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ddraigcymraeg

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Everything posted by ddraigcymraeg

  1. What is the purpose of the blood transfusion? To restore health more quickly? Heard good things about this mod.
  2. Whats up with dropbox and all the 404s on threads? It seems like dropbox purges files if they havent been accessed for a while? I cant see the authors removing links deliberately. Would like to try these lots, but the dropbox links are dead. Anybody have these? Thanks!
  3. Hi, People have had this before, and I believe fixed it with these settings. It can take a bit longer to load the world as well. Make sure you have: Map=Kentucky,Muldraugh, KY or Map=Kentucky for the map (try top one first), since all lots are placed in that map folder, like the original AIZ. in the server.ini also, you will need the workshop item ids on that line of all mods you are using. I have recommended people use '-nosteam' and '-modfolders mods' since that is what worked for me. There is a convo on the workshop thread that might help as well, related to this. Let me know if that worked.
  4. Hi, I updated my thread here with a new version in the archive, that finally allows both players to alternatively drive in splitscreen (rather than just player 2), using alt key to switch. If one player is nearby when the other starts the car, they will be passenger, or they can walk away and not be, and vice versa. More information and D/L there.
  5. Also I ended up getting the the Drive Cars mod to allow both players to drive in splitscreen finally (players toggle who can drive with the right alt key). If P1 is driver, and starts, if P2 is nearby they will become a passenger. and vice versa. They can just walk away if they do not want to be. http://www.mediafire.com/file/k75bw4a924fxmfd/pz_mods_for_local_coopv1.6.zip My computer borked, need a need a new one. Until I can update my workshop items, here is an updated Drive Cars splitscreen mod, this allows base top speed and base acceleration of all vehicles to be changeable at the top of the DriveCars.lua file: http://www.mediafire.com/file/sip8t6vadphyad2/Drive_Cars_COOP.zip
  6. Hi, saw your in depth analysis on steam as well. Thats a lot for the feedback, really helped a lot. I made an update earlier today after chatting with some mappers, to include their updated maps, and I also added credits to all the authors. Something that was remiss in the original AIZ map pack and for my version as well, so I apologize for that! I did another update with most of your suggestions and added some of my own tweaks: Muldraugh moved south 3 cells, to not overlap Kaputt buildings on far west. Had to cleanup and re-overlay the maps as well. Uggh this was a pain, but worth it. ND:Maps south and north of New Denver added, cool maps but no zeds spawn. So I added initial zeds like for Grove Beach, also some road tiles to connect them better. Orell Ky map was added North of Valley Station, and Valley Station Military Outpost shifted North 2 cells and it fits in perfectly. Asylum added next to McDonalds And they joined very well, so McD's is no longer technically in the wilderness. Survival Island added (I guess you could just build a ginormous pier to get to it?). Or maybe fly to it with the plane in the Drive Cars mod? (just realized that lol). objects.lua updates for new/shifted maps, bad spawn points for South Muldraugh fixed. The MP spawn point code in the Readme.txt has been updated adding and removing maps. Since one had problems with MP re-spawning. I tried to update steam workshop, but my rig blue screen'd again when doing it in PZ. Not the first time it has happened with PZ workshop items. Typically I can boot back up, and complete what is left over (Steam is cool that way), but this time it completed but would not update the item. I also tried adding a new workshop item, same status = 8. So for now, until I can update my steam workshop, I will share the latest update here (credits in the readme.txt): AIZ Enhanced download (until I can update steam again): http://www.mediafire.com/file/85n5am9da927thu/AIZ+Enhanced.zip phew, been a very busy last few days and I dont plan to update again, unless a map gets updated, or if someone reports an easily fixeable bug, and I am still motivated. After talking to mappers, I will share my road tile generation mod. Its simply a tweaked version of ethanwdp's Cheat Menu mod that also dumps lua code into the console log when terraforming. Will also end up passing the mod onto another community member to maintain, build/scavenge from, like I did with AIZ, if there is any interest.
  7. Updated to v1.4 with even better Drive Cars support. Also updated with how to get Survivors! mod to work perfectly in splitscreen, with Player 1 in charge of the NPCs. So with these mods player 2 in charge of driving (player 1 as optional passenger), while player 1 is in charge of NPCs http://www.mediafire.com/file/qab1bciclci7ddy/pz_mods_for_local_coopv1.4.zip
  8. I'm getting the 'tz_81', 'tz_82' error & crash with the version on the download link on the first page. I'm on PZ build 36.4 (steam). This problem: Is this still a problem with this map for others? I see that the PZ bug was found by the devs back in early 2015, and presumably fixed
  9. Hello, did this ever get fixed? I am playing with the version from the download link on the thread below, and get this error in PZ 36.4. Odd, since it seemed to be not working, then working last night, but definitely not working today : EDIT: Definitely not working, was in Ghost mode the times it did work.
