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francogp

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    francogp reacted to nasKo in 41.61 released [41.60 changelog inside]   
    With the release of 41.61 we've increased server player limit to 32.
    WARNING: THIS IS FOR TEST PURPOSES.
    We can't guarantee a smooth experience but would like to hear people's feedback on server performance.
    VOIP is still recommended to be disabled for now.
     
    To be safe, it is recommended to back up your server saves. 
    We will always try to retain save compatibility, but in these early stages we cannot rule out possible save breakage.

    41.60 will be available on the "legacy41_60" branch for those who need it
     
    41.61
    MP
     
    Increased server player limit to 32. WARNING: THIS IS FOR TEST PURPOSES. We can't guarantee a smooth experience but would like to hear people's feedback on server performance. Optimized server packet handling. Should have significant impact on player, zombie and vehicle syncing, removing potentially 100ms of latency on top of player ping. Fixed looping VehicleHotwireStart. Call stopOrTriggerSound() so the StopSound packet is sent to stop the sound on other clients. Fixed clients sending cooking sounds to other clients. Fixed server sometimes setting ownership for a zombie that was far away from the player Add packet type parameter to server receive methods Resend PlayerUpdateReliable packet to all clients Added missing lwjgl-natives-windows-x86.jar to Build.bat for the 32-bit Windows server. Added chopper command start/stop optional arguments Fixed debug logging remaining enabled by default Fixed clients seeing UI_ServerStatus_Initialising. UI_ServerStatus_xxx messages were sent before the server loaded translation files. These are now sent untranslated from the coop server so they can be translated on the client. Added "PlayerBumpPlayer" server option. Default set to false. When set to true, players will be and bump other players when running into them. Fixed MP debug stats showing in SP. Set HitReactionNetwork sync angle for zombie in MP Debug only option for zombie quick spawn Fixed Linux start-server.sh. Fixed the Linux 64-bit server using G1GC instead of ZGC garbage collector. Use the ZGC garbage collector when starting 64-bit coop servers, otherwise use G1GC. Also pass -Djava.awt.headless=true and -XX:-OmitStackTraceInFastThrow. Parse the client's JVM arguments to see if -XX:+UseG1GC or -XX:+UseZGC is used, and pass that to the coop server. This is to handle older 64-bit Windows not supporting ZGC. Fixed vehicle stories not spawning in multiplayer. Clarified the "map_t.bin does not exist, cannot determine the server's WorldVersion." console message as being ok the first time a server is started, when map_t.bin hasn't been created yet. Fixed radio broadcasts being reset on the server each restart.  
     
    FORAGING / SEARCH SYSTEM
     
    Added Foraging info panel. Added checking obsolete status when importing and removed some obsolete items Fixed spot item method - now only triggers once per spot event Exit search mode after a few moments of running/sprinting Exit search mode under basic combat conditions (3 or more zombies visible + chasing) Fixed single context menu compatibility and added multi pickup option for player inventory Discard action is now instant and doesn't require player to walk over to item Added IsoMarker rendering for forage icons Changed bonus abundance settings to percentages and tweaked loot abundance Added two step icon loading for performance Added a haloNote + xp reward for spotting forage icons Added moving of icons close to the player if they've been searching the area too long without finding anything Fixed mod data being initialised too early Added re-init missing forageData + debug message for missing data Restore updating of perkLevel for overlay radius in SearchManager Increased delay for re-positioning items and ensure it does not reposition previously noticed items Adjusted rare item and junk spawn rates Adjusted delay for repositioning items for high level characters Added slight eye flash when moving an icon close Translated SearchMode debug menu Moved forageSystem events to LuaEventManager Added sprite affinities for forage icons (more likely to find sticks on sticks, etc.) Improved ISSearchManager:checkIcons() handling of icon activation/deactivation Increased deferred update and world scanner rates in ISSearchManager Removed noise from SearchMode shader Fixed some typos and tidied up forage definitions Added some randomness to the force-a-find system Added resetting of force find if the player begins to spot something Added disabling Search Mode when time is fast forwarded Added an Accessibility menu option to change the Search Mode overlay effect Removed some unused properties in forageSystem Added itemSizeModifier - adds bonus/malus weight for vision radius checks Added bonus vision radius for berry bushes, fruit trees, plants  

    IN-GAME MAP
     
    Added "All Known On Start" sandbox option for the in-game map. When enabled, the entire world is marked "known" but "unvisited".  

