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Maris reacted to Thewhitewolf in I can't see the character and zombies.
Hello. I think the picture is pretty self explanatory..
I don't see myself, and I don't even see zombies right in front of me when they are trees or objects far in the background
I put the quality at a minimum, maybe I changed something I shouldnt have ?
Thank's in advance for the answers
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Maris got a reaction from ZombiesLoveBrainiacs in [WIP] more mod tags
At the very beginning, I just wanted to add the tag "Build 41".
For myself, I solved this issue.
But then I decided to go further and make a real mod "more_mod_tags" for other modders to add custom tags.
https://steamcommunity.com/sharedfiles/filedetails/?id=2138864719
But which tags should be there?
This is the question.
So I ask you about your ideas.
I don't like too many tags, so I want to add just most popular and useful.
Currently there are these tags:
Build 41 Build 40 Multiplayer Interface Textures Models Vehicles Items Clothing Weapons Food Literature Medical Traits Building Bugfix Tweak Framework Language Easier Harder Realistic
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Maris reacted to Narrnika in <RIGHT> in RichText
Error trying to use <RIGHT>; from console.txt:
function: render -- file: RichTextLayout.lua line # 407 ... LOG : General, 1593545810494> Object tried to call nil in render in RichTextLayout.lua:
404: if orient == "centre" then 405: ui:drawTextCentre(string.trim(v), x + self.width / 2 , y + self.marginTop + self.lineY[c], r, g, b,1, self.font) 406: elseif orient == "right" then 407: ui:drawTextLeft(string.trim(v), x + self.marginLeft + self.lineX[c], y + self.marginTop + self.lineY[c], r, g, b,1, self.font) 408: else 409: ui:drawText(string.trim(v), x + self.marginLeft + self.lineX[c], y + self.marginTop + self.lineY[c], r, g, b,1, self.font) 410: end but type(ui:drawTextLeft) == nil, likely need drawTextRight().
Probably analogous error will be in ISRichTextPanel.lua:
452: self:drawTextLeft( string.trim(v), self.lineX[c] + self.marginLeft, self.lineY[c] + self.marginTop, r, g, b,self.contentTransparency, self.font);
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Maris got a reaction from Dr_Cox1911 in Avoiding Runtime Errors
Okay, let's say you need DOUBLE INJECTION.
Why would you need this? For example, you are a very neat modder and do not want to load the user's CPU, overwriting common game functions and making permanent injection. One of these functions is getText(). And you want to make temporary ninja injection.
So we have to go a more complex way:
local old_getText = nil local function new_getText(str,...) --You code (unsafe!) return old_getText(str,...) end local in_progress = false local old_render = SomeClass.render function SomeClass:render(...) --permanent injection if in_progress then if old_getText and getText == new_getText then getText = old_getText old_getText = nil end return old_render(self, ...) end old_getText = getText getText = new_getText --tempry second injection in_progress = true local result = old_render(self, ...) in_progress = false if old_getText then getText = old_getText end return result end
If something goes wrong, your feature just stop working and that's it. No further game errors.
P.S. Specific function render() does not return a result (by meaning), so you may omit it in this case. But it's not a mistake. Usually you have to keep the result.
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Maris reacted to Dr_Cox1911 in [WIP] more mod tags
Only thing that I see missing in your list is maybe something like "Framework". I think about something like @Fenris_WolfProfession Framework.
I know that there aren't that many mods that would fit in this category, but maybe it's something to consider?
Otherwise your list seems pretty complete and I can't think of anything else.
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Maris got a reaction from Dr_Cox1911 in [WIP] more mod tags
At the very beginning, I just wanted to add the tag "Build 41".
For myself, I solved this issue.
But then I decided to go further and make a real mod "more_mod_tags" for other modders to add custom tags.
https://steamcommunity.com/sharedfiles/filedetails/?id=2138864719
But which tags should be there?
This is the question.
So I ask you about your ideas.
