Arsenal26

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  1. Ok figured it out.... don't worry, the secret is safe with me... **Continues not telling anyone else**
  2. So what was the solution ?
  3. The One Stop TileZed Mapping Shop

    So do the generate lot files go into : MyMapMod/media/maps/MyMapMod folder ??? OR MyMapMod/media/maps/MyMapMod/Lots folder ??? This Tutorial says to point to the STEAM directory, and Blackbeards video says to point it to the Tiled directory where we downloaded the 'latest' tileset file... Having some trouble even getting a simple test map to work.... and I think i've tried every possible combination of each of the conflicting instructions...
  4. 1) ################################################ java.lang.NullPointerException at zombie.iso.IsoMetaGrid.Create(IsoMetaGrid.java:967) at zombie.iso.IsoWorld.init(IsoWorld.java:1906) at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:247) at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:220) at java.lang.Thread.run(Thread.java:745)1523235592651 LuaEventManager: adding unknown event "OnPreUIDraw" 1523235592653 LuaEventManager: adding unknown event "OnPostUIDraw" 2) ################################################ 1523237240524 can't find map objects file: media/maps/West Point, KY/objects.lua 1523237240526 Loading: media/maps/Muldraugh, KY/objects.lua 1523237241412 can't find map objects file: media/maps/Rosewood, KY/objects.lua 1523237241434 can't find map objects file: media/maps/Riverside, KY/objects.lua 1523237241442 can't find map objects file: media/maps/MYMAP/objects.lua 1523237248307 MAX #ZONES is 26 java.lang.RuntimeException: can't create player at x,y,z=349,477,0 because the square is null at zombie.iso.IsoWorld.init(IsoWorld.java:2257) at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:247) at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:220) at java.lang.Thread.run(Thread.java:745)1523237248848 LuaEventManager: adding unknown event "OnPreUIDraw" 1523237248850 LuaEventManager: adding unknown event "OnPostUIDraw" 3) NegativeArraySizeException error I've been getting these 3 errors with a QUIT TO DESKTOP message during loading every time I try to run a test map made with Tiled/Worlded Anyone know what these mean ? Got it.... (solved)
  5. Enhanced Armor Mod

    Looks great!! Oh no Fenris!!!! wearing armor will have to affect Aimingtime!!! lol No no no... im kidding.... don't do it...
  6. Copy and paste?

    Oh I see now, you can only copy walls made with [Place Wall] tool.... I was trying to copy rooms that I made with the [Draw Room] tool.... Thank you for clearing that up!
  7. Copy and paste?

    So what I've observed so far in the Building Editor, when you use any of the following : [SELECT/MOVE ROOM], [SELECT/MOVE OBJECTS], [SELECT ALL] The [COPY] [PASTE] functions remain greyed out. Not sure how or if [COPY/PASTE] is even used for anything at all... I wish it worked, because I'd like to copy certain areas of my Building and paste them to make things go faster. Or am I missing something here ?
  8. Splitting a Building Between Cells in WorldEd?

    Nice... tried this, and worked great.... Just to add... the grey line separating cells belongs to the cell North or West of the cell you are working in... At first, I thought I might not be able to place on the line, but the upper one does allow for placement on the line.... So that's where your building half without walls will go to join up with the Southern/Eastern portion... And according to the Overlapping buildings thread.... place the Northern/East first, then connect going South/West... Although i'm almost certain I did this opposite and it shows up fine in WorldEd... ??? strange
  9. TileZed Building Overlap issue

    Thank you for this, I'm just starting out with Mapping, and it's good to know that overlapping is possible... That was a big concern for the map I plan on making!! Tried placing buildings in the order you diagrammed above and it appears to work.... (Top to Bottom) in my case.. I just have a very large building I want to make that runs 800 or so tiles North/South.... And this info will make it possible (hopefully) to get it done.
  10. Can't see Buildings in TileZed