    FIXES
     
    Fixed car crashes causing multiple hits in quick succession. Fixed in-game map rendering bug at vertical resolution 1155 or higher. Fixed wrong zombies outfit spawning. Fixed the "Move To" inventory context-menu options always being disabled when using a controller. Fixed equipped keyrings not being displayed as options in the "Move To" menu when using a controller. Rebuilt Linux PZBullet libraries on Docker to use an older glibc. Renamed CannedPineapplesOpen to CannedPineappleOpen to fix missing recipe result. Fixed an error starting a server when attempting to host a game on MacOS. Fixed JaysChickenHat not rendering properly Fixed skin poking through Trousers_LeatherBlack Fixed Trousers_Shellsuit_White not been tinted Fixed Trousers_Police mask Fixed Hockey Mask not rendering properly Fixed Shellsuit Jackets not rendering properly with undergarments Fixed Leather Jackets not rendering properly with undergarments Fixed grapefruit being too heavy  
     
     
    ____________________________________________
    41.60
     
    MP
     
    Multiplayer Released. Capped to 16 player servers. Local chat supports icons and colours. See here for more info: https://projectzomboid.com/chat_colours.txt  

    NEW
     
    Added various new items, clothes, and recipes. Add a progress bar to "Wash Vehicle" action. Added displaying the item context menu when right-clicking on container buttons in the inventory window. Added 2 missing zombie-crawler animations. Equipped items are now unequipped or removed from the hotbar before dropping them. Items in the player's hands are dropped without unequipping them first. Added a progress bar to "Wash Vehicle" action. Improved Item Categories. Added back option for clock display size  Added Item.getEatType() method. Implemented rotation of vehicle passengers. This is for mods where passengers aren't hidden, allowing passengers to face different directions.  Allow character to take 1 item of the pile when selecting option "Place item" directly from container. Updated Distributions Tweaked water shader to get rid of some artifacts, water has a slightly more green tint, increased ripple effect, added extra iteration to medium to get rid of obvious tiling. Added sandbox options to unlock all clothing slots and items in the character creation screen.  
     
    LOUISVILLE AND OVERALL GAMEWORLD
     
    - Louisville added
        - Venture into the massive city by following the highway up north from West Point and through Valley Station (North East of the map).
        - Added Radio obfuscation inside of the Louisville zone for the following vanilla frequencies:
            LBMW - 93.2, NNR - 98.0, KnoxTalk - 101.2, Triple N - cable 200, WBLN - cable 201, Turbo - cable 204
            - Applies a 85% scramble on transmitted lines once player enters or starts in the zone, scrambling persists afterwards when leaving zone.
            - Scramble line greyed out color has slight red tint to distinguish from storm interference.
            - When a line gets scrambled radio codes (for skill gain etc) are removed.
            - Added the above to regular weather interference as well.
    - Curved Roads placed on many crucial corners in the road network, for safer driving.
    - Plenty of minor map additions, landscaping, and polish added to all towns and outskirts.
     