I don't like too many tags, so I want to add just most popular and useful.
Currently there are these tags:
Build 41 Build 40 Multiplayer Interface Textures Models Vehicles Items Clothing Weapons Food Literature Medical Traits Building Bugfix Tweak Framework Language Easier Harder Realistic
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Maris reacted to nasKo in IWBUMS 41.39 RELEASED
Yes the version number didn't update correctly. It's still .39.
A hotfix will be pushed to correct the version number, soon.
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Maris reacted to Milove in IWBUMS 41.39 RELEASED
Hello! Yes, this is the 39th version. I checked one of the bugs (Guess which one) - this bug is fixed, so we can say that the update was installed successfully ^-^
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Maris got a reaction from Milove in IWBUMS 41.39 RELEASED
Is it shown as 41.38? I've got update via Steam but it's still 41.38
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Maris reacted to nasKo in IWBUMS 41.39 RELEASED
NEW
translationProblems.txt lists missing ItemName_xxx instead of the old DisplayName_xxx. Removed the true|false debug console spam. Added buttons to access the Attachment Editor, Chunk Debugger, and Vehicle Editor to the debug menu. Added DebugType.Mod for controlling the display of mod-related debug messages to the console. Updated latest Community Translations
FIXES
Used Docker to create libjassimp64.so and libLighting64.so with a version of GCC that will not cause issues with some Linux setups Fixed the vehicle editor not selecting the correct vehicle in the scripts combobox. Fixed the tutorial breaking at the zoom in/out stage when not using double-sized textures. Fixed rendering error when the Bucket Hat is on the ground. Fixed a vehicle shader not compiling on some systems. Fixed GameTime.getMinutesStamp() having a resolution of 2 minutes instead of 1. Fixed weapon models not being updated after removing weapon parts (scopes, etc) when the weapon is attached to the player. Fixed the HuntingRifle (MSR788 Rifle) scope not being displayed. Fixed not detecting when multiple active mods use the same tile definition file numbers. These file numbers are specified by "tiledef=" in mod.info files. Fixed being able to pick up a propane barbeque without removing the propane tank. Fixed the animation editor not setting the Reverse checkbox when selecting animations. Fixed the animation for removing a magazine from a firearm. Fixed lua error when fishing and the last lure breaks. Fixed incorrect instruction in tutorial re: tall fence Fixed (hopefully) the last of the 'red dot on tiles' issues
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Maris got a reaction from ZombiesLoveBrainiacs in IWBUMS 41.38 released
LOG : General, 1592574621554> false LOG : General, 1592574621572> false LOG : General, 1592574621587> false LOG : General, 1592574621604> false LOG : General, 1592574621620> false LOG : General, 1592574621637> false LOG : General, 1592574621653> false LOG : General, 1592574621670> false LOG : General, 1592574621687> false I tried to figure out where this annoying print is and made neat print detector:
print = error; But this did not help, rain of false continued. So it's on Java side.
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Maris reacted to crossed in IWBUMS 41.38 released
A few magazines and books were invisible, you couldn't see them in your character's hands while reading them, I think this fixes that (?)
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Maris reacted to fcolley3 in IWBUMS 41.38 released
I'd like to report a couple of new issues I encountered while playing right after the 41.38 update.
1. A disappearing vehicle (see pic). Only one vehicle has been affected. Tires are there but no body. I am able to look under the hood and uninstall/reinstall car parts however.
2. Intermittent freezing of game. This makes me reluctant to engage in battle as I don't no what would happen coming out of a freeze state.
Thank you again for all the work you put into this game.
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Maris reacted to fcolley3 in IWBUMS 41.38 released
Wow....you guys have been hard at work. Must have consumed multiple cups of coffee. You guys are the best. And....I wish ppl would read the News/Updates thoroughly. Every week, they give an update on MP. It's coming! Do you want it right or just half baked?
