Jump to content

NorthRoad

Member
  • Posts

    88
  • Joined

  • Last visited

Recent Profile Visitors

1487 profile views

NorthRoad's Achievements

  1. Welcome to the forum! I wish I was able to help, but unfortunately despite being a modder, anything to do with UI is a mystery to me, and probably my worst area. A couple suggestions: it might be worth asking about this in the Discord server if you can. There's a couple channels for modding, and at the very least you might be able to get some input from some more experienced modders, especially on if it'd be possible to provide support for screen readers at all through modding, since it unfortunately has its limits with what it can do. It may also be worth posting a thread under PZ Suggestions here on this forum about improving accessibility for blind players. As far as I can tell from a quick search, no one has ever suggested providing support for screen readers before. I know the devs have added some options for accessibility in the past, such as for colour blindness, and if feasible to implement, I'd think providing better support for blind players might be something they'd be interested in doing in the future. Hope one way or another, it works out that you're able to play PZ in the future!
  2. Out of curiosity is this in SP or MP, and what zombie pop are you on? I've seen this happen enough that I don't take much note of it. It seems to happen a lot more in multiplayer, where it's fairly common, and especially with higher than default zombie population (I've played recently with pop around 2-3). In MP I remember hearing some explanation for it once, may have had something to do with culling/stale zombies, or zombies that are loaded/unloaded and the way outfits are saved.
  3. Just checked myself to confirm, I notice I have a ProjectZomboid32 executable in my Zomboid game folder, and the projectzomboid.sh file seems to try to detect whether there's 64 or 32-bit Java installed, but my server installation doesn't have the former and it looks like neither have a jre folder, only a jre64. I would be shocked if the 32-bit version is still tested or supported, if it even still works, so removing it probably would be a good idea if it's not anymore (which I wouldn't expect it to be). I was surprised to learn it exists honestly, IIRC from someone on reddit who had some bug with (I think) vehicle physics of some sort, and wasn't using any mods; all I could think to tell them was maybe the 32-bit version isn't well-supported.
  4. On the off chance this still helps replying 10 days later, these values are defined in the Java enum class Clothing.ClothingPatchFabricType in zombie/inventory/types/Clothing. Taking a quick look, everything seems to reference it to determine these stats, such as the addPatch method where it checks the FabricType on the script item (e.g item LeatherStrips in media/scripts/newitems.txt). Then the final bite and scratch defense is determined by the value defined in this class for the fabric, which is multiplied by the player's tailoring value divided by 10 (in other words, the defined value equals the maximum at highest skill level). Don't see much on bullet defense, I assume it's equal to scratch defense since all the vanilla patch types are according to the PZWiki. I don't think you can add to the class directly with just Lua modding, but I'm also better with Java than Lua, so any tricky way to recreate the same result is probably beyond me. If I had to take a couple guesses of where to start, maybe you could define your own value somewhere else, store mod data on clothing items, and modify the clothing items themselves by doing some checks on a PlayerUpdate event (or wherever) with methods like setBiteDefense, in order to imitate the way the vanilla patches work. This is assuming you can make it all interact with the tailoring menus and patch options nicely, I have no clue when it comes to UI modding apart from knowing item tooltip stuff is Lua side.
  5. Keep in mind, the cause is left ambiguous and it's not clear it's even a virus causing it that could be vaccinated against. I think it's much more mysterious and interesting left that way, myself, and it'd stretch believability being able to vaccinate against or cure it, since it seems unlikely even a few people could do that against a totally unknown disease in the post-apocalypse. Though I wouldn't be opposed to some form of late game medical research being possible, since even studying it and finding something about it that could help you identify a drug that could reduce chances of infection from e.g a scratch or laceration could be very helpful.
  6. This post showing off ChatGPT's obvious writing style ironically makes itself into a good argument against it and a good example of why I'd not want such a thing as a player, as funny as it is to imagine an NPC that's supposed to be an actual person from Kentucky in the '90s being asked something like "What should we do next?" and then replying to you in the style of ChatGPT coming up with a really helpful strategy, telling you it has all sorts of advantages, and listing off the bullet points going "Firstly..." when asked about them.
  7. NorthRoad

    Cellar Door-doid

    Exciting stuff, and I'm glad to see even more ways B42 plans to liven up the world and make it feel like people lived in it! Really looking forward to basements too, and finding preset ones and the ways familiar locations become different, as well as (it goes without saying) the crafting system which is so large it's hard for me to even imagine how much it'll change the game at this point. Re: mod IDs being appended by workshop IDs, I do hope all that being easier (which is great) doesn't make it any more complicated to install mods the old fashioned way of manually installing them to the Zomboid/mods folder, or to play with manually installed mods in multiplayer with friends if you send them the files. I'm not worried since I wouldn't think so, but I know I'm in a minority of users that even does that—been making private mods and sharing them with friends when we play since I started playing this game so many years ago! Love the skeleton deer BTW, you guys should provide them as an example mod for B42 or the new modding guide. Haha, just an idea. Imagine if the Workshop/ModTemplate made the deer into skeletons and someone enabled it by mistake.
  8. There is a really old blog post from 2017 mentioning them working on military vehicles. Not sure if they're still planned, but if they are, I imagine redoing some vehicle spawn zones would go hand in hand with adding them.
  9. What I would do is go to Tile view, rather than Iso, and uncheck the box for Roof there (along with any other similar layers if need be) to hide the layer while you're working.
  10. Unfortunately couldn't figure out how to build it with the instructions of the original linked TileZed repo, due to being unfamiliar with compiling qt software (might be obvious how to adapt if I were) and the fossilised packages and qt version recommended in the instructions; couldn't even find qt packages that old! Is the compiled version usable on Linux natively too? If so, would appreciate instructions how, since the folder structure is very different from the official TileZed/WorldEd for Linux. If not, would it be possible to provide a precompiled version for Linux as well (or else more up to date build instructions if that's not too much trouble)?
  11. I'm surprised to say after several attempts listening that I can't hear it at any of the three times you say it's audible there, which I find odd, since I have very good ears and an audiophile sound setup, and obviously I doubt you are making up that it's there! What headset are you using (and if applicable and it's not directly plugged into your computer, external audio equipment)? I wonder if there is something about the way it is mixed that makes it inaudible except on certain setups, if so that might explain why many seem not to notice it (and presumably not to hear it).
  12. NorthRoad

    Snow DaZe

    Looks great! Glad to see so much progress on this game made lately. Good job, guys
  13. 829. To go with the new weather system, a chance that when there's a thunderstorm, lightning can strike an urban area and cause a fire. To be fair, should perhaps be a rare, maybe even limited event like the helicopter.
  14. Looks like it's working how it's supposed to with this. Speedy fix, thanks
×
×
  • Create New...