     
    FORAGING / SEARCH SYSTEM
     
    - New Foraging / Search System
        - Click the magnifying glass icon on the left side of the UI.
            - The "Investigate Area" window will show you the type of zone you are in, which affects the loot you can find.
            - If it has "?????" showing, there is nothing around to find. This is temporary until more foraging/search zones are added to the map.
        - To start searching, click the "Enable Search Mode" Button in the "Investigate Area" window. The character will start looking for items while you walk around.
        - An eye icon will appear overhead when your character spots something. Double click the item icon to pick it up.
            Keep looking around until the eye is completely visible and the icon for the item will appear.
        - Running will make it harder to find items
        - Looking around (by aiming) will increase the vision radius to help spot hard to locate items.
        - Darkness, weather, and negative character moodles (stress, injuries, etc) will affect the chance to find something
        
     
    IN-GAME MAP
     
    - New In-game Map System
          - Click the Map icon on the left side of the UI.
                - The map will be filled out around your character as you explore the world.
                  - Writing utensils will let you make notes and draw on the map. 
                  - The Grid Icon in the bottom right switches between isometric and top-down view.
                   - The C Button centers the view back on your current location.
                   - The S Button toggles the Map Symbols UI element.
                   - The X Button closes the map.
                   - Added an option to the in-game map radial menu that sets the controller focus to the minimap to allow zooming in/out etc.
                   - On Controllers, pressing the Y button (xbox) accesses the four buttons on the bottom-right of the world map.
        - There are Sandbox Option for solo players and server admins to toggle the World Map system, as well as a Mini-Map system.
        - When enabled, the Mini-Map system will be shown in the bottom right. 
            - With the mouse over the minimap, scrolling with the mousewheel will zoom in and out (Plus and Minus buttons below the map will also do this).
            -Left Clicking on the Mini-Map or the "M" Button below the Mini-Map will open up the world map.
            - When the Mini-Map was closed via the "X" Button below the map, it can be re-opened by hovering over the Map Icon on the left side of the UI and clicking the second Map icon that appears on mouseover.
        - Finding Maps for towns as well as annotated maps will add the relevant area to your World Map, along with annotations.
     

    BALANCE
     
    Increased Log fuel time to six hours. Allow curtains to be added to window frames without windows. Allow two curtains to be added on different edges of the same square. When trying to add an item that needs to be cooked in an evolved recipe, it'll now display "need to be cooked" instead of purely removing the item from possible items in the recipe. Allow zombies to thump certain objects that have been moved by the player. This includes Barbecue, Clothing Dryer, Clothing Washer, Radio, Television, Jukebox, Microwave and Stove. Reduced SoundRadius for firearms. This was in part for MP testing optimisation and is subject to change.  

    NOISEWORKS AND SOUNDS
     
    Updated sounds for lots of melee weapons, like Guitars, Drumsticks, small stab weapons, hammers,  and more. New spear sounds, although we need a way to differentiate between slashing/stabbing. So far only the slashing sounds play for both anims.  Added additional rain layers for vehicles and trees. If a player is next to them, rain hitting vehicles and/or trees will be audible. Added farming-related sounds for plowing, seeding, watering, and harvesting. Added evolvedrecipe.AddIngredientSound script property so "Prepare Beverage" can play a different sound than the default chopping one. Currently it plays AddItemInBeverage, which is the same as the default chopping one. Play ZombieThumpMetal for zombies thumping metal doors, instead of ZombieThumpGeneric. This includes single-tile metal doors, as well as garage doors and metal gates. Occlusion/Volume fix for generators. Reduced occurrences of big mammal sounds. Tweaked the bird scatter sound after firing a weapon to occur less often.  

