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About Aiteron

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  • Birthday 03/09/1998

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    GameDev, Programming, Self Development, Antidepressants

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  1. Working with 3D models through Lua code (add/remove, move, scale, etc.). I tried to add a cable model to the Towing a car mod, but nothing came of it. Didn't find a way to add my own model and move it in space (and draw). The lua manager has a method loadZomboidModel-, but it is not used anywhere and it does not help here (you still cannot draw).
  2. Is there a way to update the mod via the game if I'm not the main developer? Steam has not been able to add this function for 5 years, but maybe there is an option in how the mod is loaded through the game to the server?
  3. Aiteron

    Towing car

    You will be able to tow cars using a tow rope. Now you don't have to leave your favorite car to pick up a new one! Will be added to the game: New Item: Tow Rope Physics of towing a car using a rope Parking brake physics - now you can off the parking brake of car and push it by another car. Supported version: 41.x (Version 40.x not tested) Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2241990680 Video overview: The mod is compatible with mods that add new cars (for example Filibuster Rhymes' Used Cars!) Developers: Code, physics - Aiteron Icons, poster - harrycheez (Steam Profile) Permission : Ask for permission p.s. - How to make spoiler in post?
  4. learned it in code today. As I understand it, part of the code from the distribution was taken out to the procedural generation. in distribution, it looks like "food (from 1 to 50)" for the containers to which this code was written. food is listed in the procedural generation file as a food list with a chances. in total this is for convenience so as not to duplicate the code. You can change both the usual distribution and procedural generation.
  5. Aiteron

    Towing car mod

    You will be able to tow cars using a tow rope. Now you don't have to leave your favorite car to pick up a new one. New item (tow rope), custom towing physics. ------------------------------------------------------------------------------------------------------------- Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2241990680 ------------------------------------------------------------------------------------------------------------- Works with mod "Filibuster Rhymes' Used Cars!". And with other mods, that add new vehicles. Permission : Ask for permission Video overview / tutorial: Supported languages: (Need help with translate) - English - Russian (Also need help redrawing the icons and the cover) Enjoy
  6. Main physics almost done. I also want to try to visually show the rope, but I need to check if this is possible. there are already several new features that are not shown in the video I think about in the next couple of weeks I will open the mod as an open beta.
  7. Towing car. Lua mod (alpha 1.0) Working on a car towing mod. I was able to move the car using lua code (math + physics + developer pain = this mod). Implemented the physics of towing with a tow rope. Video: https://youtu.be/hsXFA7XublU
  8. I understand you have other priorities now. Having studied the code, I was shocked! You've done an insane amount of work. I studied only a part of the code, but this is already tens of thousands of lines of code! I am amazed. I wish you a smooth transition to the new network code. question: what about the methods that i need for mods? can i expect them in the next updates and what is the best way to request new functionality for use in lua code? I tried to make a mod with minimal changes in the code. In the meantime, I'll switch to mods without changing the source code and try to extract everything I can.
  9. I decided to make a car towing mod. I have some results, but this is not a simple mod. I changed the source code of the game (decompiled, modified, compiled) and wrote a mod for lua. Stopped at the current state of the mod. (There is no point in continuing if the developers do not add the necessary code for the mod to the game and decompilation does not perfectly restore the code, so the decompiled files crash the game (I think the deadlock occurs)) I added the following code to the game source code: 1. OnVehicleUpdate event - trigger when vehicle update 2. Change vehicle position (like setDebugZ(float)) public void setDebugXYZ(float x, float y, float z) { this.tempTransform.set(this.jniTransform); this.tempTransform.origin.x = x - WorldSimulation.instance.offsetX; this.tempTransform.origin.y = z ; this.tempTransform.origin.z = y - WorldSimulation.instance.offsetY; setWorldTransform(this.tempTransform); } This is not real towing. I'm teleporting transport now. Joints are needed for real towing. Now, as I understand it, the developers use the modified Bullet engine, and there are no joints in engine java api now. What I want to achieve with this functionality: 1. Towing a car with a correct turn and physics similar to realism (imitation) 2. For towing you need a special device or a special car 3. Towing affects the movement of the car. (Depending on the weight of the towed vehicle) What I've done: How can I submit a request to developers for the methods I need? Write what you think about the mod idea. If there are a lot of people interested, perhaps the developers will implement the required functionality.
  10. Above support wrote that the problem is probably a lack of video memory. Try to lower the settings to the minimum first and check the error. If it is repeated, the full purchased version of the game may will still not work :(. And write what kind of video card you have.
  11. Something wrong with filetexture "vehicle_pickupshell.png". The file may have broken. Check game files by steam file check. But i think you downloaded game from pivigames. (Your filepath).
  12. Hi Your problem - local before function is unnecessary. Function for trigger by Event must be global correct code: -- If player(0) press "ENTER" key, log it and say it function typingIconShow(_keyPressed) local key = _keyPressed; ...........
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