  10. Splitscreen pack updated to v1.3 Updated PlayerTaunts to better use the movie derived taunts, since it wasnt using them before, due to newer PZ builds, Also add my own small mod called Player2CanShout! that allows Player 2 to be able to shout like Player 1 can, which can allow more tactics in co-op. Needs to use keyboard though. http://www.mediafire.com/file/7p5o7hhzxvwvhrc/pz_mods_for_local_coopv1.3.zip Also, major bug fix to Survivor Quest mod. It wasnt working as advertised in the settings comments in the code. It is now. Updated on steam workshop.
  11. This is an old topic, but I do think there needs to be more explosions in this game. Explosive barrels/tanks are a well worn meme in video games, but its fun nonetheless, and part of Zombie Lore in films. This is a great idea. Are there any mods that do this? I played about with Hydrocraft explosives, a mod I do not play without, but was very underwhelmed by the fizzle with Thermite Bombs etc... The Grenade seemed to be the worthy of the name (which is like a pipebomb). Looking at the item scripts and code, it looks like it might be how the underlying game handles explosives? A quick thing to try is to add a recipe to create not one, but a bunch of explosives together to simulate a much bigger explosion. This might work great with Blindcoder's Gravity mod as well to bring down buildings. Propane tanks do explode into a fireball when shot at, but cannister remains intact.
  12. 'All In Zomboid Map Pack Enhanced' uploaded. Includes everything mentioned in this thread. Including support for Survivors! mod New link with new maps and other various tidyup: https://steamcommunity.com/sharedfiles/filedetails/?id=866374030 accidentally deleted my old workshop item when editing the steam overlay
  13. Updated to version 1.2 to fix problems reported in Multiplayer. That should be the last update. Links above updated, and updated on Steam as well.
  14. Have not seen many mods like that. I thought about doing some type of zombie re-spawning mod, but not sure yet if the default game (in survival or sandbox) will behave how I want (have to look and understand the options better). I like that the zombies respawn rate will reach a peak then die down over time and they decay as well. Infinite respawning zombies is not realistic, but once you clear large portions of the map, you should still see some migrating in. Your best bet is to search through the classes. http://projectzomboid.com/modding/allclasses-noframe.html I do like the idea of zombies spawning at edge of map since after you clear the map of the population of zombies, you would expect ones to come from other areas outside the map. But this can be simulated by re-spawning from adjacent cells within the map that you have not been to and seen in a while and migrating from there, so.... but in MP that might be cool expanded events are cool too. Good luck.
  15. My pleasure, thanks for such an awesome map. I assume the fix worked. Helped a little with Nolan's Survivors mod by adding some preset spawns for it, and there will be some nice surprises with that map now when playing with that mod (or that area of the default map as well). Also, posted all my mods including this one on steam workshop. The maintainer of the map pack does not seem to be as motivated as used to be. So I may post a version of the map pack later in the week, with my enhancer included in the mod, as well as fixed New Denver, Homely House, West Point Strip Center & La Casa Mansion added. EDIT: as well as hilltop and blockade maps from Survivors, so players can get the full Survivors experience with the map pack.
  16. Updated to version 1.1 :- Added another connecting road from Drayton to California, so now California is connected with rest of map(s) by road. Whereas before you had to take train tracks. Added a road connection on boundary of Muldraugh and Phoenix map that goes west from railyard road to open up where this mod is: La Casa Del Lago / Lagoon's House https://steamcommunity.com/sharedfiles/filedetails/?id=565639459 Asked maintainer of the 'All in Zomboid Map Pack' to add La Casa and West Point Strip map mods to the map pack as well. Also found a fix for New Denver. The maintainer removed that map, since New Denver was covering the Rosewood Prison, cell 25x39. If you are playing with New Denver or an older version of 'All in Zomboid Map Pack', just remove: 25_39.lotheader, chunkdata_25_39.bin & world_25_39.lotpack from 'maps/Kentucky' (if playing with map pack) or 'maps/New Denver'. Tested this and it seemed to work fine. Let the maintainer know so that they can put New Denver back in.