    FIXES
     
    Fixed the player's movement keys sometimes being ignored after getting bumped by a zombie. Fixed holding down the Shift key while standing still resulting in the player getting knocked forward by a zombie. Fixed issues with hitting crawling zombies while they are still on their back, or in the first half of their flip-onto-front animation. Fixed a magazine not being removed from the player's hands after it is loaded into a firearm. Fixed a Lua error in ISFertilizeAction:perform() after a previous action used all of a fertilizer bag. Fixed missing braces in RecipeManager affecting recipes with AllowDestroyedItem=true. Fixed warning about undefined OnWorldSound Lua event. Fixed ISPlace3DItemCursor error on the server caused by accessing TextManager fonts. The whole lua/server/BuildingObjects directory belongs on the client. Fixed the player passing through walls when climbing over a wall during fast-forward. Fixed Lua error in ISVehicleMechanics when a part has no install.items or uninstall.items. Fixed Lua error after left-clicking on the Device Properties media icon, or after dropping an invalid item onto it. Fixed media items not being removed from the player's hand after inserting an item into a CD player or TV. Fixed the Device Properties "Play" button being enabled when there is no media inserted. Fixed a Lua error when removing grass from a square with a fire on it. Fixed double doors losing their assigned key ID when opened.  I'm not sure if these can be locked. Fixed locked carpentry doors being opened by zombies with the Cognition sandbox option. Fixed locked carpentry doors not shaking when attempting to open them. Fixed being unable to open locked carpentry doors from inside a player-made room (without a key). Fixed missing context-menu options to the "[Debug] Object" submenu to lock/unlock carpentry doors, and set the key ID of any door. Fixed another crawler-flipping-on-front animation instance. Fixed zombie voices often playing the sound for the opposite sex. Fixed possible crash with mods in RVSChangingTire. Fixed spiked / pick axe handle not being equippable as 2-handed weapon. Fixed "build floor" anim playing when player builds shelves. Fixed disassembling/Building furniture being possible while character is in another room/floor. Fixed Sack icon disappearing from inventory's equipped containers bar after it is filled and clicked on. Fixed being unable to drop equipped items via the context menu. (This was already possible by clicking the small "Drop" button in the inventory window, but only "Unequip" was displayed in the menu.) Fixed Spiked / Pick axe handle not being equippable as 2-handed weapon. Fixed playing wrong animation when building shelves. Fixed disassembling/building furniture often being possible while character is in another room/floor. Fixed Sack icon disappearing from inventory's equipped containers bar after it is filled and clicked on. Fixed the Overweight trait not having a Fitness -1 penalty. Fixed the read-a-book action cancelling any subsequent actions that are queued. Fixed hotbar-related animations finishing before the timed actions, when the player has high unhappiness. Fixed a Lua error when disassembling stairs. Fixed being unable to climb up and over a fence at the top of a sheet rope. Fixed electronic scrap not being consumed from backpacks (fixing generators) Fixed vehicle parts being damaged even though the mechanical skill requirement is met. Fixed Pipe Wrench not being usable for plumbing. Fixed water dispenser providing an infinite amount of water when placed over a river/lake. Fixed lit candle not being extinguished after it was unequipped. Fixed “Take fuel” option becoming available everywhere in context menu after connecting a generator to a gas station. Fixed a memory leak with font Texture objects. Fixed a memory leak with ScriptModule objects after reloading Lua/etc. Fixed garbage creation in IsoPuddlesCompute (38 Vector3f and 1 Vector2f per call). Exit IsoPuddlesCompute.computePuddle() early when there are no puddles on the ground (IsoPuddles.getPuddlesSize() == 