    Hi everyone, I'm just learning Tilezed Worlded, and need a little push in the right direction here... So I've got my TEST.png, TEST_veg.png, TEST_ZombieSpawnMap.bmp - [Started] TileZed, went into WorldEd... - [Converted] to TMX with no errors - [Loaded] successfully into WorldED - [Clicked] cell 0,0 and everything loaded and looks as it did in TileZed - Added Building, and [Saved] as TEST.pzw - Went back to Tilezed, [Edit] - [Preferences] - [Zomboid], added the WorldEd Project file I just saved... - [Closed] TEST_0_0.tmz.... [RE-OPENED] TEST_0_0.tmz And I am not seeing my buildings in TileZed.... Am I missing something ? ====================== EDIT ========================= So under the [Edit] - [Preferences] - [Zomboid] tab where it states you must close/re-open to see changes... I thought this to mean merely the TMX file.... But it seems to me, that closing and opening via the [FILE] menu doesn't make the changes appear.... Instead, when I close it and restart TileZed completely, the changes (buildings in this case) are visible in TileZed, to allow further editing of the landscape with buildings in place for reference... Hope this saves someone else some aggravation!!!!
  11. ORGM Rechambered

    Is that 1.5 actually the "ToHitModifier" found in the .txt script for each weapon ?
  12. ORGM Rechambered

    Oh just remembered... something odd... When you fire quickly & repeatedly dropping a zombie.... sometimes subsequent rounds continue to hit the already dead zombie on the ground at CRIT damage levels... this seems automatic (since its dead maybe) so on screen, using the ZED HEALTH mod, you see something like : 123 142 (drops) 1137 (hits body) 1254 (hits body) 1231 (hits body) Kind of annoying wasting rounds like that... but a short pause seems to allow it to move on to the next available target... This seems to happen even if there are (not dead) targets available beyond the corpse and within range... Just an observation, which might lead someone to think they are missing repeatedly after dropping a zombie, But noticeable as "hits" when damage is displayed... Just the wrong (already dead) target... And yes, it seems max (non-Crit) damage is more common at very close ranges...
  13. ORGM Rechambered

    I figured it was something to do with Fatigue... as I wasn't panic'd or anything, and my shots were dealing very low damage according to TommySticks ZED Health mod... It displays Zed health anywhere between 160-170, maybe bit higher... but that's about average... What's strange though is a few days ago, I wanted to see what Max damage actually was... So I set MAX/MIN health to the same value, and made all weapons CRITChance zero... For some reason, I still got a spread in damage dealt... (1.5 damage) - 94, 185, 65, 69, 106, 111, 105, 50, 70, 120, 107, 63, 80, 184, 118, 120, 185, 210, 90, 100, 137, 118 3/22 shots would likely be 1 hitters (2.0 damage) - 168, 189, 252, 80, 70, 74, 120, 111, 252, 88, 107, 169, 108, 163, 147, 78, 86, 210, 211, 236, 211, 154, 115, 157, 252, 11/25 shots would likely be 1 hitters I changed all damage in each weapon type script file, as well as the ammo.lua file... so i'm not sure why there would even be a spread in the damage... unless I missed something, or there's a random value (dice roll) in there somewhere... Thank you for those numbers again! and I'll try that experiment again just to be sure....
  14. ORGM Rechambered

