broken into while offline - But online, it serves as an OP protection against any sort of PVP looting.
  17. The server has been reset, zombie settings have been adjusted, and the map has been expanded to include Bedford Falls, New Denver, Drayton, and the Walking Dead Prison! Come one, come all!
  18. Sykriss

    cannt log on

    It's possible, but even in multiplayer, characters are saved on the client, not the server. Hence the ever-present problem of save scumming.
  19. Just wanted to chime in here and say that what you're doing is simply amazing. I feel like the PZ world definitely needs a bit more uninfected life to spice things up a bit and this is right up that alley. Just imagine the possibilities.. You're wandering in the woods with a Hydrocraft longbow, foraging and on the lookout for deer/bears when suddenly a boar starts charging you and mauls your legs. Or, you DO run into a bear but have to actually take it down instead of it being a scripted behavior. I am eagerly anticipating the first public release of this.
  20. Sykriss

    cannt log on

    Unfortunately, the game only saves when you close it normally (exiting via the main menu). When you have a power outage, the game gets force closed, and that tends to result in your save getting corrupted... Sorry man, that really sucks :/
  21. No, it's still up. I noticed a bunch of Recieved: 255s in console, were you getting an error when you were trying to connect? Edit: upon further investigation of this, I've concluded that you were probably not using the -nosteam argument when you tried to connect. This is necessary when connecting Hamachi servers, just right click Project Zomboid in your Steam games list, click properties, then click the button called "Set launch options..." and in the box that pops up, type -nosteam. (without the period) You should be good to go after that!
  22. I would imagine they're going to be implemented like standard weapon add-ons, so you'll probably be able to add/remove them like you would a red dot sight or any other addon. I'm not ORGM, though, so don't quote me on it Lol, yes, they are coming, I am working on a whole new attachment system. Silencers are included in the mods. It is entirely possible to add an remove attachments coding wise if you know what to do. Suffice to say I'm personally on the edge of my seat waiting for this suppressor update. I have a fairly massive stockpile of guns and ammo in the safehouse I made on my server, I just tend not to use them as they are simply beacons for zombies and nothing more. They may be effective at killing, but the amount they attract makes them the polar opposite of worth it. Suppressors will change this radically, and I dream of a day where I can take out a group of thirty or so from a distance, while going relatively unnoticed by their rotting friends. Eagerly anticipating this next update
  23. I was also wondering about this combining of maps. Would love to hear a clear cut answer as it's obviously possible from what I've seen of other maps.
  24. Uh oh, it seems like someone didn't read the manual agaaain! http://theindiestone.com/forums/index.php/topic/1395-how-to-install-uninstall-mods/ Uhm call it a linguistic error as I speak French. C:\Users\Utilisateur\Zomboid\mods ... No results, there's something I must not understand. Did you unpack it? (take it out of the zip/rar) Uhm no I read it had to be zipped (unless I misunderstood ) No, you have to unzip it Ok I unziped it, restarted the pc, still nothing Your folder hierarchy should look like this: C:\Users\Utilisateur\Zomboid\mods\JPM-ExtendedBuildingOptions\<bunchoffiles>
  25. I would imagine they're going to be implemented like standard weapon add-ons, so you'll probably be able to add/remove them like you would a red dot sight or any other addon. I'm not ORGM, though, so don't quote me on it
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