0). Fixed a multithreading bug in IsoPuddlesCompute.computePuddle() accessing IsoPuddles.getShaderOffset(). Fixed old entries in zombieszonedefinition (fix for zombies spawning with random outfits sometimes). Fixed zombies trying to walk through fences with sandbags placed in front of them. Made the military sandbag blocks solid. Fixed using wrong container icon for Military Crate. Fixed not being able to open and close curtains on military tents. Turned sync-tracking off for the shove and stomp animations. This should fix the animations not starting from the beginning sometimes. Fixed incorrect "require" statements in Foraging Lua files. Fixed unused Object/WoodGate/Break FMOD event. Fixed duplicate CDplayer in models_items.txt. Fixed the propane bbq turning into a microwave when rotated. Fixed Bait disappearing from inventory when removing bait from trap. Fixed: When creating another character in the same world after the first one died, renaming the character does not work. The character will carry the randomly generated name for the character instead. Fixed Sack icon disappearing - Adds tooltips for "Can be used as a container if empty." to filled sandbag type items Only show the Place Item submenu for items outside the player main inventory Fixed not being able to translate coughs and sneezing. Fixed Disassembling/Building furniture often being possible while character was in another room/floor Fixed lights from fires sometimes remaining after a fire is removed. Removed IsoFireManager.NumActiveFires, since it should always equal IsoFireManager.FireStack.size(). Fixed IsoFireManager.RemoveAllOn() decrementing IsoFireManager.NumActiveFires twice. This is called when the player extinguishes a fire. Made recipe.AllowDestroyedItem and recipe.NoBrokenItems script properties both set the same Recipe member variable. Moved some ingredient-valid checks from RecipeManager.HasAllRequiredItems() into RMRecipeItemList.getItemsFrom(). Fixed a bug with clothing where zombies could rip your clothes in one attack. Fixed duplicating world item by grabbing it after another player picks it up Fixed weapons floating after being dropped when the player dies. Fixed clothes lines blocking movement. Fixed not being able to click on the debug-options button in the world map. Fixed auto-zoom staying zoomed in when sprinting (but not when running). Fixed dragged inventory items sometimes not being rendered until the mouse re-enters the inventory or loot window the items were dragged from. Fixed: Dragging square around inventory items shouldn't fail if mouse goes outside window before mouse up Fixed: Clear dragging marquis state if mouse was released over an element which consumes the event (e.g. the moveables panel) Stop rendering marquis immediately on clearing marquis state Fixed other clients hearing VehicleHotwireStart sound looping for other players. Fixed clients sending cooking sounds to other clients. Fixed "Open Sack of Tomatoes" recipe using an undefined Lua function.
  2. Spiffo
    francogp got a reaction from Pandorea in [IWBUMS 41.53] "java.lang.IllegalArgumentException: invalid direction at zombie.iso.BrokenFences.addDebrisObject(BrokenFences.java:414)"   
    yes, but can be reproduced without mods. I use a mod to ensure some crawling zombies, and that trigger the issue a lot.
  3. Spiffo
    francogp got a reaction from Guicsr02 in Dropping and quick drag items to the floor randomization   
    Dragging or dropping items to the floor without using the new "place item on the ground" menu, should place items in random angles and slightly (randomly) out of the cell center. This is a cosmetic suggestion and extremely easy to implement
  4. Like
    francogp reacted to Fenris_Wolf in Hydrocraft Mod   
    If you remove the 'Hydrocraft9.6.zip' from the end of that link, it gives you the folder.  Any new versions get dumped in there.  But since I'm not a steam user either, I really only update that after Petra (or anyone else) uploads it somewhere else first.
  5. Like
    francogp reacted to nolanri in Hydrocraft Mod   
    Here is fix for 3d weapon models.

