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xenoglyph

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  1. Like
    xenoglyph reacted to zomboid123 in IWBUMS 34.15   
    I see. We have large bags of oats and the little instant packages here as well but the large cardboard cans are by far the most prevalent, not just the quaker brand but the various generic store brand are almost always packaged that way as well.
  2. Like
    xenoglyph reacted to EasyPickins in IWBUMS 34.15   
    IWBUMS 34.15
     
    Fixed the Mortality Sandbox option not showing the "Never" choice. Fixed /showoptions command displaying junk. Fixed water/electricity shutoff bugs. Fixed an exception with fireplaces when using the 1x tilesets. Fixed lighting bug rendering wall vines. Fixed sometimes teleporting to staircases on the level above when stairs are stacked on top of each other. Fixed remote-player's health not always being synced properly when doing a medical check. Fixed clearing the joypad focus for a coop player when the mouse-user closed the Sleep dialogbox. The "levelup" sound only plays when a point may be spent. It plays in these 2 cases:     1) The player gained a point while already having enough XP for a new perk level.     2) The player gained enough XP for a new perk level, and already had a point to spend. Reduced the rate of damage from poison. Fixed "other" tables in SuburbsDistributions.lua not being used. Changed the generalstore in West Point so the clothing area is separate and spawns appropriate loot. "Dig" context-menu option is only shown when clicking on a diggable tile. Allow WildEggs as cake ingredient. Fireplaces can be lit with the same items as campfires. Fixed equipped clothing items being useable as fireplace fuel. Wood stoves now work like fireplaces.  They emit light, warm/dry the player, can be used for cooking, and don't require electricity. Added IsoHeatSource system to handle warming/drying near barbecues, campfires, fireplaces and woodstoves.  (Campfires already warmed/dried the player). Fixed triggerEvent() not handling Lua exceptions resulting in a memory leak (reported by Jab). Fixed client exception toggling PVP in multiplayer. Prevent exceptions in multiplayer when a client wields an unknown type of item. Fixed being allowed to dump dirt onto non-existing floors at z > 0. Replaced furniture-moving context menu with a panel that shows when the mouse is over it.  One less click required. Added SleepAllowed server option for multiplayer sleeping.  Players may sleep at any time.  When all players are asleep, the server clock speeds up.  Players sleep until they wake themselves by aiming or moving.  Players may wake other players.  Zombie attacks also wake players. Pressing the A or B button on a controller exits to the menu after player death. Changed "Bag of Oats" back to "Can of Oats" Added "Zoom Levels" checkboxes to the options so users can choose zoom levels. Fixed player traits not getting sent to the server.  This caused Graceful and Inconspicous traits to be ignored when testing if zombies noticed the player. Fixed always spawning in the same house in multiplayer.
  3. Like
    xenoglyph reacted to ShuiYin in PZ Vanilla Patch v1.4.7   
    Thanks for the extra info, btw i started a brand new game and purposefully spawn a special zombie and this error also happens, i already fixed it and will upload the fix very soon. btw in your translation files you forgot to change ditoseadio name so i changed it to your name.
  4. Like
    xenoglyph reacted to zomboid123 in Death Metal   
    You know thinking back to my post gave me an idea... Why not have locked gunsafes spawn in homes that you must find a way to open? I'm pretty sure the burglar and engineer professions could find a way... hint hint. If we're going to have blowtorches in game that could give the other jobs an option as well.
  5. Like
    xenoglyph reacted to Jab in [Java] Sledgehammer Server 2.05_04   
    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.
     
     
  6. Like
    xenoglyph reacted to RoboMat in Returning to coding, Simple container problem   
    Also here's a small code hint (I used to do this all the time back when I started):
    function LogSledTest() if getPlayer():getInventory():contains("LogSled") ~= false then return true else return false end end Can be replaced with:
    function LogSledTest() return getPlayer():getInventory():contains("LogSled") ~= false end Since the evaluation already spits out the necessary boolean
  7. Like
    xenoglyph reacted to ShuiYin in PZ Vanilla Patch v1.4.7   
    PZ Vanilla Patch 1.4.7 (DE:EN:ES:PL:RU)
    Missing essential things in PZ is added, cleaning of burned ash, missing skill books, missing red and black paint, missing distributions of items and many more are all here and the list keeps expanding. The aim of this mod is enhancing gameplay but with as much vanilla feel as possible. Basically if you think something is doable in game than it should be doable (It will take a lot more additions to achieve this but read on to know what have been added).
     