  17. Hi, Have another mod that I think is worth sharing. I play with the 'All in One Zomboid Map Pack' (my own version of it), and I noticed how many maps overlaying the default map were completely disconnected (or 'nearly' connected) from the default map, and each other. Thanks to ethanwdp and his Cheat Menu V2.5.1 mod, I saw a way to make persistent road tiles to connect all these maps without editing map data. This mod adds road tiles to the map in different areas to better connect these map areas, so players can find them easier. Details are in the mod archive. It is MULTIPLAYER COMPATIBLE, but please see the notes. Also, this is not the most efficient way to change map data, so I added tiles where needed, and is not meant to be a professional mapping job. The other part of this mod, is that it attempts to fix the TWD Prison map crashes with some of the doors in that map, which caused it to be OUTDATED. I have not been able to reproduce the crash (probably because I'm still a newb at all the gameplay nuances of PZ), but I ran a script that found bad door data. When playing with this mod, when right clicking on the 'bad' doors, will either fix them by giving them a proper key, or simply remove the doors, depending on the mod setting. *This part really needs some testing to see if it fixes the crash for people.* There are 3 settings, if one setting doesn't work, try the other. This mod is mean to be played with 'All in Zomboid Map Pack' https://steamcommunity.com/sharedfiles/filedetails/?id=655062253 or the The Walking Dead Prison map: https://steamcommunity.com/sharedfiles/filedetails/?id=524066677 or other maps in the map pack that overlay the default map. Also note that these other mods are also changing, so no guarantee how this mod will work with them in the future, Updated to V1.2: AIZ Enhancer.zip
  18. Updated Dynamic Zombies, so that crawlers are not affected by speed variations. Also sharing another mod in WIP section, that adds road tiles to connect all the different maps in 'All In Zomboid Map Pack' mod, as well as has a fix for the TWD Prison doors that causes crashes for people. The door fix needs testing, since I dont know how to recreate it, but I saw in a script bad door data, which my mod script fixes. dynamic zombies.zip
  19. Took a look at the code, and to mix sprinters with other zombie types, would require a fair amount of work to be done properly, since the game is not designed to do this. Also that means that a mod like that would be less likely to be compatible with newer version of PZ. It is a good idea though.
  20. Thanks, glad you are enjoying them @trombonaught: The decay option, I take it that this is dependent on the actual world time, not the age of the zombie itself? So if a zombie spawns 6 months in, it reflect 6 months decay, unless it is a zombie from a player that recently died? Also, without a speed mod, I see that zombies do have variations in their speed etc... @AlexHupsch: I didnt really look into Sprinters, which Im glad that the devs added, even though I heard that they cause MP problems. Yeah, I may take a look at what makes a zombie a sprinter or not in the code. It might be cool to have zombies sprint at first, then over time slow down. Depends on how difficult it is. Been helping a little with Nolan Ritchie to create some preset spawns for his awesome Survivors mod. I would like to have TWD Prison map work and not crash the game (havent seen this problem myself with that map yet), so I am working on a 'fix' mod that would change (or remove if necessary) the doors that has caused problems for players, when they right click on them. Also will update Dynamic Zombies so that crawlers don't sometimes look like they are hand swimming across the ground when they get a speed boost.
  21. And hello again In search of the best 2 player splitscreen co-op experience that I wanted in Project Zomboid, these are mods that I updated simply to use for the latest Project Zomboid (build 35 and 36 originally developed and tested on), and/or adapted/hacked to be more playable in split-screen co-op for 2 people (more than 2 not guaranteed to work). Please see the readme.txt attached (and in the archive) for details, as well on how to get Nolan Ritchie's Survivors mod to work in a local 2 player game, and caveats with ORMtnMan's Real Gun Mod. Disclaimer: I made NO changes to these mods except to get them to work in newer builds of Project Zomboid, and/or in Split-Screen 2 player co-op better, and ALL credit goes to original authors. Moreover, some of the changes are really just hacks to get 2 player split-screen to work acceptable for me, and others who play 2 player splitscreen may enjoy. I offer no support for this, nor do the real authors (some who didnt have splitscreen in mind when developing), and much of it is not fully tested. I would say that the most work went into an acceptable solution/hack to get Nolan Ritchie's very cool Drive Cars to work in 2 player split screen. Other mods in the archive are either updated for the newest PZ build or for playable 2 player splitscreen: ethanwdp's LetMeSpeak!, RoboMat's Survivor Stories & Player Taunts. What is cool, is when playing with Survivors mod, all the NPCs as well as players use the added taunts/expressions from Player Taunts & LetMeSpeak! as well as their own dialogue . (EDIT: updated Drive Cars fix, new archive V1.3 linked to) archive: http://www.mediafire.com/file/7p5o7hhzxvwvhrc/pz_mods_for_local_coopv1.3.zip Pheeew, ok enough coding/hacking, now will start playing EDIT: Might as well share the Survivors mod splitscreen tip from the Readme.txt also: Survivors Mod by Nolan Ritchie:- In Survivors.lua, wherever you see Recipe.SetPlayerIndex(...,1); Change the 1 to be 2. This will get split screen to actually work with this mod. Only one of the players (cant remember which one) will be able to party up with NPCs, and also, sometimes, giving orders to NPCs will show it as the other playing talking. NPCs from this mod that joined a party with you *may* not be as reliable as in single player. Like NPCs in the party may not get in car with you when driving in split screen, so need to be managed differently. Readme.txt
