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Snuffleupagus

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Posts posted by Snuffleupagus

  1. I attempted to remove/modify the spawn points in my map mod and seemed to have corrupted it.
     

    I backup every version I update to the workshop. I figured updating the spawn points would be as easy as writing a new spawnpoints.lua file and replacing the existing file.

    First, I got the newest version of TileZed/WorldEd and the tile folder.

    I created my mods folder in the workshop folder, then copied all the contents of my last update into the workshop folder. I made my changes to the spawn points in WorldEd, and saved. I then copied the new spawnpoints.lua into the workshop folder (replacing the existing).

     

    First time I loaded in to test it was no problem.

    The second time, during the load in I got a message saying an error occurred and to check the console.txt. At the end of the log it show this:

     

    WARN : General     , 1653261204776> SpawnPoints.initSpawnBuildings> initSpawnBuildings: no room or building at 8044,10725,0

    (multiple entries -presumably for each spawn point)
     

    LOG  : General     , 1653261205487> LuaEventManager: adding unknown event "OnPreUIDraw"
    java.lang.RuntimeException: can't create player at x,y,z=8843,9951,2 because the square is null
        at zombie.iso.IsoWorld.init(IsoWorld.java:2670)

     

    I tried re-generating the lots, and clearing the objects/spawnpoint.lua files and regenerating and re-copying everything fresh into the workshop folder. I thought it was fixed, but on the forth try the error came back.

     

    I found the one topic on this error, but the only proposed solution was to start over ("the only downside" -HAHA!!) I'm grasping that someone has a better solution. Or at the very least, can tell me what I did specifically to cause the corruption. RingoD stated it can come from creating your Object.lua file before putting down foraging. (Which is confusing to me, as I thought you had to create the Objects.lua file manually FIRST in notepad before you can save objects to it). Doesn't make sense as i was still using the original Objects file, I only updated the spawnpoints file.
    The only other thing I can think of is that using the new editor version to write a new spawnpoint file and trying to use it with lots generated from the old editor version pissed it off somehow. But I don't see how that could corrupt my PZW file. In fact I can't see how any of this would corrupt my PZW file.

     

    I was good at backing up my lots, not so good at backing up my PZW file (because I'm a moron).

    I'm really hoping someone can throw a lifeline. I've been working/maintaining this map for years, I'm not looking forward to starting over.

     

    [UPDATE]

    It turns out I DID actually have a backup of my working folder (where i keep my .pzw file, exported lots, .psd's etc) with an unmolested copy of a pretty current version of my .PZW file. I lost a couple of minor tweaks but no big deal. It took a couple tries of deleting/restoring the backup to shake the error. It would work until it tried to spawn me in one of the new spawns. In trying to isolate the problem I deleted all but 1 spawn point and tested with no crash. Then I deleted that spawn and added one more -expecting it to crash, but it didn't. Then I added the rest of the spawns I wanted, tested lots of times and the issue seems to be resolved.

     

    I guess the moral of the story is backup and save iterations of your work.

  2. It seems like since the sound update, the vehicles have lost all their low speed power. If you're parked on the dirt and hit the gas, the roll is slow. If you're parked on the dirt and start in a hard turn the vehicle will barely move at all (it will eventually, but it takes FOREVER for the roll to start.) This is obnoxious enough on it's own when the horde is after you and you're trying to make your high-speed getaway.
    It's also (apparently) screwed up the mechanics for the towing mods. I can't pull an autostar trailer faster than 25 mph on the road, and will straight-up get stuck in the grass.

  3. Not sure if it's an issue or by design, but the loot seems exceptionally sparse in this new update. Aside from the fact that the loot spawning for Brita's mods now seems messed up (I know that's not your problem -but it still sucks), I started a new game and went into a couple of hardware stores and couldn't find so much as a hand axe. More just a smattering of clothing and a few boxes of screws.  Compared to how it used to be, that's pretty brutal.

    Has what constitutes "rare" been re calibrated? Or is the  distribution system in the middle of an overhaul or something?
    All that being said, as a mapper myself I've never had a firm grasp on how the distribution works. "Find the room name/definition that has generally the loot you want spawned and use it" is about all I know, and I've had a hard time finding resources. If anybody has any useful links on controlling loot distribution (especially if it's changed) it would be helpful.

  4. Regarding the change notes:

    "Triple the players visibility" -does this mean we can drag our view 3x farther than is current? Or just that zombies will appear 3x farther? I'm hoping it's the former. Especially for driving. It sucks only being able to see 50 squares down-road when you're driving fast.

  5. Are you planning to update the new soundscape in the coming update? Or is that something that's further down the road? 

    I don't play multiplayer, so I don't know how much improvement I'm going to actually see in the next update. But if the new sounds drop that would be more than enough to make it totally worth the wait. (It's always worth the wait, but you know what I mean)

  6. An Update:
    I created a brand new test mod from scratch and it also had the same issue. In another attempt to figure it out, I noticed my "poster=poster.png" was on the last line of the mod.info file. So I moved it to the 2nd line (to match the syntax in the modexample file) and VIOLA!! ISSUE FIXED!!