    Note: All features that makes the game easier are optional (default is turned on) you can turn each component off by accessing "Mod Settings", press (RShift+s). The screen will show that Mod Setting is now Enabled. Right click anywhere and you will see "Mod Settings" menu at the bottom or near the bottom. Selecting it opens 2  options ("Item Properties" & "Special Function"). "Item Properties" will make all adjustment to the said properties to be on or off so if you click "Weight" then the screen will tell you that weight is no longer adjusted but you have to exit game and load again for this to take effect. Here is the list:
     
    Item Properties
    Name Option : This turns on and off item display name modification from this mod. Weight Option : This turns on and off item weight modification from this mod. Durability Option : This turns on and off weapon durability modification from this mod. Delta Option : This turns on and off item number of uses modification from this mod. Icon Option : This turns on and off item icon modification from this mod. Special function, it now contains only 1 option tho all special function that might feel like a cheat will be put here in the future:
    Sleep Anytime : This turns on and off the ability to sleep even when you are not tired. (Note: Changes you make using item properties will only be applied after exiting the game, special functions works instantly)
     
    We removed weights of trivial game items like ammo etc so that you will focus more on surviving. Many adjustment are made with explanations on the change. Items in game with properties that made the game harder but is illogical like canned food and paint is adjusted. Already over powered items such as plaster and vinegar will be left alone. Some minor tweak on the way recipes work like returning the lid when opening a jarred food is also implemented and explained. Added new basic recipes to boil eggs, make sunny sunshine fried egg and also to make bowl of cereal. Some basic actions are added like wringing dishcloth and bath towels to dry them.
     
    Assumption: 1 zomboid weight unit = 1kg ( because weakest character can carry about 7 and strongest character can carry about 20 plus so its assumed at least 1kg or more ). i get my weight refrence from the net and some i weigh myself using a food scale that can weigh up to 5kg. I also go to the local supermarket and hardware store to find out item weights. All weight change is accompanied by logical explanation.(as of v1.3 modification to weights, display name, durability, delta and other properties of items in game is now optional and can be switched off).
    -----------------------------------
    Full Changelist
    -----------------------------------
    01. Trivial items & equipments are set to weightless (Ammo, Nails, Screws, Needle etc). 02. Non trivial items weight are adjusted to real weight if in game weight is heavier. 03. Metal equipments like axe & hammer durability is increased to 5x the durability of wooden items. Its harder to break (not indestructable) to keep repair mechanism in use. 04. Renamed many item display names for easy inventory management and loot organizing. 05. Added new textures for some items in game to help differentiate between similar items. 06. Added distribution of items that are not distributed properly and become rare like jars, & jar lids and many others. 07. Added distribution update for rare mags like herbalist mag, cooking mag and hunting mag.  08. Added fix option to logically repairable items: Crowbar, Pool Cue, Raw Axe, Stone Hammer, Rolling Pin, Scissor, Screwdriver, Spade. Ignored trivial items (Butter Knife, Fork, Pen, Pencil, Spoon, Wooden Spear). Ignored undistributed items (Hockey Stick, Ice Pick, Letter Opener). 09. Added ability to clean up ash from burned corpses by using a shovel. -----------------------------------
    Basic Activity -
    -----------------------------------
    1. Added functionality to Huggable toys (Spiffo, Doll, and Toy Bear) now you can hug them for happiness and stress bonus. (Reusable after 12 hours) 2. Added functionality to Simple toys (Cat Toy and Toy Car ) with similar mechanism like plushies but produces sound with very small sound radius. 3. Added functionality to Sound toy (Rubber Ducky) you can press this many times but eventually you will get bored. Beware tho this makes quite a noise and attract unwanted visitors. 4. Added functionality to Compound toy (Brick Toy) a toy that you can have more fun with more bricks but you have to play them on the ground so dont forget to clean up afterwards. 5. Added functionality to Brain toy (Cube) A toy that you can get better at playing. When you play this and solves it you get a good amount of boredom and happiness boost but if you fail you can try again but will get a minor penalty at hapinness and boredom. After you solve this you need to rearrange the toy to play it again. 6. Added functionality to Special toy (Deck of cards) that can be used to play solitaire, make house of cards, draw random card from a deck. Before playing solitaire dont forget to shuffle the card first. You will get better at solitaire the more you play it. 7. Added functionality to Special toy (Yoyo) that can be played multiple times but have a small chance of getting broken. Playing it produce a bit of noise so use with moderation. To fix the yoyo you need glue or wood glue and string. You also get better the more you play this. 8. Added playing the Pool Table that will give some bonus to happiness and boredom, after you complete a session you will not be able to play again for 12 hours. As you get better you will finish the session faster. 9. Added playing the Park Swing that will give some bonus to happiness and boredom these activities are loud and attract zombies. 10. Added playing the Merry go round that will give some bonus to happiness and boredom these activities are loud and attract zombies. 11. Added playing the park slide that will give some bonus to happiness and boredom these activities are loud and attract zombies.  
     