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Maris reacted to Cubupb in IWBUMS 41.38 released
If work has begun with machine models (the appearance of blood spatters), then most likely in the future we will be able to sheath machines with metal! This is the right direction))
Thank you guys for your wonderful work.
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Maris reacted to ProjectSky in How to save item changes?
try this
local function test() local item = getScriptManager():getItem("Base.Axe") item:setWeight(0.5) item:setActualWeight(0.5) item:setTexture(icon); end Events.OnPreMapLoad.Add(test) not tested it, i think it should work
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Maris reacted to Grelko in Realtime foraging, starvation, fire, calories.
First off, might I just say that this is a great game and I enjoy playing it very much.
I wasn't sure if I should have made separate topics for each of these.
IWBUMS 41.37
I have the game set for Realtime. My character is ridiculously tired after only 10-20 minutes of foraging (in game time), but they can go fishing most of the day and not even get slightly tired.
In Realtime, my character almost dies from starvation after only 2-3 days. I feel that this should take atleast a month or longer with absolutely nothing to eat (in game time).
Regarding fire, you can make a notched plank fairly easily, but there is no way to make the sturdy piece of wood, unless you happen to find a saw. I think this game needs a (Bow drill) added to the survivalist recipes, so that if you can't find matches or a lighter, you can still make a fire without needing to find a saw. You would at least need the notched plank, some type of knife or sharp stone to carve the piece of wood into a point, a piece of string or even a rag to make the bow drill, then a couple twigs or some paper to use as tinder.
The calories on many of the food items are incorrect. Besides the total calories... the fat, protein and carbohydrates for many items, add up to completely different numbers.
Just for reference,
Carbs = 4 calories
Protein = 4 calories
Fat = 9 calories
I hope that I don't sound rude while typing bugs and other things out. I have been a hobby game tester for over 20 years and can be quite thorough (including walkthroughs). I also play many survival games besides PZ, like cataclysm DDA, UnRealworld, and Neo Scavenger, to name a few. I was playing PZ 40.43 for a long time and found many bugs, which I posted in a private discord server. I am not sure if you would like to see the list of things I came across, since it was an older version of the game and they may have been patched by now. (If you would be interested, it might take me a while to find the information because, it was a probably at least a year ago, if the discord server still exists).
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Maris got a reaction from Dr_Cox1911 in Avoiding Runtime Errors
Let's say there is a critical game function "render":
function SomeClass:render() --Game code (safe) end
And you want to inject into it.
As you know, replacing the whole function is bad practice.
Therefore, the injection in your mod will look something like this:
local old_fn = SomeClass.render SomeClass.render = function(self, ...) --Your code (unsafe) return old_fn(self, ...) end
The main difficulty is that your code may contain errors with a high chance. And if something goes wrong, the user will receive a ton of red errors or the game will freeze because the function is critical and is called roughly every tick.
So you want at least stop spam of errors if something went wrong.
There is a solution!
local in_progress = false local old_fn = SomeClass.render SomeClass.render = function(self, ...) if in_progress then return old_fn(self, ...) end in_progress = true --Your code (unsafe) in_progress = false return old_fn(self, ...) end
Actually, this code was created in order to avoid recursion. But as a side effect, it allows to bypass the storm of errors. If something breaks the mod, then the mod just stops working, and the game continues without further errors.
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Maris got a reaction from Pandorea in Optimizations
Small optimization in ISAddItemInRecipe.lua
https://pastebin.com/TRmSNVnZ
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Maris got a reaction from Faalagorn in Optimizations
Small optimization in ISAddItemInRecipe.lua
https://pastebin.com/TRmSNVnZ
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Maris reacted to ohgodspidersno in Making Zeds 'Interactable'
The ISContext Lua files in media/client/ISUI deal with all that stuff
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Maris reacted to valll in FORTIFY CARS
Hello, it would be very realistic to arm the cars and customize them with thorns, weapons, or even turn into a mobile trailer.