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Maris

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  1. Like
    Maris reacted to Sentinel in Tatdoid   
    When can we expect the multiplayer game to be available to everyone? I am very excited about the changes that are coming and I can not wait. 😛
  2. Spiffo
    Maris got a reaction from ATPHHe in Vehicles list   
    How to list all vehicles in the world?
    For example, I'd like to add rust while raining.
  3. Spiffo
    Maris got a reaction from ATPHHe in Vehicle parts coordinates   
    How to find out the world coordinates of the rear left window?
    Now it seems that world coordinates (getX, getY) of all parts are the same.
  4. Like
    Maris got a reaction from ZombiesLoveBrainiacs in Vehicles are overpowered   
    Zombies are too overpowered.
     
     
  5. Like
    Maris got a reaction from Nebula in A button in mods menu   
    1) "Apply the list of the mods to the all existing saves".
    2) "Apply the list of the mods to the last save".
    3) "Automatically apply the list of the mods to the last save".
     
     
  6. Pie
    Maris got a reaction from Pandorea in A button in mods menu   
    1) "Apply the list of the mods to the all existing saves".
    2) "Apply the list of the mods to the last save".
    3) "Automatically apply the list of the mods to the last save".
     
     
  7. Spiffo
    Maris reacted to Fenris_Wolf in Loading mod with Debug Mode enabled results in ArrayIndexOutOfBoundsException   
    Kahlua has a limit of 200 local variables on any given stack. Your ISUICheatMenu.createMenuEntries function defines near 150 of them (minus a few in comments).
    The local stack includes more then the 150 in your function,  the launching of debug mode is obviously introducing extra variables onto the stack that don't exist in normal launch.
     
    Note not all 150 of yours will actively be on a stack, ones defined local in a "if" statement or other block should fall out of scope, but I'm not a expert on the kahlua internals and how it tracks the stack count.
     
    Refactor your function into multiple smaller functions and blocks so un-needed variables fall out of scope faster, and/or reuse variables instead of declaring new ones.
     
     
  8. Pie
    Maris reacted to ATPHHe in Triggering Helicopter Event to Follow a Player?   
    Hello,
    I took a look into the game's code and found the function "testHelicopter()". It starts up the helicopter event and makes it target a random player. It ends normally after a couple of in-game hours.
     
    I tested this on build 40.43.
     
    Here's a simple lua script I quickly made below that uses the function. Feel free to use/edit this code.
    -- This simple lua script starts the helicopter event once a new game or saved game is finished loading. -- This function starts the helicopter event. function startHelicopterEvent() -- LuaManager.GlobalObject:testHelicopter() testHelicopter() end Events.OnGameStart.Add(startHelicopterEvent)  
     
    StartHelicopterEvent.lua
  9. Like
    Maris reacted to NormalMan in Unable to pick up loot with zombies   
    I'm trying to pick up a car key, but it just doesn’t respond, an error also comes out
    https://drive.google.com/open?id=1KBwZB35aFX-eSAtXZKE0WJ5rAXy_XjV_ (Link to video)
  10. Like
    Maris reacted to Geras in Unable to pick up loot with zombies   
    I had the same issue.
     
    The car key was for Dash Elite, but the only Dash Elite close by was a burned car wreck.
     
    logs_17-01.rar
     

  11. Pie
    Maris reacted to Raath in Vehicles.Update.Heater function drains battery when engine running   
    Poking about in server/vehicles/vehicles.lua I noticed that int he Vehicles.Update.Heater function at line 503 it states : 
     
    if part:getModData().active and vehicle:isEngineRunning() then VehicleUtils.chargeBattery(vehicle, -0.000035 * elapsedMinutes) end Should it not be and not vehicle:isEngineRunning() to drain the battery?
  12. Spiffo
    Maris reacted to 𝚎𝚒𝚐𝚎𝚗𝚐𝚛𝚊𝚞 in Vehicles are overpowered   
    I think there's some reasonable limitations you could put on unaltered vehicles. One is the tendency for them to get snagged on zombie corpses - we see two instances of this in The Walking Dead.
    It looks to me like this is one of the big problems you would have with an everyday vehicle being used in such an environment.
     
    Notice how I make the distinction of unaltered vehicles?
    In the past the developers have teased modifications to cars where they could be retrofitted with attachments that make them more suited toward the role of a zed-killing machine.
     
    As of now however, I agree that they should be nerfed in certain ways, one of which is what I mentioned above.
  13. Like
    Maris reacted to Auklin in STILL A BUG: Getting in a ambulance with items in the seat DELETES items if trunk+seats are full   
    ACTUALLY, Maris was right!, it was move to a rear seat that you can only see when you open the trunk! (I did not notice that you could 'loot' the rear seats), so this isn't a bug, but I would recommend they add the ability to see the rear seats from the front to avoid the confusion.
  14. Pie
    Maris reacted to Giaky in (41.29) Strange lines around the textures   
    Like this:


     
  15. Spiffo
    Maris reacted to Geras in [41.29] Massive no-forage zone near Muldraugh   
    I decided to update this with more detailed map.
     
    Please fix!
     

  16. Spiffo
    Maris reacted to Geras in [41.29] Massive no-forage zone near Muldraugh   
    This has been reported a few times already, this is to bump this issue. Red outline is confirmed no-forage zone (roughly). Yellow outline is where I suspect there is no foraging neither. Please fix.
     
    Super-annoying if you have a base in this area.
     

  17. Pie
    Maris reacted to Xonic in Zombie can climb through metal gate if it is behind a window   
    Zombie now can broke the glass on the other side of the metal gate and climb through it.
    BTW the glass panel now shows its edge, which looks weird

  18. Pie
    Maris got a reaction from Nebula in Mod system bug   
    I'm not sure HOW it works. It seems that in this case the mod system changes order of loading files. So, probably, this bug affects not all mods.
     
