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ShuiYin

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Posts posted by ShuiYin

  1. 21 Mar 2016 - PZ Vanilla Patch Build 1.4.1 A gift from Spain & A quick fix is now live

    1. A big thanks to  ditoseadio   for providing a Spanish translation for this mod.

    2. Fix for the Mod Setting not appearing.

     

    Done Feature for v 1.5

    1. Sit down on any chairs and beds to conserve stamina and for faster stamina regeneration.

     

    currently working on: The grooming section: containing functionality for make up, lipstick, shave etc , i still cant think of a system that will encourage survivor to look their best without penalizing them if not groomed properly, im sure ill figure something out soon.

     

    Happy Zomboiding :)

  2. 21 minutes ago, Wveth said:

    I can't believe you're still so dedicated to this mod. Bravo! ^_^

     

    But what're you gonna do with the new nutrition system? Are you going to go back and actually give all the food items stats and update EVERYTHING? Because that would be insane.

    He is insane :) and he already completed what you just said :P. Hydro dedication is tough like steel

  3. 11 hours ago, ditoseadio said:

    Context menu not showing after press "RShift" + "S"

     

    I've deleted all "SYN..." files into "...Zomboid\Lua" and still happens.

     

    function: SYNSetting.lua -- file: SYNSetting.lua line # 227

     

    Seems like another person also having the same problem , did you get the notification on screen telling you that Mod Setting mode is enabled, its supposed to tell you that its enabled if you press rshift plus S,

     

    notification screen:

    SYNVanillaPatchSetting01_zpsemwf6zro.png

     

    the actual menu after you right click:

    SYNVanillaPatchSetting02_zpszg9y1xft.png

     

     

    3 hours ago, winterpyre said:

    I'm having the same issue, pressed "RShift" + "S" and got no option for settings in the right click menu

    great mod though really have been enjoying it.

    Same reply as above did you get the notification on screen telling you that Mod Setting mode is enabled, its supposed to tell you that its enabled if you press rshift plus S, ill look it up and try to add a solution soon

    6 hours ago, Zentharius said:

    You’re improving  this mod faster than I’m able to test it. Dev’s should hire you for faster game development :D jk

     

    Well they are quite fast already and i got surprised by game updates that exceed my expectation :P my work is really very small compared to what they are doing Lol but thanks for the compliment :) 

     

    edit: btw SYNSetting line 227 is calling an interrupt mode that will interrupt any delayed action that is happening and cancelling itself. I think that should not cause the Mod Menu to dissapear. Can you try switching off all other mod and see if its still wont display the Mod Settings?

     

    Edit2: i found the problem, it seems that everytime i tested this mod was with all of my other mods on, i found out that without the debug mode mod on this error 227 is happening and i tried and also cannot see the Mod Settings. So all user should have the same problem. Will post a solution today

  4. 1 hour ago, ditoseadio said:

    The mod settings are not displayed...

    Is the mod setting not working? ill try and test this

     

    i tested this under extreme condition ( i removed all the setting files from the folder) and continue the game and it displayed the settings still. can you describe is the menu blank or is it blinking white and black or it did not show after you press "RShift"plus "S"?

     

    edit: i tried starting a new game with all setting files deleted and its still displaying the mod setting. Is there any error returned?

  5. 44 minutes ago, ditoseadio said:

    You're a fucking genious ;)

     

    Any chance to fill containers with water from the rain by putting them directly on the floor? 

    Like bowls, pots...

     

    The torches are great, but the limitation of gasoline in the late game are impossible to craft...

    Maybe adding gasoline in some zombies?

    It also would be nice to place them on the walls.

    Hello im glad you liked the update :)

     

    containers that can get rain water mean a placeable container not just a dropped one ( i am assuming here) i am not sure i can do this yet because anything placed has to transmit data for multiplier purposes. (i think) i am going to do a compost bin on the next update and so i must hit the same coding problem since i have to actually create something that i can place as a compost bin. (i might fail this one) i also heard someone is currently making a rain collecting bin using the garbage cans etc (a great idea).

     

    Yes gasoline is limited and since i have the knowledge for grid items now i might be able to make the gasoline powered by a generator ( i know someone already did that) i actually did turn on the menus of the stove a long time ago but i didnt get it to cook anything Lol.

     

    Placing the torch on the wall is a good idea too that one day i will try to do ( i still dont know how to make a world object to be a source of light yet) 

    gasoline is a possibility loot if you find one of the special zombies in this update but even if you find them its still random so you might not get the fuel but get something else useful instead.