  22. Also a big fan of Nolan Ritchie's Survivors mod, so whipped up another small mod that requires his Survivors mod. This mod will steadily decrease the amount of survivors that will spawn in the world on a daily basis, as well as increase the chance of them being hostile over time. To simulate what usually happens in zombie lore. Settings can be changed to your liking. See top of \media\lua\client\SurvivorsDO.lua file to see the different settings. Survivors Die Off.zip
  23. Hi, Wanted to share a couple of relatively small mods that I built mainly for my own enjoyment of PZ, that others may find will add some more fun to their sessions. Survivor Quest adds rare and very worthwhile to search for quest items for players to find, to give them even more purpose to explore the map. It also adds optional text dialogs with a back story to the outbreak and to the quest items, that pop up when finding quest items. These dialogs contain hints as well. There are distribution settings (and guidelines) to make these items harder or easier to find, and for turning the text dialogs off. Multiplayer & single player compatible. Credit goes to RoboMat, Akimbo Swords, aSFiRe [RU], and NCrawler for his OnFillContainer coding approach to create rare items, all who helped me learn how to build this. Specifically Bassair's The Cure 2.0 http://pz-mods.net/gameplay/TheCure/ I asked bassair permission to use icons from that mod, which appears to be defunct. Any issues and I will remove the files, no problem. The other mod is Dynamic Zombies, which is basically a mashup of nolan ritchie's Nocturnal Zombies & Restless Zombies. It will make zombies occasionally randomly walk about more (scatter) like his Restless Zombies, but will also make zombies more unpredictable in their speed. So a zombie may go normal speed, or slow down (anywhere from 1xnormal to 0.5xnormal), or speed up (anywhere from 1xnormal to 1.5xnormal) for various amounts of time. On average over enough time, 1/2 the time a zombie will be at normal speed, the other 1/2 going slower or faster, so it makes the game tougher but the slower zombies will balance the faster ones. The scatter and/or dynamic speeds can both be turned on or off in the mod. Multiplayer & single player compatible. Credit goes to Nolan Ritchie for this, who gave me permission to share. I just made tweaks to work and ideas he already had. I also ported RoboMat's very cool Player Taunts & Survivor Stories to be used in the latest version of PZ mod, for myself. Mostly for Player Taunts it was simply putting the files into the the new client/server directory structure, but there were a few more changes too I think. Really enjoying using that mod with Let Me Speak! mod atm. Any updates to Survivor Stories beyond 0.1.0? Its a cool a idea, and I would use a newer version if it was released anywhere? I don't really have time to add features, or support these, unless there is some obvious bug. I am open to feedback though. dynamic zombies.zip
  24. Hi, Im working with the event OnFillContainer which is working fine on my test dedicated server. Im using Moddata to store a gamestate variable, and this is only on the server, since OnFillContainer is updating that gamestate and I'm storing it back to moddata. Im storing it with the gametime object on the server. Ok, I want to reset the gamestate variable when a new game is started on the server. I'm trying Events.OnNewGame, and btw I notice that OnGameLoad and OnGameStart does not get called on my dedicated server. So not sure about OnNewGame, since I read that to start a new game, I should go into my Users\<profilename>\Zomboid\Saves\Multiplayer\servername and delete the files there. I did that and my moddata variable still did not reset, and OnNewGame did not seem to fire. So not sure if I actually started a new game or not (EDIT: Reading that it might be in users\YOU\Zomboid\Multiplayer\ and delete servername folder there, but thought I did delete the correct directory, will double check., also see that OnNewGame is in the baseline /server/ lua files, so must be called, and I didnt restart the server properly.) So how do I start a new game on a dedicated server once I have already created a game? And if so, can I expect OnNewGame to fire on the server? If not, what events should I expect to rely on, on the server ? http://pz-mods.net/guide/event-reference/ OnGameBoot event the moddata object does not seem to be available then. Thanks for any help. EDIT: Ok, I was starting a new game after I deleted the directories and files, and OnNewGame did not fire on the server for me. But I was able to make it all work within OnFillContianer, which does get called on the server.
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