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About Fenris_Wolf

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    coding and gunning down the undead

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  1. Corrected several errors in my previous post. Apparently I didn't look hard enough.
  2. Brave: 0.3 multiplier, Cowardly 2.0 multiplier Fast Healer: 0.8 random car crash damage multiplier Slow Healer: 1.2 random crash damage multiplier Besides vehicle damage, FH/SH take effect when the player is bitten, and when falling (breaking a leg). Random time to heal is calculated: FH is between 30-50, normal 50-80, and SH 80-120. Effect multiplier on other injuries varies Cats Eyes: 0.8 multiplier to the 'night strength' darkness value Lucky: 1.1 multiplier on all loot rolls, -5% fail chance on repair Unlucky: 0.9 multiplier on loot, +5% fail chance Iron Gut: 0.5 multiplier to food poison value Weak Stomach: 2.0 multiplier to food poison value Eagle Eyed, Short Sighted, Keen Hearing, Hard of Hearing etc are used in more complex calculations the exact % effect isn't so apparent at quick glance. I highly suspect some of rest of the info on that page is incorrect anyways, gathered from sources other then directly checking the code. Resilient Positive Prone to Illness -4 "Less prone to disease. Slower rate of zombification." -70% infection rate Prone to Illness Negative Resilient +4 "More prone to disease. Faster rate of zombification." - 300% infection rate Not sure where this information is coming from (the %'s). Resilient uses a 1.25 'morality duration' modifier, Prone 0.75 They also take effect when your wet, on the check for catching a cold, and only if you don't have outdoorsman. Resilient is a 0.45 multiplier, Prone is 1.7 This is probably a oversight. Outdoorsman (-2 points) completely cancels the check for Prone (+4 points) for a net gain of 2 points, and Resilient is completely useless as Outdoorsman is cheaper, and more powerful.
  3. Fenris_Wolf

    ORGM Rechambered

    Its hardcoded into the Java for now. A side effect of when they redid the stash system and annotated maps,
  4. Fenris_Wolf

    ORGM Rechambered

    Nope. Glocks are pretty common while the DE is relatively rare.
  5. Fenris_Wolf

    ORGM Rechambered

    Right click on the magazine, select "Reload", or use the hotkey 'G' to have it automatically select and reload a magazine in inventory that you have ammo for.
  6. Fenris_Wolf

    Latest API?

    https://github.com/java-decompiler/jd-gui/releases/download/v1.5.1/jd-gui-windows-1.5.1.zip there should be a windows .exe in that release
  7. Fenris_Wolf

    Latest API?

    The .class files in the projectzomboid/zombie directory zombie/Lua/LuaManager.class is a excellent starting point, as it will list all exposed java classes, and global functions provided by java to the lua component. If you use JD-GUI just pick any .class file and it will allow easy viewing of all of them
  8. Fenris_Wolf

    Latest API?

    Assuming you mean the latest API documentation (the API is the exposed code, which is included with pz), there isn't any. The online sources for the java components are horribly out of date (by several years) and quite honestly of limited use anyways as there's no actual documentation on the functions, classes or methods. Just the arguments and return values types. For the java component's API, your best bet is to install a decompiler such JD-GUI and browse the source directly. Its much easier to see what classes and functions are exposed to the lua component, as well as the expected arguments and return values. Browsing the API this way will make sure its up-to-date, and offers far more insight to the classes and methods then the old online documentation.
  9. Those functions are pretty redundant. getActivatedMods():contains("MyModName") Just use the contains() method instead of looping though the array.
  10. Fenris_Wolf

    ORGM Rechambered

    We should hope not. Getting absorbed into the base would not be beneficial to the health of the mod: The devs have stated "no real firearm model names" will appear. Its designed to appeal to a specific audience, and some of the mechanics are overly complex for the base game. Much of it would need to be trimmed for the average user. Some of the code would without a doubt be useful, but a lot would have to go. The mod leans more in the favour of realism instead of easy playability. Its insanely difficult to balance, so much that all stats for weapons has to be automated, and even then that's not enough. Several dozen configuration options had to be added. By being outside the base game, it doesn't have to conform to the rest of the code, in syntax style, logic, or methods. The freedom to break these rules is where a lot of the mod's benefits and features come from. As a mod, it doesn't need to fit anyone's visions or plans but my own. I would actually prefer to go the other way and abstract it way from the base game as much as possible: only interfacing with pz's code at a few key chokepoints, making it easier to maintain across large pz changes and easier port the code to other projects in the future. I could go on listing reasons. It really is better suited to a addon unless the game was specifically about guns. Staying as a mod it makes for a perfect test ground of what works and what doesn't. While some of the mods code would without a doubt be useful but i think the real value is what can be learned from the endless balancing and playtesting that has been done.
  11. Fenris_Wolf

    Silencer / Suppressor Mod

    Ya it only saves if there's changes. You can manually edit it, or make sure you're not connected and edit using the PZ options screen from the main menu, then upload the finished .ini file to the server
  12. Fenris_Wolf

    Silencer / Suppressor Mod

    If the sound has changed, the radius has changed. There's a bar in the weapons tooltips for noise (this is the sound radius) and will have a drastic drop when the suppressor is attached. The mod used to reduce the radius down to 10%...so a 150 range pistol would only be 15 tiles, but a few updates ago orgm shifted it to 20% instead of 10% (30 tiles vs 15), which tends to make the radius larger then the players view. Last update for ORGM also included a option in the PZ settings screen (on the ORGM tab) so you can set the sound reduction level yourself.
  13. Fenris_Wolf

    Silencer / Suppressor Mod

    If its the workshop version of the ORGM silencers mod, it should be fine. Non-ORGM version or copies hosted outside the workshop I can't verify.
  14. Fenris_Wolf

    40.43 (Steam) Wrong overall car state count

    Looks like float rounding in the text. The individual components are not quite 100%, but something like 99.6%, and the display is rounding the numbers off to a whole integer for cleanliness. The 'overall condition' value is getting rounded to 2 decimal places instead of a whole number. Its not so much a bug in the condition, just a effect of how its displaying the info.
  15. Fenris_Wolf

    ORGM Rechambered

    Yep, and updates to ORGM to make it work. I decided since next time around I don't have to worry about breaking things like save compatibility, it was time to make some drastic changes to the mod. But given the effort involved in some of these changes, it may delay the release...so people might (good chance) will have to play anim build without ORGM for a while, least while its still in IWBUMS. There's tons of crazy stuff in the works for v4 of the mod that will be worth the wait though. Multiple capacity magazines, Dozens of variants of each gun, different models offered by the manufacturer..with different barrel lengths, calibers and features (theres 20 colt anaconda's on the list alone!), including some extremely rare collectibles. A new system is in place for generating many variants of a gun or magazine with minimal effort (other then research involved), and a powerful new spawn system to allow all these new variant without flooding and diluting the loot tables. Just going to take a bit of time to hammer it all out.