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Aiteron

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Everything posted by Aiteron

  1. 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)
  2. It's not used and override default java vector2. So it's not possible to get ForwardDirection and etc
  3. 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
  4. Dont count Zombie kill when one shot (for example by crit from spear)
  5. 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$82/0x0000000800ae6118.run(Unknown Source) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1637246487716> GameThread exited.
  6. I got game freeze too after too many new games
  7. 1. Find mod on Steam Workshop (link - https://steamcommunity.com/app/108600/workshop/ or my list: https://steamcommunity.com/sharedfiles/filedetails/?id=2395746959) 2. Open site https://steamworkshopdownloader.io/ and insert link on mod (example - https://steamcommunity.com/sharedfiles/filedetails/?id=2368058459) 3. Download mod 4. Open zip archive 5. Copy folder "mods" to Zomboid folder (C:\Users\USER_NAME\Zomboid) 6. Open game. Turn on mod in mods submenu. 7. Play
  8. ERROR: General , 1610395846035> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException at RVSTrailerCrash.randomizeVehicleStory line:69. ERROR: General , 1610395846036> DebugLogStream.printException> Stack trace: java.lang.NullPointerException at zombie.randomizedWorld.randomizedVehicleStory.RVSTrailerCrash.randomizeVehicleStory(RVSTrailerCrash.java:69) at zombie.randomizedWorld.randomizedVehicleStory.RandomizedVehicleStoryBase.doRandomStory(RandomizedVehicleStoryBase.java:83) at zombie.iso.IsoChunk.addRandomCarCrash(IsoChunk.java:1375) at zombie.iso.IsoChunk.AddVehicles(IsoChunk.java:1252) at zombie.iso.IsoChunk.doLoadGridsquare(IsoChunk.java:2804) at zombie.iso.IsoChunkMap.update(IsoChunkMap.java:197) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5626) at zombie.util.lambda.Invokers$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)
  9. 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)
  10. If turn on radio, wait until text show and turn off radio - text don't disappear.
  11. 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)
  12. 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.
  13. Good idea, but a lot of work. If do this like modder, it's like month nonstop work
  14. 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
  15. Get light value of square (want to make panic when too dark)
  16. 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).
  17. 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?
  18. 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.
  19. 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
  20. 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.
  21. 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
  22. 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.
  23. 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.
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