    In Dreams mod, there are two files: dreams.lua and a_dreams_tags.lua.
    In the file "a_dreams_tags.lua" a constant DREAMS is created.
    In the file "dreams.lua" this constant is used.
    But in crash it says that variable DREAMS is not found. It's very strange. Seems like the mod system loaded only one file of the mod. Or the mod system changes order of loading.
     
    That's why I said "MAY BE a crash" in bug report.
  19. Spiffo
    Maris reacted to lemmy101 in IWBUMS 41.28 RELEASED!   
    as we've stated multiple times ,- you'll know WELL in advance of an iwbums build it'll have multiplayer in it. We'll have showed videos on thursdoid, and have been talking about for like a month of thursdoids, having public tests on a single server to debug and profile, then a separate branch, before it ever hits IWBUMs people will be playing MP, and before people have played MP on their own servers, there will have likely been 2 or 3 very advertised load test events where we have a single server up for people to join. If your heart is skipping a beat when you read IWBUMs thinking we're going to randomly drop:
     
    * added multiplayer
     
    into it, you're setting yourself up for a disappointment every time. This isn't a bug fix, its a HUGE low level rewrite of the game's multiplayer architecture, and undertaking that'll be likely more a headache than the zoom branch has been to get finalised to merge into iwbums.
  20. Pie
    Maris reacted to kover in IWBUMS 41.28 RELEASED!   
    no multiplayer again :(
  21. Like
    Maris reacted to ZombiesLoveBrainiacs in Getting a wall when there's no square in the 1st floor?   
    Each square can only have north & west walls - so if I want get the southern wall, i have to get the northern wall of the next square.
     
    But on the first floor, getting the next square returns nil if that square is outside of the house.
    What am I missing here? How does the game even place the wall in that spot when there's no square for it?
  22. Spiffo
    Maris reacted to Fenris_Wolf in What is better mod data format?   
    There are keys...the index number itself. Which is saved as a double (8 byes). So in your first example, each entry is 1 + 8 + 1 + 8 for a total of 18 bytes.
    {1,2,3,4,5} -- is the same as: {[1] = 1, [2] = 2, [3] = 3, [4] = 4, [5] = 5} 18 bytes seems extremely wasteful given if those were strings:
    ["1"] = "1", -- 1 (padding) + 2 (str len) + 1 (str data) + 1 (padding) + 2 (str len) + 1 (str data) = 8 bytes total  
    Nil values are never saved, or kept in tables at all.
    { key = nil } -- completely removes key from the table The same applies to indexed versions.
     
  23. pillow
    Maris reacted to Axezombie in Male and female characters   
    well same as IRL, undress him/her
  24. Spiffo
    Maris reacted to Fenris_Wolf in What is better mod data format?   
    Expand on my previous explanation  with more concrete data...
    Every key/value pair in the data table consumes extra space:
     
    1 byte (key type) + 2 bytes (key string length) + ??? key string data (length varies) + 1 byte (value type) + ??? value data
    consider the following examples, keeping these facts in mind:
     
    * each key/value pair has 2 bytes padding.
    * each key length in the examples below is 7 bytes long with a additional +2 bytes (the size of the string)
    * not counting the value, each entry in the table is at least 11 bytes in size.
    -- +8 bytes (double) for the number value.... 19 bytes per entry { ["number1"] = 1, ["number2"] = 10, ["number3"] = 100, ["number4"] = 1000, ["number5"] = 10000, ["number6"] = 100000, ["number7"] = 1000000 } -- total: 133 bytes Each size in the above example is consistent, and the total size is133 bytes.
    Now using string values instead of numbers
     
    -- same key and padding size (11 bytes per entry) -- but value size varies using strings: { ["number1"] = "1", -- +2 bytes (length) +1 bytes (string characters) = 14 bytes total ["number2"] = "10". -- +2 bytes +2 bytes (string characters) = 15 bytes total ["number3"] = "100", -- +2 bytes +3 bytes (string characters) = 16 bytes total ["number4"] = "1000", -- +2 bytes +4 bytes (string characters) = 17 bytes total ["number5"] = "10000", -- +2 bytes +5 bytes (string characters) = 18 bytes total ["number6"] = "100000", -- +2 bytes +6 bytes (string characters) = 19 bytes total ["number7"] = "1000000" -- +2 bytes +7 bytes = 20 bytes } -- total: 119 bytes Notice only the last entry in the table exceds the "19 bytes per entry" used in the first example. The total size is a bit smaller.
    Finally, lets compress all these numbers into a single table entry:
     
    -- single entry. same key and padding size (11 bytes). { ["numbers"] = "1,10,100,1000,10000,100000,1000000" -- +2 bytes (length) + 34 bytes (data) = 47 bytes total. } -- total: 47 bytes Quite a drastic drop in size compressing the numeric values into a single string.
     
    However the value of such knowledge is debatable. Yes it will save on network transmission size (as well as save on disk size and in memory), but at the cost of CPU time doing conversions.
     
  25. Pie
    Maris reacted to Fenris_Wolf in What is better mod data format?   
    Mod Data is transferred over the network (and saved to disk) in binary format, not JSON.
    Strings are UTF-8, which is variable in size.  It can range from 1-4 bytes in size per character (A single byte for characters in the ASCII range), plus a additional 2 bytes (short) at the start of the string (the number of total bytes in the string)
     
    PZ's kahlua engine treats (and converts) all numbers to Doubles (binary64) thus any number will take 64 bits (8 bytes size).
    Bool values (true/false) are saved and transmitted as a single byte value.
     
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