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TheCommander

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Posts posted by TheCommander

  1. This is a visual guide for mappers and modders who need to add or modify PZ's loot entries using the new ProceduralDistributions.lua approach.

     

    Whilst the ProceduralDistributions.lua file has been in the game for quite a while (i.e. the Gigamart shelves having distinct loot types), TIS will be eventually using this file to populate containers with loot in all its building 'room definitions' (Build 41.51 onward).

     

    So What's Changed?

    For those familiar with adding loot to PZ's loot tables, the old approach to editing lua files involved adding items directly to the tables named after room definitions in the Distribution.lua file. The downside of this was that loot tended to be a hodge-podge collection of items rather than a logical or thematic grouping of items like you would find in a store's shelves.

     

    The new approach use the ProceduralDistribution.lua to maintain the same loot tables, but classifies them by some distinct purpose or category rather than room definition. For example: BakeryBread, BakeryCake, BakeryPie are all new loot tables in this file, and each will ensure a distinct set of bakery items appear in a container.

     

    Using this new approach, the Distributions.lua file no longer needs a massive list of items under each room definition, but instead randomly roles against a list of ProceduralDistribution loo tables to populate each container. This the above bakery example, it ensures a Bakery with multiple display cases has a good chance of spawning either bread, cakes or pies in each rather than all of these bakery items jumbled together.

     

    Of course there are many other positives to this new approach which most experience modders will figure out as they look and play around with the files.

     

    Important Note For Mods Designed Before Build 41.51?

    Now there is one down side to this new (and fantastic) change...it will break alot of loot related mods on the PZ Workshop designed for earlier builds than 41.51. This unfortunately means players will need to be patient until their favorite loot-related mods are updated.

     

    This may also mean some classics that are no longer updated may need to be put to rest (mercifully un-ticked from your mod list :( ). In any instance, players should always be mindful that modders are not obligated to update their mods, nor should they be harassed to do so....play nice and treat others the way you expect them to respond to you.

     

    So How Does This New Loot System Work?

    Here is a visual guide on how to link all the necessary elements of each file depending on the room definition:

     

    Loot System Explained v3.png

  2. Not specifically as this issue is expected behavior not working (ie poster coming off the wall when doing a pickup on east walls), where as the signs over smashed windows has always been a thing given the game treats the window and wallfurniture layers separate.

     

    I don't want to talk on behalf of the devs on your topic, but it looks like a case of adding code that removes (destroys?) any wall furniture over the window when smashed.

  3. Observed Behavior of Issue:

    • If you attempt to 'pick up' any custom made wall object from any east wall (south facing), it will put the item in the players inventory but fail to remove the object visually (ie still on wall). Seems this only affects objects placed via the editor.
    • You can repeat this on an east wall and end up with multiple copies of the same object.
    • If you replace the same object from your inventory onto an east wall, it then works fine removing and placing it like any other wall object!
    • This does not occur for west (east facing) or corner walls
    • This does not occur for vanilla wall objects such as existing painting
    • This does not occur for custom made double tile objects

     

    At first I thought it might have been an error on my part with the editor tools, but after alot of testing a double checking this seems to be an ingame bug. As you can see from the pre and after pickup screenshots, I have picked up all 3 posters, but the east wall poster is still visible on the wall even though I have 2 of them in my inventory

     

    bug01.PNG

    bug02.PNG

  4. Based on my own mapping experiences, here's what I have observed...

     

    NAV = Used on road system of map. Dictates where the random 'scenes' can spawn such as broken down cars, police roadblocks

    Farm = Not 100% certain but may have something to do with foraging. Possible that this may be a future update use

    FarmLand = Like 'farm' not 100%

    Townzone = Opposite to forage zones, dictates where urban areas are on the map. This likely influences horde migration when set between urban focus

    Trailerpark = Used to define poor areas of town. When certain loot tables generate things, there are conditions that check if its a poor part of town (via this I think) and thus spawn 'poor people' clothing versus more luxury type clothing.

  5. Recently noticed strange issue with wall corners in latest version. Might be the new update changes to the cut-away/wall hiding changes.

     

    1. Corner trim will not show even though it displays correctly in BuildingEd. As example, the wall below is a straight forward interior wall & interior wall trim choice for the room def section.

    2. Same corner displays in the incorrect ordering with the player being able to either walk partially or completely behind the texture as if the corner has higher priority in display order.

     

    bug2.PNG

    bug2b.PNG

  6. This also happens when using certain natural floor type tiles when building lots IN BuildingEd and placing them in the world.

     

    My sense is that its a graphics glitch specific to the tile blending for certain soil/dirt tiles in game.

     

    I had to replace a specific soil type tile with a different one and it resolved the same looking issue above.

     

     

  7. Just checking if the devs confirm this as an issue as I noticed the exact same location with the issue was posted on reddit by another user along with similar posts in other locations involving 2nd+ levels of buildings.

     

     

    EDIT: Changed title to 41.27 as issue still exists

  8. Had the same issue in my run yesterday with zombies really noticing me from quite the distance even when sneaking.

     

    Pretty sure something changed as I haven;'t touched my settings and could atleast manage to get past a few zombies whilst sneaking.

     

    It was worse when I managed to get into a vehicle to hotwire and suddenly some random zombie from nearby trees a good distance starts approaching (not wondering, but actually moving towards me perfectly as in spotted)

  9. Just started playing and noticed that the walls on the 2nd level of the warehouse I'm in are not hiding to show the room.