    just open
    lua\client\3DWeapons\3DWeaponLoader.lua
    and replace the whole contents with the code in spoiler
     
     
     
     
  6. Like
    francogp reacted to Wveth in Hydrocraft 3D weapon PATCH v0.2 for zomboid v34.x   
    I'm itching for a model-loader functionality in the game so this can be updated to work with it so I can get this! *squee*
     
    Awesome work francogp!
  7. Like
    francogp got a reaction from Keshash in Hydrocraft 3D weapon PATCH v0.2 for zomboid v34.x   
    Hello, 
    I create a "patch" for hydrocraft 5.7, that include 3D weapons for the mod. I need help on debugging and testing.
    I create a lot of the models, but some of them are based on free/without licence files that I found online. If someone think that I can't use some specific model, LET ME KNOW.
    To cheat all the weapons, read the instructions (you can enable and disable the cheat mode via config files).

    Some examples (not all weapons are in the picture, but all of them are in the patch  ):

     
    Required:
     
    I think that I finished ALL the weapons. Please test this patch and let me know if I forgot to pack some texture or something is missing.
     
    ** DOWNLOAD LINK **
     
    How to install: Just unzip and replace your hydrocraft mod folder with the hydrocraft folder in the zip file.
      What did I change on original Hydrocraft files?: I only replace the WeaponSprite variable with my custom models (named exactly like their item):
    for example: all this variables are changed using lua code, in the file 3DWeaponInjector.lua.
      What files did I ADD?: lots of model and textures, and 2 lua scripts:
    - client / 3DWeaponLoader.lua: It load all the models on memory.
    - client / 3DWeaponLoaderCHEAT.lua: It contain a way yo cheat ALL the weapons for testing. To enable the CHEAT, edit the "local CHEAT_MODE = false" to "true", and then pressing the key END (ingame) and all the weapons will appear on your inventory.
    - server / 3DWeaponInjector.lua: Inject all the new WeaponSprite values using my 3d models instead of placeholder objects. This guarantee compatibilities with future Hydrocraft versions.
      Current "problems": 
    - The longbow looks funny when walking (PZ modding limitations, not my fault)
    - All the FLAILS looks funny because I can't animate the CHAIN.
    - There's lots of official bugs on animations, for example, if you walk strafing with A or D using something similar to a pistol, the weapon turn to the right looking awful... or when you walk the weapon will be rotated to the right. I can't fix that, it's PZ devs job  . 
    - Maybe I forgot some weapon or some texture  
    Changelog:
     
  8. Like
    francogp got a reaction from Wveth in Hydrocraft 3D weapon PATCH v0.2 for zomboid v34.x   
    Hello, 
    I create a "patch" for hydrocraft 5.7, that include 3D weapons for the mod. I need help on debugging and testing.
    I create a lot of the models, but some of them are based on free/without licence files that I found online. If someone think that I can't use some specific model, LET ME KNOW.
    To cheat all the weapons, read the instructions (you can enable and disable the cheat mode via config files).

    Some examples (not all weapons are in the picture, but all of them are in the patch  ):

     
    Required:
     
    I think that I finished ALL the weapons. Please test this patch and let me know if I forgot to pack some texture or something is missing.
     
    ** DOWNLOAD LINK **
     
    How to install: Just unzip and replace your hydrocraft mod folder with the hydrocraft folder in the zip file.
      What did I change on original Hydrocraft files?: I only replace the WeaponSprite variable with my custom models (named exactly like their item):
    for example: all this variables are changed using lua code, in the file 3DWeaponInjector.lua.
      What files did I ADD?: lots of model and textures, and 2 lua scripts:
    - client / 3DWeaponLoader.lua: It load all the models on memory.
    - client / 3DWeaponLoaderCHEAT.lua: It contain a way yo cheat ALL the weapons for testing. To enable the CHEAT, edit the "local CHEAT_MODE = false" to "true", and then pressing the key END (ingame) and all the weapons will appear on your inventory.
    - server / 3DWeaponInjector.lua: Inject all the new WeaponSprite values using my 3d models instead of placeholder objects. This guarantee compatibilities with future Hydrocraft versions.
      Current "problems": 
    - The longbow looks funny when walking (PZ modding limitations, not my fault)
    - All the FLAILS looks funny because I can't animate the CHAIN.
    - There's lots of official bugs on animations, for example, if you walk strafing with A or D using something similar to a pistol, the weapon turn to the right looking awful... or when you walk the weapon will be rotated to the right. I can't fix that, it's PZ devs job  . 
    - Maybe I forgot some weapon or some texture  
    Changelog:
     
  9. Like
    francogp reacted to Leond in Zed Bag Patch   
    Francogp brought up a good point here. I am going to continue looking for a more generic way for it to work.
  10. Like
    francogp reacted to Teesee in RELEASED: Public Build 34.23   
    J'aurais bien traduit ton message mais il veut rien dire... 
     