     

    ill write those thing above on my to do and research list hopefully someday it will turn up in this mod

     

  6. 5 hours ago, EnigmaGrey said:

    Hope there's a chance of being crushed to death added to the mines/quarries to decrease stone/ore spam.

     with any risk of death im sure people will avoid them entirely Lol. maybe small chance to get damaged and stuff :P

  7. 5 hours ago, quadrinka4 said:

    Thank you for your information ^^ Helped me alot. From what i've seen. Smelthing really have high chance of killing you. Since chance of getting burns don't get reduced. Hopefully this is a bug or something. Anyways,  Can someone tell me where I can find HCFire.lua file?

    Its not in mod folder... 

    maybe if not protected enough gets a warning instead of suddently got burned while using it? like maybe character say "its too hot i need to wear item X before i can use that" that may simulate us detecting the scorching heat and therefore risk of injury

  8. 21 Mar 2016 - PZ Vanilla Patch Build 1.4 The Completed Fun Update in now live

    I got side tracked by a zombie bug and made some update to the mod

    1. added standing candles that is exactly like the normal candle but its standing so you can drop them for decoration or roleplay purposes. Sometimes having a candle on the floor sets up the atmosphre of the apocalypse Lol.

    2. Since i was working with a candle i also added a torch in game which is also a basic survival lighting just cannot imagine survival without torches. Many zombie movies use them :P

    3. Added woodenstick as alternative component to make wooden stake, stone hammer, wooden spear, and stone axe. (request from Demonic_Kat)

    4. Added special zombies that is a recently turned. 4% chance to find a proffesion zombie with proffesion items, 1% chance to find elite survivor zombie that brings quite a lot of ammunition and food. You can detect a special zombie by its loot, if it contain a drink or food item it is probably a special zombie. an elite zombie will always carry at least 1 box of bullet of 1 type.
    5. Now 80% of zombies will wear underwear as they should be those 20% are the odd one out :p.

    6. Fixed zombies containing massive amount of skill books bug (report from Zentharius )
    7. Fixed time delay bugs now any daytime hours length used will not affect timed script.
    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. (request from CaptKaspar )

    SYNVanillaPatchPool_zpsmgann2jr.png

     

    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 also 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.

    12. Upgraded the mod setting to display on and off next to the mod option so you will know which option is on and which is off.

     

    I will next work on Hygene upgrades that will introduce 2 new section

    1. The grooming section: containing functionality for make up, lipstick, shave etc

    2. The health section: involving staying clean with showers, toilets etc.

  9. 26 minutes ago, Snorrsenkel said:

    For guys like me, who grew up in the 90s its normal to pay ONCE for game and then have tons of hours of gameplay. For a Game that was finished = v1.0
     

    Interesting thread also, because talks about commercial aspects of computer games seem always to be a taboo, private secret, very sensitive, controversial.

    To be honest, why asking to commerialize more aspects of this game, without first questioning how many copys of this game are sold every month?

    Would the devs even tell you about their income?

    I hope they make a lot of money :)  i also know old games have that 1 time pay and enjoy for a long time but in this time its a rare occurance. With so much available entertainment alternatives in the market making me spend 60 hours ( much more if offline time is counted since here internet isnt very fast so i tend to play in offline mode)  in the last 2 month of me buying this is a feat . I am still strongly attached to the game btw and plan to follow bro Hydro shining example and continue developing mods for the game for a long loong time

     

    Btw ill show my support for this game once i hit 6 month by buying another copy from GoG. Gunna use that one for the gaming and this one for testing iwbums

  10. 17 minutes ago, Blasted_Taco said:

     

    There has been only 2 times in my entire playing time of PZ i got a cold.

    One was when there were the NPCs running around.

    Second was a month ago when i played in a MP server where the rooftops didnt work and i got soaked.

     

    Its kinda weird of how it works.

    Hearing your response i guess its kinda rare. i fail to test this before because my character died 1st before it can catch cold

  11. On 6/3/2016 at 6:08 AM, fluffe9911 said:

     

    Well there are still a ton of one tile objects that I wish I could grab up the most notable including walls and doors. lol

    i think they atleast have plans for doors, i saw the icon in game and also i think some codes that implies dismantling of doors

  12. 5 hours ago, King jjwpenguin said:

    How about being able to take those big water bottles from the dispensers like in the warehouses. That would be neat to be able to take and then it would also stop it from being an unlimited water source.

    i dont think its unlimited (i heard that they can run out) taking it out is very nice if implemented :) +1

  13. 6 hours ago, xenoglyph said:

    that will work for 2 different instances of the same item?

