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Connall

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Everything posted by Connall

  1. Then watch as people don't confirm it's in the base game and put it on the tracker anyway.
  2. Would appreciate someone translating these two strings for an upcoming release since they're rather important: "Due to the extent of changes required to implement vehicles, saves from earlier versions are non-compatible. <LINE> <LINE> To continue this game: access the pre-vehicles Build 38.30 via the Steam betas tab. <LINE> <LINE> SavedGameWorldVersion: %1 CurrentWorldVersion: %2", Second "Save cannot be loaded. <LINE> ", Ignore <LINE> and %1/2 marks.
  3. Would appreciate someone translating these two strings for an upcoming release since they're rather important: "Due to the extent of changes required to implement vehicles, saves from earlier versions are non-compatible. <LINE> <LINE> To continue this game: access the pre-vehicles Build 38.30 via the Steam betas tab. <LINE> <LINE> SavedGameWorldVersion: %1 CurrentWorldVersion: %2", Second "Save cannot be loaded. <LINE> ", Ignore <LINE> and %1/2 marks. EDIT: No longer needed, ArtyomRex on discord kindly translated it.
  4. Looking at the code, it already does cause fatigue and not tiredness, so not sure what you mean.
  5. This should be fixed with the new animation/clothing update, so makes little sense to correct as of right now.
  6. From Discord 610. afternoon, I happen to have wrist problems, which as much as i love PZ prevent me from long term play as i must always hold a button to aim (no matter where i bind it) Does a mod exist or can it be done to add a toggle feature to the aim? i tried searching on steam to no avail; and a simple mod like this could add much play time and enjoyment for me.
  7. Might want to cross post to here: https://theindiestone.com/forums/index.php?/topic/23315-the-modders-wishlist/ Less likely to be buried in there. However, if changing display names breaks a weapon upgrade, then that seems to be more of a bug than intended behavior? Unless I'm missing something.
  8. Might want to explain why it works, seeing as Di-Crash told me elsewhere the change didn't make a difference for them. I'm happy it does of course!
  9. *cough* *cough* https://theindiestone.com/forums/index.php?/topic/23313-reference-list-of-lua-events/ *cough* I know what you mean though, which is why the focus for me has been working on improving modding/modders resources.
  10. Put those in spoilers, otherwise they're massive. Global? Seems like a redundant trait, since all the functions are global by necessity. Otherwise, pretty cool!
  11. Once vehicles is done, it will probably come in Build 39 I'm afraid. Gonna have to wait until then, or opt into the vehicles branch.
  12. The change I mentioned before, has now rolled out in the Vehicles branch.
  13. Today a change will hopefully have been rolled out into the new vehicles build that will include the ability for modders to support 1x and 2x tiles in their mods. Before, modders would have to choose whether to support 1x or 2x but not both. First off, I would like to point out that this change was made with backwards compatibility in mind. Mods should not be broken and should continue to function as they always have. If this change has done anything that you believe may have broken mods, then feel free to leave a comment below. So you can leave your mod as it currently is and be free to ignore this change if you like, and your mod will continue to work as always. If you wish to support 1x and 2x textures then you will need to go read the Custom Texture Packs and Tile Definitions guide by EasyPickens so you know how to build .pack files and add them in to your mods configuration files. When creating your pack files you will need two packs with two different names. The first one, which would support 1x textures should be called lets say: example.pack and you should then create a second pack file for 2x textures and calling it: example2x.pack As per the tutorial, you would place the pack file in your mods config file as: pack=example That's it. Don't add another line with example2x or something, just have one line for both packs. Now when the game starts and your mod is activated or loaded, the mod loader will check to see whether you have double-sized textures enabled in the options. If it is, the mod loader will try to find a file called, in this case, example2x.pack. If the mod loader can not find a file with that name, then it will fallback and look for the original 1x pack instead and load that in. As mentioned before this is just to make sure, that any mods that have not been updated to have two different texture packs, will still continue to function. And that's it, pretty simple really!
  14. See what I can do! Unfortunately, yes, believe it or not a lot of the functions in the code don't really have descriptions so it is searching around trying to figure things out. It's a pretty big code base, so would be a bit tough trying to add descriptions to all the code. I assume you mean how to USE Lua Events? I'm not sure if you could write them Lua side (maybe you can, would have to see) since the current batch of event triggers are coded in to the Java source to fire when the event happens. Are these options for the items file? So if removeonbreak = true, then remove from inventory. Or if RepaceOnBreak would be to a specific item, so when original item breaks, change it to this item? Is that what you mean?
  15. So I recently been poking around and speaking to modders on a fairly regular basis (shoutout to the workshop_modding channel on Discord) and recently it feels like I been finding out about certain issues, or wishes more through happenstance than actually seeing it brought up elsewhere. So this thread is being created for modders to make requests for changes that could greatly help them in the creation of mods. With that in mind there are a couple of caveats and preemptive questions I feel I should perhaps address: Q: When will my suggestion be implemented? A: It may never go in. This is something I am going to be balancing with my other duties, such as the small suggestions thread and my bug hunting duties, so not everything will be implemented. Obviously, we'll try our best but no promises! Q: WorldZed, TileZed etc could use feature X A: I personally don't work on those tools, so I can't actually make changes to them. Some of the team members who work on those tools, are also rather busy folks so feel free to make a suggestion and I'll try and pass them along to the relevant people, but don't expect those sorts of changes to happen or if they do, to be quick. Q: I want to load models, skin characters, or other questions about loading this stuff in. A: I also don't really work on those systems. A change has been made that will be going out in the next build, which should help people in that regard. However, it's only supposed to tide people over until animations come out where these sorts of things will become a bit better supported. Q: That seems like quite a few caveats. A: I suppose it is. This really is to get a pulse on what modders are looking for and to perhaps help matters out slightly, but it's also important to note this won't be a main focus, but this gives a collective avenue for modders to make suggestions and potentially make things, just a little bit easier. So! Suggest away!
  16. As it turns out, a lot of the places that have Lua event listings, are either woefully out of date or have since disappeared from the internet. With that in mind, I have added a section to the pzwiki that lists all the Lua Events currently found in game, though fair warning some are now obsolete. https://pzwiki.net/wiki/Modding:Lua_Event I have created some pages for some of the events but more still needs to be done. Some pages haven't been created as of writing and the template used for the pages leaves much to be desired, but will hopefully still be helpful to those looking for a quick reference. It also has the added benefit of other people being able to update the listings or change descriptions based on what they find. Any questions you can post here, or say something in the workshop_modding channel of Discord. I'm usually around there willing to answer questions.
  17. Connall

