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Posts
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Posts posted by francogp
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6 hours ago, Hydromancerx said:
One issue is what to do about the calories of the big animal carcasses. There seem to be like a 4000 calorie limit she says. And a whole deer or bear is WAY over that.
Yep, you can eat a whole animal carcass in one meal (IRL)... It must be mandatory to SPLIT the animal in smaller parts to be eaten. The mechanic should be changed or refined to achieve that.
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2 minutes ago, Faalagorn said:
Unfortunately I can't really, as like I said I barely played it, but it's generally most of the items that rely on being placed on ground I think - ovens, animals... Generally something's off graphic-wise each time I see the screens, but it's the complexity of the mod that cause it. However, some, especially recent items, seems to be improved from what I see being posted over here, so that's why I hope the graphical change will be only for good to the mod
The main problem, is that you can't mod movable object like the kitchen/oven or similar. Everyone should ask the DEVS to implement a way to mod objects like the kitchen/oven (you can place, rotate, and COLLISION with that).
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4 hours ago, Faalagorn said:
Also I've seen a lot of people (me included) not liking everything with the style of Hydrocraft not fitting PZ,
Can you list those objects?
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8 hours ago, Hydromancerx said:
Hydrocraft v5.7 has been released!
snipt
I cant load 5.7, the game freeze at loading time without ANY log error.
The game freeze after "reloading lua" msg. The only mod that I load is Hydrocraft.
NOTE: why there's no new variables to translate? I read a lot of new items but no new vars...
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4 hours ago, xXSly_WolfyXx said:
RIPt in peace this mod, It was fun, But the amount of work that will need to go into creating higher quality sprites and such will likely be to much. Let's hope it doesn't get abandoned.
you / anyone can help providing art for the mod
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Is there a way to recycle mesh and textures? for example, ingame I have 5 swords, with different textures: Is there a way to load the mesh once, but change the texture at loading time for 5 different "3d sprites"?
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8 minutes ago, nolanri said:
I think I found the bug with some of the categories not working for recipies. as for the combining with other filters thing, what combination of filters did you try that did not work? if it was for example, select classic only items, and then select a certain category of items, that will not work.
It because the item categories only basically exist with hydrocraft items. because hydro organized all his items into multiple files with category like names, I just used the files names he chose as categories. the classic / vanilla items are all jammed into only a few files with non descriptive names like 'items.txt" ...When I tried it, it was all broken, but now it seems to work just fine
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9 hours ago, nolanri said:
OK, i think its all fixed now. but if anyone else notices anything strange or bugs or w/e with the pagination let me know.
Also I updated to Hydrocraft 5.6 yesterday, it has been at 5.2 for a while.categories does not work any more, and can´t be combined with filters
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Is it possible to change the model when its swinging (baseball bat, for example)?
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Can you make everything spawn a lot less. There are so many guns and ammo online its insane. Everyone has massive store rooms just for the these, and would make it a bit more interesting for them to be more prized items.
Are you using the "good luck" perk? that is changing all your probabilities to 0.1 if they was originally lower. That mess up all the "special" items rarity.
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Any chance for a quick and dirty sound fix while we patiently wait for new version (of your awesome mod)?
Maybe could make all ORGM guns sound like vanilla varients or something? Is spooky in multiplayer when everyone's packing silenced rifles xD.
Can you test this on multiplayer? I fix a lot of sound calls, but not sure if they are all fixed.
https://www.dropbox.com/s/z9ar2rkb4y5mmic/ORGM%20sound%20fix.ZIP?dl=0
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Any chance for a quick and dirty sound fix while we patiently wait for new version (of your awesome mod)?
Maybe could make all ORGM guns sound like vanilla varients or something? Is spooky in multiplayer when everyone's packing silenced rifles xD.
Lol, unfortunately no, if someone wants to post a fix, I will put it up but with my busy work season I barely have the time to code the new version
Thanks for the kind words though!
exactly what files/variables are wrong? I can take a look (only if I know where to look )
I just compare the script files, and all the vars looks reasonable compared to official weapons.. so, where's the error? do you use a custom sound manager?
I think that I find the errors
Old way to reproduce a sound on weapons (your way):
getSoundManager():PlayWorldSound(self.insertSound, char:getSquare(), 0, 10, 1.0, false);
New way:
char:playSound(self.insertSound, false)
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snipt
Nope... its an unique item (moded one, custom name) so no other definitions. Spiffo item (official item) has a value of "Base.Spiffo" = 0.0005, so its supported lower values than 0.01
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Hello,
I have a problem with the distribution numbers.
I'm using distributions like:table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.00001);
but I can get those items every 3 o 4 zombies... why?
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Does 5.6 work with GoG's 33.2?
If you download the non-steam version I think so. I have not herd any feedback from GoG players so i don't know.
I'm using GOG.. so it confirmed
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Does 5.6 work with GoG's 33.2?
Yes. Why not? maybe Hydromancerx should update the thread tag from 32 to 33.20.
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snipt
I create an image of the current map. The link leas you to the FULL sized image (about 50 mb). you can use the preview for the map pack mod poster
http://www.mediafire.com/view/b3pwudzs0fe31fy/map.jpg
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Enjoy!