  8. Like
    xenoglyph reacted to MXXIV in Lua code snippets   
    I decided to make list of some code snippets I have used so far. I will try to sort them but generally just use CTRL+F to find what you need.
    Lua tricks
    I aim to share PZ related Lua tricks. I assume here you understand what prototype inheritance is and how does OOP work in Lua. However some things can work for you well without understanding them.
    Subclassing Lua "class"
    In PZ files, following function is used to subclass a class:
    MyClass = BaseClass:derive("MyClass") This only works with classes defined in PZ library or classes that inherit from it.
    Class constructor
    Generally, constructors look like this:
    function MyClass:new() -- Create a map and set iteself as map prototype local o = {} setmetatable(o, self) -- not sure or care what this is -- inheritance actually worked without it too o.__index = self return o end Overriding built-in method
    Suppose you want to patch some built-in PZ method but not completely rewrite it. You can do this by saving the old function in local variable. Keep an eye on : and . difference!
     
    local old_doStuff = PzOriginalCode.doStuff; function MyMod:doStuff() -- Do some stuff print("Doing stuff real hard"); -- Call original function old_doStuff(self); -- Do this to preserve return value -- return old_doStuff(self); end Loop over numeric items in array
    If you have array that contains enumerated list, you can loop over these. Note the difference between pairs and ipairs:
    local values = {"first", "second", "third"}; for index,value in ipairs(values) do print(value); end Loop over named items in table
    This comes handy when you have something indexed by item names for example. Note the difference between pairs and ipairs:
    local item_type = {Axe="weapon", Berry="food", Lipstick="garbage"}; for item_name,type_name in pairs(item_type) do print(item_name.." is "..type_name); end Items
    Item script files are /media/scripts/items.txt, /media/scripts/newitems.txt, media/scripts/items_radio.txt.
    Get item name translation
    To do this, use ScriptManager.getItemName which will return English name. Then put English name into getItemText which comes from global lua object. Whole:
    getItemText(ScriptManager.getItemName("Base.Axe")); This method is safe from null pointer errors and returns original string on failure.
    Get item texture object
    This will provide you with Texture object if you have item name.
    local item = InventoryItemFactory.CreateItem("Base.Axe"); local texture = nil; if item then texture = item:getTex(); end Add item into inventory
    Requires instance of IsoGameCharacter (eg. player), uses ItemContainer which is player's inventory:
    local inv = player:getInventory() if inv~=nil then inv.addItem("Base.Axe") end Spawn item on ground
     Requires instance of IsoGridSquare to spawn the items on:
    square:AddWorldInventoryItem("Base.Axe", 0, 0, 0); World objects
    Containers, walls, trees - those are all world objects.
     
    Get all world objects player has right-clicked:
     
    function objectRightClicked(player, context, worldObjects, test) print("Objects right clicked"); -- Not sure but it's all around production code so probably -- important if test and ISWorldObjectContextMenu.Test then return true end -- Pick first object in worldObjects as refference one local firstObject; for _,o in ipairs(worldObjects) do if not firstObject then firstObject = o; end end -- the square this object is in is the clicked square local square = firstObject:getSquare() -- and all objects on that square will be affected local worldObjects = square:getObjects(); -- Loop over objects on square for i=0,worldObjects:size()-1 do local object = worldObjects:get(i); print("Clicked object!"); print(" Name:"..(object:getName() or "")); print(" Object:"..(object:getObjectName() or "")); print(" Sprite:"..(object:getSpriteName() or "")); print(" Texture:"..(object:getTextureName() or "")); end end Events.OnFillWorldObjectContextMenu.Add(objectRightClicked); Destroy world object:
    Requires IsoObject instance:
    local square = object:getSquare(); square:transmitRemoveItemFromSquare(object) square:RemoveTileObject(object); Put container items on ground before destroying
    In case you want to destroy, for example, crate, items should be put on ground first:
    local container = object:getContainer(); local square = object:getSquare(); -- If the object has container if container~=nil then local items = container:getItems(); for i=0,items:size()-1 do -- WARNING: this will cause item duplication if the container -- is not destroyed local item = items:get(i); square:AddWorldInventoryItem(item, 0, 0, 0); end end -- Destroy the object -- see above  
  9. Like
    xenoglyph got a reaction from ZombiesLoveBrainiacs in How can i find out how to call functions like getPlayer()?   
    i very recently had the same question, and answered it, so here you go.
    go and get Java Decompiler from http://jd.benow.ca/
     