    I thought I could translate this question, but it makes absolutely no sense even in French. 
  11. Like
    francogp reacted to Mr_Sunshine in [Abandoned] [Java] ModelLoader 1.16_02   
    *please. 
  12. Like
    francogp got a reaction from Zorak in IWBUMS: Build 34.14   
    the title state "IWBUMS: Build 34.14"
  13. Like
    francogp got a reaction from DresdenBBQ in IWBUMS: Build 34.14   
    the title state "IWBUMS: Build 34.14"
  14. Like
    francogp got a reaction from NagashUD in IWBUMS: Build 34.14   
    the title state "IWBUMS: Build 34.14"
  15. Like
    francogp got a reaction from DresdenBBQ in Hydrocraft 3D weapon PATCH v0.2 for zomboid v34.x   
    Hello, 
    I create a "patch" for hydrocraft 5.7, that include 3D weapons for the mod. I need help on debugging and testing.
    I create a lot of the models, but some of them are based on free/without licence files that I found online. If someone think that I can't use some specific model, LET ME KNOW.
    To cheat all the weapons, read the instructions (you can enable and disable the cheat mode via config files).

    Some examples (not all weapons are in the picture, but all of them are in the patch  ):

     
    Required:
     
    I think that I finished ALL the weapons. Please test this patch and let me know if I forgot to pack some texture or something is missing.
     
    ** DOWNLOAD LINK **
     
    How to install: Just unzip and replace your hydrocraft mod folder with the hydrocraft folder in the zip file.
      What did I change on original Hydrocraft files?: I only replace the WeaponSprite variable with my custom models (named exactly like their item):
    for example: all this variables are changed using lua code, in the file 3DWeaponInjector.lua.
      What files did I ADD?: lots of model and textures, and 2 lua scripts:
    - client / 3DWeaponLoader.lua: It load all the models on memory.
    - client / 3DWeaponLoaderCHEAT.lua: It contain a way yo cheat ALL the weapons for testing. To enable the CHEAT, edit the "local CHEAT_MODE = false" to "true", and then pressing the key END (ingame) and all the weapons will appear on your inventory.
    - server / 3DWeaponInjector.lua: Inject all the new WeaponSprite values using my 3d models instead of placeholder objects. This guarantee compatibilities with future Hydrocraft versions.
      Current "problems": 
    - The longbow looks funny when walking (PZ modding limitations, not my fault)
    - All the FLAILS looks funny because I can't animate the CHAIN.
    - There's lots of official bugs on animations, for example, if you walk strafing with A or D using something similar to a pistol, the weapon turn to the right looking awful... or when you walk the weapon will be rotated to the right. I can't fix that, it's PZ devs job  . 
    - Maybe I forgot some weapon or some texture  
    Changelog:
     
  16. Like
    francogp got a reaction from uberevan in Roof tiles   
    Please, make roof tiles as walls, not "intangible" tiles, I broke my legs lots of times because of that mechanic issue.
  17. Like
    francogp got a reaction from ZombiesLoveBrainiacs in Hydrocraft 3D weapon PATCH v0.2 for zomboid v34.x   
    Hello, 
    I create a "patch" for hydrocraft 5.7, that include 3D weapons for the mod. I need help on debugging and testing.
    I create a lot of the models, but some of them are based on free/without licence files that I found online. If someone think that I can't use some specific model, LET ME KNOW.
    To cheat all the weapons, read the instructions (you can enable and disable the cheat mode via config files).

    Some examples (not all weapons are in the picture, but all of them are in the patch  ):

     
    Required:
     
    I think that I finished ALL the weapons. Please test this patch and let me know if I forgot to pack some texture or something is missing.
     