    Muffled Scream

    No problem, more details will follow on how this has been implemented.
  18. EnigmaGrey pointed me to this thread, I'm not familiar with the model loader and it's systems so I can't say the change will work. However, for the sake of argument lets say it does for the time being. I'm mainly going off the belief of EG and this thread as to what the function does. That being said, I see no harm in tweaking the functions. So I have added a loadZomboidModel and loadSkinnedZomboid model function, they don't do anything terribly different I just didn't want repeat code. loadZomboidModel has a boolean parameter added on so you can dictate the boolean value of bStatic, while loadSkinnedZomboid function defaults the boolean to false. loadStaticZomboidModel continues to do what it always did (it calls loadZomboidModel but sets the bStatic boolean to true). If all is fine, I imagine it will be in the next vehicle build. Whenever that is.
  19. Nice ideas, but wouldn't planks be stronger than plywood? I feel like it's a bit thicker and stronger than regular plywood.
  20. Connall

    Onex's Pot Farm!

    Where is OPotfarming_vegetableconf.props even defined? Shouldn't you just be using farming_vegetableconf.props. That's the only thing I see defined in your files.
  21. Try going here: /home/<USERNAME>/.steam/steam/steamapps/common/ProjectZomboid and running projectzomboid.sh that's in there.
  22. Yay! The world needed a new version in order to allow a reliable fix for the XP bug. We detect the old world version, do the conversion so going forward the original bug that was fixed (that caused this new bug) is fixed as well. Edit: To anyone else who reads this, if you load up your game and the XP panel says something about having like negative million points, then don't play the save. Close it down and tell me so we can take a look at the save file, if you do something to earn XP it will make it harder to recover the save.
  23. Was my fault, one of my changes introduced the problem. Will see about rolling back the change and see if there's anything I can do to fix the old saves. Would appreciate save files that have been affected, so I can test and what not.
  24. 525: Random zombie settings option in sandbox (from reddit:
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