    the events are listed in LuaEventManager.class,  here's a current list I made just now:
     
    to get the parameters, if any, and if you care, just search for the event name and see how it's fired.
    the Lua functions are listed in LuaManager.class and you'll either have to scroll thru it or whip up some regex to git em for ya. here's an example of the format:
     
     
  10. Like
    xenoglyph reacted to EnigmaGrey in Scripted items access throug lua   
    Notepad++ has a very nice "Find in Files" function.
  11. Like
    xenoglyph got a reaction from fluffe9911 in Vorpal Weapons - complete rewrite of Heroic Weapons   
    Updated to 1.0.1, secondary weapons are now working.
     
    this thing's pretty buggy ATM and hilariously OP, though my gf had a blast. I have a proper fix in the works.  I decompiled the game to have a better look at Lua events, and realized that the code I copied is even more terrible than I thought.  Next version will handle events properly, which should (theoretically) automatically fix most MP issues.
  12. Like
    xenoglyph reacted to ShuiYin in PZ Vanilla Patch v1.4.7   
    Hi Zentharius thanks for taking the time to use the mod and also for taking the time to post here. With more feedback from users such as yourself i can make this mod better and also add more features that might be needed by many.
     
    Thank you for the suggestion on putting the optional mod settings at the beginning as this might prevent people that would have used this but didnt take the time to read till the end of the description. This is a very smart move (Ill update it soon along with the explanation on what each option represents).
     
    The spawning on zombies are something that i am aware of and i actually forgot to implement the loot drop modification that makes the drop actually rare and i hope i will be able to fix it before next release (i got a general idea on how to do it but sometimes there are unexpected things that can hinder its completion)
     
    Longer winter and new condition like droughts however i dont think i can move to that direction. However these are very good suggestions and in my opinion you should also put it in the suggestion section of this forum.
     
    Thanks again and happy Zomboiding
     
    edit: i have tried to fix the zombies bringging too many books and i have the solution ready and while doing this i am adding a new feature to the mod. Special Zombies: sometimes 1 in 25 you may find a special zombie that is proffesion based and will carry some proffesion items so if you meet a nurse for example you will find some medical supplies. 1 in 100 zombies you may find a proffesional survivor that died carrying a lot of stuff including a gun with some ammo boxes and also sometimes rare gun modification stuff like a x8 scope.
  13. Like
    xenoglyph reacted to TheCenturion in I am starting to feel guilty about this game   
    Hiya all, long time no... forum! 
     
    I'd also just like to say that, as far as I'm concerned, this game has probably been overhauled and polished up so many times that it feels like I've played multiple different games since its inception. I went on a hiatus ages ago to wait until the NPC update but... couldn't resist taking a peek again, and wow. So kudos to the devs for seemingly putting so much effort into this game!
     