    Thinking I finally figured it out, I applied the same fix to the mod.info file for my original mod and... NOPE. Issue remains. So close.

     

    This error is absolutely driving me up the wall. 

  7. If anyone else is having this issue, I fixed it by checking the "assign map to world" option when generating my tmx file from the bitmap.

     

    I was under the impression that that option had to do with inserting the cell into the existing world. I didn't think it necessary for generating a stand-alone map. Maybe somebody can fill me in on what that switch actually does or how it works.

  8. Im trying to make a simple single-cell test space. I was able to convert my .bmp to .tmx without errors, but when I try to generate the lot in worlded I get "0"s for all the statistics and no lotheader or lotpack files are generated (no files at all are generated). All I've added to the cell so far is a building and a spawnpoint. The preview for the cell shows the ground/road, but working in the cell itself the ground is missing. (Although it does show in Tilezed) Out of curiosity I tried converting the tmx back to bmp and sure enough the bmp came out black.

    It's been awhile since I've started a map from scratch. I've been back and forth over the tutorial, but I feel like I'm missing something simple... frustrating.

    image.png.4cacf3976323c33391f32c8535aea494.pngimage.png.fea4d1a63e362ed486749b109f6482ef.pngimage.png.245bb612fac7ebf3cbbefe5d2c0634a2.png

  9. I just started dabbling with adding my own tiles. So far it's working out alright, the weirdest thing is that the tiles don't display correctly in the Tilesets viewer in Tilezed (see screenshot), but in spite of that they seem to drop into the editors correctly.

    So getting to the point...

    Before I go nuts adding hundreds of tiles, I'm wondering how I should be organizing everything for later distribution.

    Where do additional tilesets fit into the mods folder structure (for upload to the workshop)? My assumption would be something like "...media\tiles\x2\"?

    I'm also assuming I'm going to need to include the .tiles file, so my guess is it's better to create an additional .tiles file instead of just adding entries to the default "newtiledefinition.tiles" file? Or maybe it doesn't matter? 

    In the building editor, does it matter what lists I drop the new tiles into? Or again, is it better to just create new lists? Or again, maybe it doesn't matter? 

     

    I'm starting to understand the tile structure a little better but I'm still pretty hazy on the whole thing. In a nutshell, I'm looking for a guide to follow to show me how to upload my map to the workshop without all my custom tiles showing up as those weird red question marks for the subscribers.

    (I'm hoping I'm overthinking the whole thing and everything just gets packed into the lotpacks without having to screw with it... that would be nice)

     

    image.thumb.png.f9392eaa3871ac5adb1b95e10354be43.png

  10. Very excited for the sound design. It'll go so far to make the game feel just that much more finished. I only started playing a couple of years ago, but even so it's amazing how far this game has come.

    Sound is SO important. And if Isolation is any indicator, it's going to be pretty kick-ass.

  11. I don't suppose you guys could make the interior sides of the garage doors and add them to the vanilla tilesets, could you? Or even just fix it so the correct side of the garage door gets locked? Right now there are only garage doors that face south and east. If you place them "backwards" (with the exterior facing the interior of the room) it looks a little goofy. But much more importantly the door ends up being locked on BOTH sides. So the only way to open it (from either side) is with a key or to destroy it.

    More control for the developer in general over which doors get locked and where would be nice.

     

    Thanks for listening.

  12. Thanks for the swift reply.

     

    I'm pretty sure this issue predates 41.5 (I don't remember exactly when 41.5 launched). It was first uploaded in the beginning of Oct. I first received a report of the error from a subscriber on Dec 19.  At first I figured it was on the subscriber end (since it hadn't done it before), then more people gave reports. (Ive been dragging my feet until now to address it, sorry)

     

    Those other mods were in fact disabled, but I unsubscribed and tried with no effect. Maybe it's worth noting that the map mod "Overwatch" from the screen above (different author) has the same issue.

     

    I deleted my console log and generated a new one that's a lot smaller (AFTER unsubscribing to the other mods), so you can check that out.

    The lines that seems to be repeating are:

     

    at zombie.core.textures.Texture.getSharedTextureInternal(Texture.java:579)
        at zombie.core.textures.Texture.getSharedTexture(Texture.java:477)
        at zombie.core.textures.Texture.getSharedTexture(Texture.java:464)
        at zombie.core.textures.TexturePackPage.getTexture(TexturePackPage.java:179)
        at zombie.core.textures.Texture.getSharedTextureInternal(Texture.java:579)
        at zombie.core.textures.Texture.getSharedTexture(Texture.java:477)
        at zombie.core.textures.Texture.getSharedTexture(Texture.java:464)
        at zombie.core.textures.TexturePackPage.getTexture(TexturePackPage.java:179)

     

    Thanks for your help!

    console 1_16_21.txt

  13. When I first uploaded my map mod, these errors didn't occur. But now in the mod selection screen from the main menu, selecting (just clicking it, not necessarily enabling/disabling) now gives me a string of Red errors (exceptions?) that seem to pile up indefinitely. 