    Ah, I see... switched to handgun and do see the stat change... Can't wait to play around with it more... in my limited gaming, I have never seen a game that more properly represented firearm mechanics then what is happening here... And just to reiterate what I've said above.... in case the general/casual player doesn't see it yet... What you've done is essentially take a very basic representation of firearm mechanics where stats are simply plugged in once, and that's what you got... Kind of like Costco hotdog vendor... there's only so much on the menu... And changed it so to dynamically change as you alter the weapon... Stats and all (like Subway, where you get to add whatever you want and actually make it taste better)... The weight added by the augmentation: light, scope, sling, etc... actually affects the recoil, swingtime, etc... in some small way... Along with the stat boost it gives to begin with... where previously no such considerations were made or a system even in place to account for these realistic factors... Basically what you've implemented with bullet type, is now throughout the whole mod... ABSOLUTELY FANTASTIC!!! I love the fact that unlike most games, where you just want to pile on the best/highest tier upgrade to end up with the highest level BFG to slaughter anything by laying on the fire button... This representation of firearms presents the player with a real decision with pros and cons.... As there *IS* no perfect weapon for every situation... Installing that 8x optic will take from your short range game, etc... It goes way beyond the typical leveling path of "popular" games which end with the BFG, and everything else before it ends up in the corner or scrapped... This is how games with replay-ability are done... and I do enjoy messing with the script files to represent some of the components I have... For instance: - Heavy weighted stock, to replace light wood furniture which is bulky, but soaks up more recoil and balances the rifle better. - Reflex sights (larger MOA dot) imo are maybe not so much accuracy boosters as they are time boosters... because accuracy wise, I feel the narrower front sight post is better than the BIG DOT sight... but a tad harder to see, and thus pick up on when trying to acquire and fire quickly at a target... - Red Dots with smaller MOA dot compared to Ironsights, I think are both quicker to pick up, as you dont have to line anything up, and allow you to place a shot in a tighter area (point of aim).... But since you have to look thru the body of the optic, its not as fast as Reflex type sights... So I make Reflex: +5 Tohit +10 Aimtime and RDS +10 Tohit +5 Aimtime Also, Aimtime does not affect time between shots (not that I can tell) So for magnified optics where your eyes have to re-focus inside a smaller field of view I think both Aimtime AND Recoil time should be negatively affected.... Not that the gun itself recoils more.... but rather, instead of physically recovering between shots, you must optically recover if that makes sense... In terms of Magnified optics bonuses... I mentioned above, that I'm not sure I like how Critical stat is used in game.... I think it plays too large a part in damage calc, and too early on as well.... So much that the stats which define the weapon become irrelevant, because everything does 1400-11000 damage... And I get that, Critical is beyond dead... LOL but it just happens too often... so much that the bullet spec doesn't matter... Consider this.... Shot placement is key to critical damage.... So whatever helps you put a round in a smaller area helps that happen.... How about a smaller automatic critical chance across the board, dependent more on Skill level, and supplemented by adding that modifier to certain weapon mods... Specifically magnified optics, and to some small degree RDS perhaps... I dont think a Reflex or FiberOptic fixed sights help with shot placement..... just speed. well... maybe a little bit.. Oh... so my point... Magnified optics allow you to make a headshot at distance due to the very fine crosshairs... So imo, that translates into Critical stat bonus... Perhaps, any shot taken while there is an Aimtime penalty being applied should be ZERO critical chance (regardless of Aimskill) ??? and the across the board Crit stat (per weapon) reduced to a much lower value than what it is... I actually like leaving it at zero and letting the ammo do what it does to fully appreciate the ammotype system you've implemented.... What i'm getting at is.... Allowing Critical to happen like a constant lottery kind of takes away from the variety and specs of all this awesome stuff... Ideally, the highest levels of Aimskill should be the only time Critical damage occurs like it does at say level 2-3.... Unless you are using something that augments your weapon to allow a lower skilled shooter to make a more critcal shot... Where talkin John Wick vs. Beat cop here.... big difference... Again.... just my $0.02 opinion
  15. ORGM Rechambered

    RIP Mary Hall... I thought I had cleared out the Prison and was running all around looting... well, I missed a room JAM PACKED.... got a few shots of 00 off with the SPAS... but couldn't get out... Quick observation... With Foregrip + Recoil pad... [Recoil Effect on ROF] still says NONE... As you said, i'm sure there's a value, but perhaps the scale on the "dummy light" indicator [good/average/none] is too steep ? >>> Real time Accuracy update is real slick.... Love it... I get what you mean about simplified display for game play purposes.... But I am a numbers person... which is why I have a ScanGauge in my vehicle to supplement the stock gauge cluster... How exactly do I use the mod in Debug mode to see the actual numbers then ? EDIT... did I say the Real time accuracy update is slick? I meant ITS FREAKIN GREAT!!! I cant stop looking at it.... I think we have a game changer here with the updating accuracy meter... I mean, I've read alot of threads of people asking how to aim in PZ... and while a decent enough explanation usually follows, a mod that puts this EXACT information on a little indicator would be perfect... and allow people to understand the mechanics of shooting in moments of playing the game a getting a few levels of aiming under their belt... Maybe something akin a 1-5 star rating representing 20% per star... But real small so as not to clutter or distract... like a HUD right over the rear sight of the character sprite... even a color dot [green/orange/red]