    ** DOWNLOAD LINK **
     
    How to install: Just unzip and replace your hydrocraft mod folder with the hydrocraft folder in the zip file.
      What did I change on original Hydrocraft files?: I only replace the WeaponSprite variable with my custom models (named exactly like their item):
    for example: all this variables are changed using lua code, in the file 3DWeaponInjector.lua.
      What files did I ADD?: lots of model and textures, and 2 lua scripts:
    - client / 3DWeaponLoader.lua: It load all the models on memory.
    - client / 3DWeaponLoaderCHEAT.lua: It contain a way yo cheat ALL the weapons for testing. To enable the CHEAT, edit the "local CHEAT_MODE = false" to "true", and then pressing the key END (ingame) and all the weapons will appear on your inventory.
    - server / 3DWeaponInjector.lua: Inject all the new WeaponSprite values using my 3d models instead of placeholder objects. This guarantee compatibilities with future Hydrocraft versions.
      Current "problems": 
    - The longbow looks funny when walking (PZ modding limitations, not my fault)
    - All the FLAILS looks funny because I can't animate the CHAIN.
    - There's lots of official bugs on animations, for example, if you walk strafing with A or D using something similar to a pistol, the weapon turn to the right looking awful... or when you walk the weapon will be rotated to the right. I can't fix that, it's PZ devs job  . 
    - Maybe I forgot some weapon or some texture  
    Changelog:
     
  18. Like
    francogp got a reaction from Johnny Fisher in RELEASED: Build 34.10 - Food Tracker Build   
    If they add animal hunting mechanics, this calories problems will be "solved"
  19. Like
    francogp reacted to Robshaw in Hydrocraft Mod   
    This is not why i play Zomboid and I hope it is not the case for Hydrocraft that there is no effort put into keeping things extremely dangerous. If you want a happy game dedicated to building cool stuff then you should try Minecraft. There is also a cheat mod available in the workshop that will make any part of the game extremely "happy" for you as in you will be invincible.
  20. Like
    francogp got a reaction from Kuren in RELEASED: Build 34.10 - Food Tracker Build   
    If they add animal hunting mechanics, this calories problems will be "solved"
  21. Like
    francogp reacted to Hydromancerx in Hydrocraft Mod   
    Making new placble objects is still very difficult to do. We are still having issues with the spiked log berries and stone pillars. If we ever figure out those the maybe we can make more placable items. But for now having large items is WAY easier to do.
  22. Like
    francogp reacted to Cyrrent Eiledoll in Looking for Artists for Hydrocraft Mod!   
    Test.rar
     
    First rush. Contains Steammachine On/Off, Steamhammer On/Off, Charging Unit On/Off, Steamshredder On/Off (and Shredder without Steammachine), Stampmill On/Off (and Stampmill without Steammachine), Medium Minehole On/Off
     
    Note: When i get the new original textures i can make better textures xD
  23. Like
    francogp reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v5.8 has been released!

    Which includes ...
     
    - Fixed Pickled Broccoli
    - Fixed Smoker
    - Replaced Corpse Art
    - Added Feral Poop
    - Fixed Tie Dye Shirt
    - Improved Gas Mask Added to Smelting
    - Hemp Seed Added to Mystery Seed Packet Results
    - Fixed Make Pillow
    - Fixed Disappearing Gloves from Making Meth
    - Bug Catching, Gather Flora and Mining make you tired now.
    - Added 10 New Lab Equipment
    - Added 6 New Astronomy Items
    - Added Nuts and Bolts
    - Added 6 New Pharmacy Items
    - Added 10 New Yogurts
    - Added a bunch of new Detonator items for Bombs
    - Added Napalm Making
    - Dismantling Electronics now gives you more items.
    - Kilns, Smelters, Blast Furnaces and Industrial Furnaces now can burn you and even cause fires!
    - Added Fire Protective Gear such as Fire Fighting Hat, Fire Fighting Suit and Fire Suit.
    - Added 3D Weapons by francogp (Requires Mod Loader By Jab to See them!)!!
    - Thanks to everyone who helped this week!
     
    Enjoy!
  24. Like
    francogp reacted to Hydromancerx in Hydrocraft 3D weapon PATCH v0.2 for zomboid v34.x   
    Next Hydrocraft Update will include this BTW.
     
    Thanks again for all this francogp!
  25. Like
    francogp got a reaction from ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    If PZ change their code, of course it will affect every mod using that. If we have luck, PZ will implement some oficial API so we can mod the animations and weapons without third party APIs (model loader)
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