     

    In addition,  the preview thumbnail stopped showing on this screen as well, which leads me to believe they're related (also, other than on THIS menu screen the map works fine). I've tried re-saving out all my poster/preview/thumb.png's, and checked my .info files for any inconsistencies but haven't found anything. I wouldn't know what else to try. I can't read the console errors (and it's too big to attach).

     

    It's odd that when initially uploaded to the workshop this didn't occur (and the thumbnail worked), but popped up without being modified.

     

    Has anybody ever had this or a similar issue?

     

    20210115184003_1.thumb.jpg.b3a2c803c333a9bd421eade7dc920342.jpg

  14. Since I started playing this game a few years ago, there are certain sound FX that are absolutely terrible. The two that come to mind the most are vehicle horns, and firearm sounds (shooting, racking etc.) When I say they're terrible, for me they sound a lot like a sound played through a PC speaker (remember those?). They don't sound like a recording. They sound like a crackly, abrasive artificial noise. I always figured they were "placeholders" for better sounds coming. But after all this time I'm wondering if maybe this is a bug or a glitch that doesn't happen for everybody. 

    It's not ALL sound effects, not even the majority of them.  For me personally the horn is the worst, as I use it a lot to clear streets.

     

    Bug or feature?

  15. Thanks!

    I put them down more or less based on what they're called. The only negative effect I might be seeing is that the "Townzone" seems like it precludes the zombietype zones I have setup. I'm not sure what the rules are for dropping zones. I'm assuming you can layer them on top of each other, so I just have the townzone drawn over all the other zones that are in town.

  16. Apparently this is a version issue of some sort.

    I forgot I was opted into the IWBUMS version when I built the additions. If I opt-out of the public test, I can still enable the mod on the mod screen, but it doesn't load at all. No starting spawn option, and no map mod when I travel to the location.

     

    If I re-enable the IWBUMS version, no problem.

     

    I tried rolling back to 40.43. Then re-generated all my lots and .lua files -same result. It says it's enabled but it just doesn't load.

    I'm not sure what's sticking it to the new version, but it'd be nice if I could get it to work for both versions.

    (I'm not seeing any error messages, I'm not sure where the subscriber got those errors listed above.)

     

    Some insight would be appreciated.

  17. I recently did an update to my existing map mod Lake Ivy. I'm getting comments from a couple of workshop subscribers saying that after the update, they're now getting an error: 

    This map can't be found. Check that the needed mod is loaded.

    1601829883106 znet: Java_zombie_core_znet_SteamWorkshop_n_1GetInstalledItemFolders
    MOD: refusing to list examplemod
    1601829885760 ERROR: media isn't a valid workshop item ID
    1601829885761 ERROR: media isn't a valid workshop item ID
    1601829976405 znet: Java_zombie_core_znet_SteamWorkshop_n_1GetInstalledItemFolders
    MOD: refusing to list examplemod
    1601829976984 ERROR: media isn't a valid workshop item ID
    1601829976985 ERROR: media isn't a valid workshop item ID
    MOD: loading lakeivy

     

    All i could think of trying was removing and scrubbing the mod and re-downloading (didn't work for them).

    They say if they load only the map mod they don't get the error, but the actual map is blank (doesn't load).

     

    I've tried removing all the mod's folders and subscribing to it through the workshop and it works fine for me. The workshop ID is the same as it's always been, so I wouldn't even know where to start troubleshooting this. Plus not being able to re-create it makes it even harder. Maybe it's not my issue (maybe it is), but now that it's more than one person reporting the problem (two people) I'd like to figure out what's going on.

     

  18. So in the list of zones there's a few types I haven't been able to find any info on:

    NAV

    Farm

    FarmLand

    Townzone

    Trailerpark

     

    What are these used for? I'm assuming they have something to do with zombie or loot distribution?

    Any info would be appreciated.

  19. I was able to implement it by creating a zone type in the .pzw file.

    Added the lines:

     <objecttype name="ZombiesType"/>

    and

     <objectgroup name="ZombiesType" defaulttype="ZombiesType"/>

    into the .pzw file along with the other zone type entries. (I could've swore I added the "color=#####" line to the object group, but it was gone after the first save.)

     

    Save the text and load up in the world editor, you should see a "ZombiesType" object type. Select it and add an object to the world for the zone.

    Give it a name from the list above. Some of the Zombies Spawned around that zone should fit the description. Worked for me anyway.

     

    It would be nice to find some more in-depth info on zones than just whats in Ringo's tutorial. Like what the townzone/nav/farm zone types actually do. Searches come up light on the forums.

     

    image.png.45ebe9cf8c2544e5bbe1687e26577092.png

  20. I guess that's sorta what I was thinking.

    I could build a "shelf" under the windows with floor tiles and roof caps on the ends. Not sure yet how well the shelf tiles would conceal.  Like you said, it would still look a little goofy, and it wouldn't be conducive to sheet ropes, but better than magically falling through the roof.

    What I really need are "clip tiles" -tiles that block the player but are invisible in game. Even if I knew how to do custom tiles, I'm not sure that's something that would be doable in this engine.

     

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