     

    1st story (ie inside the warehouse is fine), just when i go up to 2nd level i get this issue)

     

    Here is what I see when standing in the room behind the wall with door closed.

     

    Location is here: https://map.projectzomboid.com/?#0.48064336074036285,0.08994191659958395,180.29718967126533

     

    Only mod used is Filibuster Used Cars

     

     

    1.PNG

  10. Great that this is being fixed next patch.

     

    Just to add some info...this seemed to occur to me when I loaded the vehicle to max inventory size...i.e. trunk and seats full to max or nearing it.

     

    I now only fill to around 70-80% to avoid this bug as a temp workaround and dont seem to have encountered it anymore.

     

    You know you are about to lose your inventory items (or most recent batch of them) when you either cant exit/enter the vehicle or the little red error numbers start to appear when you enter your vehicle.

     

  11. Also occurring on my end since 41.21 update and I have never experienced this behavior in previous IWBUMS versions.

     

    I register here the note my observations testing this for last hour...all in West Point

     

    I am running win10 with and without a 1 single mod (Filibuster Vehicles). Disabling the mod makes no difference in my testing.

     

    Here's the results (generally as I am stumped at exactly what I am doing to trigger it at times):

    - You start a new solo game (I did this with all saves deleted), exit to the lobby and then try 'load' or 'continue' the save treats the character as dead with a white skull next to the file name as posted in screenshots further above. (lets call this solo 1)

    - If you try to recreate a new 'solo' game (solo 2), it does the same thing...but the skull on solo 1 disappears and trying to reload solo 1 crashes the game...ie corrupts the file completely.

    - Even stranger, if you start another game (solo 3) but dont try to load solo 2, exit completely from PZ, start the game up again, there is a small chance that one of the previous 'dead' saves might work...I feel it is the most recent of the saves (ie solo 2)...but I failed to establish a pattern

     

    A couple of other strange observations in testing this:

    - I noticed if you persist with a 'dead' save (i.e. generate another 'continue' character) it can result in strange things such as all the vehicles disappearing sometimes.

    - If you delete any saves via the 'delete' button in-game, then start up a new solo (which will be 'dead'), the previously deleted saves reappear with version 'unknown'...ie corrupted ghost saves!

     

    I have started up around 30-40 new games simply testing this either at spawn just outside and even sitting inside a vehicle, but I cant pin point exactly what the pattern is.

     

    edit: below a snippet of the last portion dealing with loading a 'dead' save when it CTD (i.e. trying to load the save after creating a new game:

    
    LOG  : General, 1574929354384> IsoMetaGrid.Create: finished loading in 0.201 seconds
    LOG  : General, 1574929354384> can't find map objects file: media/maps/West Point, KY/objects.lua
    LOG  : Lua, 1574929354384> LuaManager.RunLua> Loading: media/maps/Muldraugh, KY/objects.lua
    LOG  : General, 1574929354432> ERROR: not adding suspicious zone "" "" 12929,1554,0 1x2
    LOG  : General, 1574929354475> ERROR: not adding suspicious zone "" "Vegitation" 9027,7530,9 179x10
    LOG  : General, 1574929354475> ERROR: not adding suspicious zone "" "Vegitation" 9206,7527,9 10x13
    LOG  : General, 1574929354475> ERROR: not adding suspicious zone "" "Vegitation" 9204,7527,9 2x3
    LOG  : General, 1574929354476> ERROR: not adding suspicious zone "" "Forest" 9216,7527,9 10x13
    LOG  : General, 1574929354476> ERROR: not adding suspicious zone "" "Forest" 9027,7540,9 199x15
    LOG  : General, 1574929354476> ERROR: not adding suspicious zone "" "DeepForest" 9226,7527,9 101x300
    LOG  : General, 1574929354476> ERROR: not adding suspicious zone "" "DeepForest" 9027,7555,9 199x272
    LOG  : General, 1574929354517> can't find map objects file: media/maps/Rosewood, KY/objects.lua
    LOG  : General, 1574929354518> can't find map objects file: media/maps/Riverside, KY/objects.lua
    LOG  : General, 1574929354539> loading 11885 zones from map_zone.bin
    LOG  : General, 1574929354551> Max #ZONES on one chunk is 25
    ERROR: General, 1574929354568> java.lang.NullPointerException
    ERROR: General, 1574929354568> 	at zombie.ui.TutorialManager.CreateQuests(TutorialManager.java:101)
    ERROR: General, 1574929354568> 	at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:267)
    ERROR: General, 1574929354568> 	at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:198)
    ERROR: General, 1574929354569> 	at java.lang.Thread.run(Thread.java:745)
    ERROR: General, 1574929354569> java.lang.NullPointerException
    ERROR: General, 1574929354569> 	at zombie.chat.ChatManager.init(ChatManager.java:90)
    ERROR: General, 1574929354569> 	at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:303)
    ERROR: General, 1574929354569> 	at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:198)
    ERROR: General, 1574929354569> 	at java.lang.Thread.run(Thread.java:745)
    LOG  : General, 1574929354584> LuaEventManager: adding unknown event "OnPreUIDraw"
    LOG  : General, 1574929354585> LuaEventManager: adding unknown event "OnPostUIDraw"
    LOG  : General, 1574929357383> EXITDEBUG: Core.quit 1
    LOG  : General, 1574929357384> EXITDEBUG: Core.quit 3
    LOG  : General, 1574929357384> 1574929357384 znet: Java_zombie_core_znet_SteamUtils_n_1Shutdown
    LOG  : General, 1574929357386> EXITDEBUG: Core.quit 4

     

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