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Aiteron

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Everything posted by Aiteron

  1. Thanks! Mod list fixed, will be in next stable patches. (I think in 41.74 or 41.75) About weight - need disable god mode. If god mode ON - weight always 80
  2. Hi! Why you need so many submenu?
  3. Why not set it after player spawn? And if player not accept - auto kick player?
  4. Confirmed. WIll be fixed in next patch
  5. Add possibility to add parts to vehiclescript dynamically like attachment + Access to rotate and offset model of part (now you can only change visible of model)
  6. It's not used and override default java vector2. So it's not possible to get ForwardDirection and etc
  7. GetSaveFileReader and GetSaveFileWriter. Sometimes useful to write some data to file in save. Now we need litter Lua folder with files like Config_SAVENAME.txt
  8. Dont count Zombie kill when one shot (for example by crit from spear)
  9. I think it's similar bug: (game crashes after many new games) LOG : General , 1637246485730> EXITDEBUG: IngameState.exit 6 LOG : General , 1637246486403> EXITDEBUG: IngameState.exit 7 ERROR: General , 1637246487714> GameWindow.uncaughtException> Unhandled java.lang.OutOfMemoryError thrown by thread MainThread. ERROR: General , 1637246487715> ExceptionLogger.logException> Exception thrown java.lang.OutOfMemoryError: Java heap space at TIntObjectHashMap.values line:352. Message: Unhandled java.lang.OutOfMemoryError thrown by thread MainThread. ERROR: General , 1637246487715> DebugLogStream.printException> Stack trace: java.lang.OutOfMemoryError: Java heap space at gnu.trove.map.hash.TIntObjectHashMap.values(TIntObjectHashMap.java:352) at zombie.iso.sprite.IsoSpriteManager.Dispose(IsoSpriteManager.java:41) at zombie.iso.IsoWorld.KillCell(IsoWorld.java:2837) at zombie.gameStates.IngameState.exit(IngameState.java:877) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:105) at zombie.GameWindow.logic(GameWindow.java:285) at zombie.GameWindow$$Lambda$208/0x0000000800d16578.run(Unknown Source) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at zombie.GameWindow$$Lambda$82/0x0000000800ae6118.run(Unknown Source) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1637246487716> GameThread exited.
  10. I got game freeze too after too many new games
  11. 1. Find mod on Steam Workshop (link - https://steamcommunity.com/app/108600/workshop/ or my list: https://steamcommunity.com/sharedfiles/filedetails/?id=2395746959) 2. Open site https://steamworkshopdownloader.io/ and insert link on mod (example - https://steamcommunity.com/sharedfiles/filedetails/?id=2368058459) 3. Download mod 4. Open zip archive 5. Copy folder "mods" to Zomboid folder (C:\Users\USER_NAME\Zomboid) 6. Open game. Turn on mod in mods submenu. 7. Play
  12. ERROR: General , 1610395846035> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException at RVSTrailerCrash.randomizeVehicleStory line:69. ERROR: General , 1610395846036> DebugLogStream.printException> Stack trace: java.lang.NullPointerException at zombie.randomizedWorld.randomizedVehicleStory.RVSTrailerCrash.randomizeVehicleStory(RVSTrailerCrash.java:69) at zombie.randomizedWorld.randomizedVehicleStory.RandomizedVehicleStoryBase.doRandomStory(RandomizedVehicleStoryBase.java:83) at zombie.iso.IsoChunk.addRandomCarCrash(IsoChunk.java:1375) at zombie.iso.IsoChunk.AddVehicles(IsoChunk.java:1252) at zombie.iso.IsoChunk.doLoadGridsquare(IsoChunk.java:2804) at zombie.iso.IsoChunkMap.update(IsoChunkMap.java:197) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5626) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5585) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3176) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3102) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1593) at zombie.gameStates.IngameState.update(IngameState.java:1299) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:282) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:721) at zombie.GameWindow.run_ez(GameWindow.java:637) at zombie.GameWindow.mainThread(GameWindow.java:464) at java.lang.Thread.run(Thread.java:745)
  13. If you add a blow torch drop to the action queue and then add the action to dismantle the burnt car, then when the car starts to dismantle will be error. Perhaps there is such a thing in other places (for example, first say to throw off all things for build object, and then say to build)
  14. If turn on radio, wait until text show and turn off radio - text don't disappear.
  15. Change freeze system for food (that affect on roting). Let it depend on the temperature of the container. Example - I want create movable cooler box. I can set custom temperature, but in class Food in method updateAge asking for working electrecity in square. (need way to create freezer too)
  16. Aiteron

    Lag Fightin'

    I think about start my mod for RV interface after end with towing car mod. Not so deep, but the thoughts are generally similar about the mod.
  17. Good idea, but a lot of work. If do this like modder, it's like month nonstop work
  18. I have some cases, when get Java array Example: Color.HSBtoRGB(1, 1, 1) How get elements of array? I found PZArrayUtil, but cant acces to it
  19. Get light value of square (want to make panic when too dark)
  20. 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).
  21. 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?
  22. 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.
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