    No it will detect the same sadly. The only way to make it differentiate if you add a modData value to that specific item. So if you are looking for that exact item then check the get modData tag you placed and if return true than its the exact same item 

  14. On 3/16/2016 at 4:33 AM, Blasted_Taco said:

    As far as i know, only tissues can be used to do that, havent found a toilet paper before.

     

    And smoke grenades, as emilko said, the toilet paper burns like a motherfucker when you light it up but is a very quick reaction, this is because of how the toilet paper is made, the structure more than anything.

     

    Same goes with bleeding, try to applay toilet paper to ANY wound that bleeds and you will see that the blood just passes right though it, no matter how much toilet paper you use, there wont be enough pressure to stop the bleeding

    I never seem to catch a cold and sneeze in game even tho i know its scripted in. I actually did a test using my debug menu mod to soak the player wetness to maximum and also cold temperature but not catching cold still. Do you actually catch a cold before? And use tissue to mute the sound of sneezing?

  15. 32 minutes ago, grubolsch said:

    I bought this game for 15-20 euro 2 years back I think, and spent now 255 hours in this game, and after the updates on the new resolution and animation it confirmed my feelings about this game: I am starting to feel like a leecher.

    The amount of money I paid is in no way enough to compensate for so many hours of great fun - and now you are telling me that the game is becoming even better?

     

    It is weird to hope for - but I hope to someday in the future they will have like a paid supporter pack, where for example you could choose the name of an NPC in the game - I would do it in a heartbeat - I cannot think of a development team more worthy of the support.

     

    Yea i felt something similar, even though i bought this game around the beginning of the year i feel that i have gotten more than my money worth in entertainment value :) currently at around 60 hours play time Lol still newbie compared to the others. 

  16. 5 hours ago, wintermuteai1 said:

    Was wondering if anyone knows how to make a custom item have a battery

    and require one, and have it use battery if running?

    tyvm

    check out insayne torch mod :) i think it has batteries thing you needed

  17. On 15/3/2016 at 8:51 AM, EasyPickins said:

    IWBUMS 34.13:

     

    • Fixed an exception when using the mousewheel in the main menu before the game started.
    • Fixed container capacity changing when moving objects.
    • Fixed freezer container being lost when moving objects.
    • Fixed wrong container capacity being displayed when clicking on objects in the world.
    • Fixed non-food items getting aged, which after enough time would cause them to have no texture (the game was trying to use the "rotten" texture which didn't exist).
    • Fixed farming sprites not showing in the context menu.
    • Fixed farming sprites for in-game plants.  There may be bugs here, it's a bit confusing.
    • Fixed some ??? tiles when importing old savefiles.
    • Fixed disappearing items and weight capacity possibly being exceeded when spawning items.
    • Fixed making bowls of pasta/rice giving a Pot instead of a Saucepan.
    • Fixed being able to move a combination fridge+freezer when the freezer wasn't empty, losing items in the freezer.
    • Fixed ProjectZomboid.exe argument handling.
    • Fixed items in a freezer not being placed on the ground after destroying a combination fridge + freezer.
    • Fixed vertical sprite position after moving objects with the 2x tiles.
    • Fixed teleporting to the staircase above when one staircase is directly above another (actually it still happens sometimes, will fix later).
    • Fixed radio tile properties causing floating radios, and Makeshift turning into non-Makeshift when placed.
    • Crates can now be moved with the furniture-moving commands.  When building new crates, the height is chosen automatically (no need to use the R key).  Currently, this allows stacking crates on top of tables as well, although that might change.  Destroying crates lower in a stack should cause the higher crates to drop down.
    • Fixed the new lighting system not "spotting rooms" properly.  This prevented spawning of indoor zombies and generators.
    • Fixed black screen after a coop player died and respawned, caused by the lighting system not handling the new player's position in the world.
    • Fixed 3D models flickering on/off in coop.
    • Fixed massive memory leak with sprites. The Redboid server had 21GB of unreleased sprites after running for a day.
    • Fixed right-clicking not detecting players or corpses with the 2x tiles.
    • Fixed black fridge having 20 freezer capacity
    • Fixed the appearance of grime below windows (so it matches adjacent walls).
    • Changed some nutrition numbers
    • Updated left side icons to non-pixelized ones
    • Fixed unlucky trait giving some times more loots

    Nice now we can move those crates :) thanks for the awesome update

    btw i since now things fall down when you move what is under it will it also do that to other items on top of furnitures too?

    also can you move rain barrels now?

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