     
  14. Like
    xenoglyph got a reaction from fluffe9911 in Vorpal Weapons - complete rewrite of Heroic Weapons   
    -- ------------------------------------------------------------------------ -- -- Vorpal Weapons version 1.2.1: March 28, 2016 -- -- this is a mod for Zomboid which gives the player the chance to obtain -- unique and powerful weapons. after a certain number of kills your -- weapon will improve a property and it's name will change. properties -- that may improve include: weight, damage, knockdown, range, durability -- swing speed, etc. it's still being tested, and though it is overpowered -- by nature, i don't want to be too insanely overpowered. as i test it -- more and get feedback from people the values will be adjusted. you're -- free of course to fix things how you like, too. currently weapons will -- upgrade after 10-29 kills and then again after 30-70 kills. -- -- * Vorpal Weapons was adapted from tommysticks' Heroic Weapons mod -- * first time i've written anything of substance in Lua, maybe it works -- * thanks tommysticks, you had an awesome idea (but your code sucks) -- * seriously tho, i've had a blast with your mod, so thanks -- ------------------------------------------------------------------------ -- -- Changelog 1.2.1 (March 28, 2016) -- fix: issue resolved where second upgrade sometimes wasn't applied -- note: currently bugged weapons will remain bugged, sorry -- ------------------------------------------------------------------------ -- -- Changelog 1.2 (March 26, 2016) -- -- feature: multiplayer support! yay! -- fix: all weapons have been rebalanced, things should be mostly sane now -- feature: mod blacklist. Vorpal Weapons will disable conflicting mods -- feature: future nerfs/buffs will apply to any vorpal weapons created -- since this version (1.2) -- fix: weapons created by test versions of mod will be autofixed -- feature: probably a bug somewhere -- ------------------------------------------------------------------------ -- -- Changelog 1.1.3 (March 19, 2016): -- -- fix: removed some test code which could interfere with repairs -- ------------------------------------------------------------------------ -- -- Changelog 1.1.2 (March 19, 2016): -- -- fix: weapon stats are restored properly now -- fix: swing speed nerfed, durability nerfed, range nerfed, -- damage slightly buffed, still tuning -- feature: your character will now say something when weapon transforms -- fix: weapon weight was being lowered for every upgrade -- fix: now receive proper events with parameters -- ------------------------------------------------------------------------ -- -- Changelog 1.0.1 (March 17, 2016): -- -- feature: added support for secondary weapons -- ------------------------------------------------------------------------ -- -- Changelog 1.0.0 (March 17, 2016): -- -- things changed/added from Heroic Weapons: -- no more repair or equip/unequip bugs or other durability bugs -- merged it into one file and changed how everything works -- many names are changed -- most of the calculations are changed -- weapons autorepair at prefix/suffix kills for now. -- if anything is too ridiculously overpowered, please let me know... -- ------------------------------------------------------------------------ -- -- TODO: -- tweak the values as needed -- change naming scheme to something more like ultima online -- i.e. exceedingly accurate, etc. so i can ditch some of the silly names -- maybe more exotic weapon upgrades -- -- by electroglyph/xenoglyph -- ------------------------------------------------------------------------ --  
    Props to tommysticks. Without his mod this wouldn't be here. I really love his idea and it inspired me to (hopefully) improve upon it. Thanks PZ community! 
    The Workshop version will be the current & maintained version.  It's provided here on the forums as a courtesy.
    Any and all criticism is welcome.
    Tested and working on 34.13 I<3BUMS
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=647041145
     
    VorpalWeapons.7z
  15. Like
    xenoglyph reacted to RingoD123 in Bedford Falls V3 (Steam Workshop)   
    Have just updated this on Steam. Now, upon selecting Bedford Falls for you world, you will be asked whether you would like to spawn in Bedford, Muldraugh or West Point.
    This will stop the problem of Bedford Falls not loading when spawning in Muldraugh or West Point.
    Just make sure you select Bedford Falls as your world first.
     
    More updates coming soon focusing on building bugs (stairs, missing floor tiles etc).
     
    <3
  16. Like
    xenoglyph got a reaction from EnigmaGrey in No Rest For The Wicked - Disable sleep   
    Purpose:  Disable sleep.  Created with splitscreen games in mind.
    Tested on: Build 32
    Created by: xenoglyph
    Greetz: ethanwdp & EnigmaGrey
    Download link: http://www.mediafire.com/download/vxao9ga7wwxbixz/NoRestForTheWicked.7z
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=547784112
  17. Like
    xenoglyph reacted to Man_In_The_Purple_Hat in Is there a mod that simply disables sleep?   
    you can use this mod right here to do it >:http://theindiestone.com/forums/index.php/topic/14283-cheat-menu-v221/
    right click and go down to stats and you should see a option for tiredness/sleeping and can disable it.
    Hope this helps!
  18. Like
    xenoglyph got a reaction from EnigmaGrey in Is there a mod that simply disables sleep?   
    I always have 1000 projects of my own too, but I'll make an attempt.  Thanks for the help.
  19. Like
    xenoglyph reacted to EnigmaGrey in Is there a mod that simply disables sleep?   
    Use OnPlayerUpdate to restore fatigue. Players will never need to sleep.
    Might write it at some point, but I'm notoriously unreliable for this sort of work. Someone else can probably do it quickly.
  20. Like
    xenoglyph reacted to Teesee in The patch 33 anticipation / theoretical gambling thread   
    Alright, we cool then. And thanks for the fish.
  21. Like
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