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Posts posted by Maris
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By the way, this is a very annoying bug when using the MoodleFramework.
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The solution might be to create a submenu on hover over the menu option.
But that's a lot of refactoring work.
Also some mods will be broken.
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This happen with all "phobic" traits. Also happen in mp. So now it's just free points when you create a new character after few months.
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Still invisible on the screenshot for sure:
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41.73, I'm a host (i.e. ping 11-22).
A place with many vehicles and items around. Was there for a long time. Many vehicles were invisible.The car appears to become visible when something on the client collides with it. At high speed, this can lead to sad consequences.
Steps to reproduce: play until it happens. It's a kind of random, so there is no actual steps to repriduce. I think it's reltaed with packet loss or packet order. As I said, I'm a host, so pack loss should be zero, so it may be like "rejection of the net packet" which essentially means packet loss.
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Same here, 41.71
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These commands do the same:
- Pandorea, Faalagorn and numbersixthecat
- 2
- 1
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On 12/11/2020 at 8:41 AM, Nativel said:
and hire a normal responsible person?
A programmer or a game designer (balancer) may be a founder.
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Движок для падежей - самое сложное было. Но это в прошлом.
Теперь их можно прикручивать, куда душа пожелает.
Вот, играюсь с модами. Например, Craft Helper:
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Icon = Crowbar,
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How to reproduce:
1) Start new challenge "You Have One Day".
2) Go back to main menu.
3) Enable any mod in main menu, e.g. "Mod Template".
4) Load the game using "Continue" button. Don't press "Load" button.
5) You will see the red error (bug):
----------------------------------------- STACK TRACE ----------------------------------------- function: preLoadLastStandInit -- file: LastStandSetup.lua line # 7 ERROR: General, 1596264292792> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: OnInitWorld of non-table: null at KahluaThread.tableget line:1684. ERROR: General, 1596264292792> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: attempted index: OnInitWorld of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1684) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1807) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:50) at zombie.iso.IsoWorld.init(IsoWorld.java:1980) at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:242) at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:201) at java.lang.Thread.run(Thread.java:745)
To reproduce the bug you should enable the mod either in the main menu or in the save, but not in two places at the same time. Anyway load the game using "Continue" button, because "Load" button is buggy at this moment (I've reported it here).
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How to reproduce:
1) Start new challenge "You Have One Day".
2) Go back to main menu.
3) Load game. But don't press "Continue". Press "Load" button exactly.
4) Wait for 24 hours. (Actually 25 hours, because zombies should spawn at 10:00).
5) No zombies! This is the bug.
P.S. Probably this topic may be helpful.
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For example, ClothingRecipesDefinitions.lua by now:
ClothingRecipesDefinitions = {}; ClothingRecipesDefinitions["Sheet"] = {materials="Base.RippedSheets:4" } --ClothingRecipesDefinitions["Belt2"] = {materials="Base.LeatherStrips:1"} ClothingRecipesDefinitions["FabricType"] = {} ClothingRecipesDefinitions["FabricType"]["Cotton"] = {}; ClothingRecipesDefinitions["FabricType"]["Cotton"].material = "Base.RippedSheets"; ClothingRecipesDefinitions["FabricType"]["Denim"] = {}; ClothingRecipesDefinitions["FabricType"]["Denim"].material = "Base.DenimStrips"; ClothingRecipesDefinitions["FabricType"]["Denim"].tools = "Base.Scissors"; ClothingRecipesDefinitions["FabricType"]["Denim"].noSheetRope = true; ClothingRecipesDefinitions["FabricType"]["Leather"] = {} ClothingRecipesDefinitions["FabricType"]["Leather"].material = "Base.LeatherStrips"; ClothingRecipesDefinitions["FabricType"]["Leather"].tools = "Base.Scissors"; ClothingRecipesDefinitions["FabricType"]["Leather"].noSheetRope = true;
Should be:
ClothingRecipesDefinitions = { Sheet = { materials="Base.RippedSheets:4" }, --Belt2 = { materials="Base.LeatherStrips:1" }, FabricType = { Cotton = { material = "Base.RippedSheets", }, Denim = { material = "Base.DenimStrips", tools = "Base.Scissors", noSheetRope = true, }, Leather = { material = "Base.LeatherStrips", tools = "Base.Scissors", noSheetRope = true, }, }, };
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1 hour ago, AlexRus123 said:
if only you could do it as soon as possible
They will only add multiplayer if there are no questions about multiplayer.
Oh, now the multiplayer is postponed again.
- AlexRus123 and Damano
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On 7/20/2020 at 12:43 PM, Dr_Cox1911 said:
Are your mod options synced to clients as well?
Not yet.
I'm waiting for multiplayer in B41.
But client mods work fine. It's possible to change options right through the game.
As a side effect, host may change options right through the game, but each mod must handle its own server options using "not isClient()"
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What you think about mod options ingame?
I was making the mod options as a part of another mod but now it's a separate mod.
So any author of a mod can add their custom options to their mod.
There is a tab in game options menu. So user may click checkboxes and press Apply.
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OnTickEvenPaused event isn't working while the game is paused.
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Is there any event when the game (dedicated server) is about to go down just before saving the game?
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Nevermind. I've got it.
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I'm trying to set current real time.
local SEC_TO_HOUR = 1 / (60 * 60) function makeRealTime() local tm = getGameTime() local t = os.time() --utc local day = tm:getDay() --8 local month = tm:getMonth() -- 6 local year = tm:getYear() -- 1993 local current = tm:getTimeOfDay() --in hours local hour = round(current) --9 local game_t = os.time{year=year, month=month+1, day=day+1, hour=0, min=0} --utc local diff = round(t - game_t) --in seconds current = current + diff * SEC_TO_HOUR -- OK to increment days (tested) tm:setTimeOfDay(current) end Events.OnCreatePlayer.Add(function() makeRealTime() end)
But it doesn't work:
zombie.ui.UIManager render SEVERE: null java.lang.ArrayIndexOutOfBoundsException: 16425 at zombie.ui.Clock.render(Clock.java:153) at zombie.ui.UIManager.render(UIManager.java:431) at zombie.gameStates.IngameState.renderFrameUI(IngameState.java:1126) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.gameStates.IngameState.renderframeui(IngameState.java:1114) at zombie.gameStates.IngameState.renderInternal(IngameState.java:1266) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.gameStates.IngameState.render(IngameState.java:1217) at zombie.gameStates.GameStateMachine.render(GameStateMachine.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.renderInternal(GameWindow.java:327) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:640) at zombie.GameWindow.mainThread(GameWindow.java:467) at java.lang.Thread.run(Thread.java:745)
What am I doing wrong?
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What if two mods have an item with the same ID but different properties?
What definition will be stronger?
Is there any rule about how Zomboid decides which mod is stronger?
[41.77.7] HoodieDOWN_WhiteTINT
in Bug Reports
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