Thanks!
Question: Did you add compatibility for ORMtnMan's Real Guns or you add your own weapons/ammo?
Note: you forgot to add the new translation files from dropbox (including the new AR).. but I will add 5.6 shortly so...
You should centralize all translation files there so you can't forget them, and script the copy paste from them before releases.
Note 2: Translations ready for 5.6
Note 3:
I get this error:
ERROR: can't find recipe source "HCGreenoseeds" in recipe "Put Green Onion Seeds in Packet"
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3) you don't want that. That'd be a 123 billion pixel image. Literally 537600 by 230400 pixels. I personally use the output from this program, push it through a few Linux shellscripts I wrot and get a few hundred 12800x12800 pixel images that I then convert into something I can use on the website. The entire process takes about a week, give or take.
I know that, but I was talking about a resized image... for example, I want a map of 10.000 x 10.000 pixels and the program resize the tiles for me.
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No, the -max* and -min* parameters ARE optional, as are some others.
Can you do me a favor and try:
- using \ instead of /
- using a simpler parameter to -output (like: -output "output\"), ie: a relative path
1) I cant use \ instead of / because the program crash saying that the symbol is not valid
2) Yep... I tried a simple -output "output\" and it works
3) how can I do a full map image insted of cells?
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Is there a way to configure the server to modify the probabilities for infection (zombification). Because right now there's almos 90% chace yo get zombified (at least on my last 35 dead characters ) and I want to set it on like 20% for my server (an easy one).
If there isn't a way... where should I change to make mod about that? is there a var in the code that set the probabilities?
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Check the runme.bash file. The tiledef files need specific names (prefixed with 0_ 1_ and 2_ respectively) to work.
Sorry abour the spam here... but now I get this
Starting programm...Reading texture data from: Erosion.packSheet count: 5Reading texture data from: Tiles.packSheet count: 25Reading tiledef c:\Users\Franco\Zomboid\MAP EXPORTER\tiledef\0_tiledefinitions.tilesFilenumber: 0Tiledef Version: 1Got 122 tilesheetsReading tiledef c:\Users\Franco\Zomboid\MAP EXPORTER\tiledef\1_newtiledefinitions.tilesFilenumber: 1Tiledef Version: 1Got 177 tilesheetsReading tiledef c:\Users\Franco\Zomboid\MAP EXPORTER\tiledef\2_tiledefinitions_erosion.tilesFilenumber: 2Tiledef Version: 1Got 25 tilesheetsWorking on cell: 10 - 36Excepción no controlada: System.Runtime.InteropServices.ExternalException: Error genérico en GDI+. en System.Drawing.Image.Save(String filename, ImageCodecInfo encoder, EncoderParameters encoderParams) en MapMapLib.MMPlotter.PlotData(MMCellData cellData, String outputDir, Int32 cellx, Int32 celly) en MapMap.Main.parseMapData() en MapMap.Main.Run(String[] args) en MapMap.Program.Main(String[] args)
My current param is:
MapMap.exe -tiledef "c:/Users/Franco/Zomboid/MAP EXPORTER/tiledef/" -gfxsource "c:/GOG Games/Project Zomboid/media/texturepacks/Erosion.pack" -gfxsource "c:/GOG Games/Project Zomboid/media/texturepacks/Tiles.pack" -mapsource "c:/Users/Franco/Zomboid/mods/PZMapPack/media/maps/PZ Map Pack/" -output "c:/Users/Franco/Zomboid/MAPS EXPORTER/output/" -dolayers false -divider 2
NOTE: Should I use ALL the params? or for example, -minx -maxx -miny -maxy are optionals? I tried the example coords and the original map, and the same exception occur.
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The files are right here:
https://github.com/blind-coder/pz-mapmap/blob/master/MapMapLib/MMBinReader.cs
https://github.com/blind-coder/pz-mapmap/blob/master/MapMapLib/MMTileDefReader.cs
Also, I've created a release that I compiled using mono on Linux: https://github.com/blind-coder/pz-mapmap/releases
It's confirmed to work on Windows.
Now I'm getting this with zomboid v33.20:
Starting programm...Reading texture data from: Erosion.packSheet count: 5Reading texture data from: Tiles.packSheet count: 25Reading tiledef c:\GOG Games\Project Zomboid\media\newtiledefinitions.tilesExcepción no controlada: System.FormatException: La cadena de entrada no tiene el formato correcto. en System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal) en System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info) en System.Convert.ToInt32(String value) en MapMapLib.MMTileDefReader.Load(String datafile) en MapMap.Main.readTileDefs() en MapMap.Main.Run(String[] args) en MapMap.Program.Main(String[] args)
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Error, container already has id
Fixed already for the next update. Thanks for reporting.
Yesterday I get that on a wooden crate. I loaded the game, the crate was gone, and all the content was in the floor. When I tried to collect the items, I get "Error, container already has id" errors (and can't collect any item).
IWBUMS: Build 34.12
in PZ Updates
Posted
Can we mod furnitures now? rotate, place, collision, etc?