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EasyPickins

The Indie Stone
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  1. Like
    EasyPickins got a reaction from Nexilar in Big Problem running on Ubuntu 18.04 [build 41.38]   
    Try extracting these files into your projectzomboid directory, replacing the original files.
    A couple of libraries were built using a too-new version of glibc.
    natives.zip
  2. Like
    EasyPickins got a reaction from Cill in Big Problem running on Ubuntu 18.04 [build 41.38]   
    Try extracting these files into your projectzomboid directory, replacing the original files.
    A couple of libraries were built using a too-new version of glibc.
    natives.zip
  3. Like
    EasyPickins got a reaction from Hasilein in Big Problem running on Ubuntu 18.04 [build 41.38]   
    Try extracting these files into your projectzomboid directory, replacing the original files.
    A couple of libraries were built using a too-new version of glibc.
    natives.zip
  4. Like
    EasyPickins got a reaction from iZor613 in IWBUMS 34.18   
    IWBUMS 34.18
     
    The "Easy Co-op Test" is now on the IWBUMS branch, with these changes.
     
    Added an editor for spawnpoints.lua files to the server-settings editor. Fixed adding sheetropes not consuming items in multiplayer. When an installed Workshop item is added in the server-settings editor, all mods in that Workshop item are added to the Mods list.  When a mod is added, any maps in that mod are added to the Maps list.  So adding a Workshop item adds it's mods which adds those mod's maps automatically. An error is displayed if a client attempts to accept an invite while in-game or when not at the main menu screen.  Previously, the invite was ignored in these situations. All friends are displayed in the Invite Friends screen along with their online/offline/etc state. Instead of drawing individual drops, rain textures are drawn across the whole scene.  The textures are chosen based on the intensity of the rain.  Rain splashes may appear on every level (such as flat roofs), not just ground level.  The textures aren't final.  
    To access IWBUMs, check the following link: 

    Easy Co-Op FAQ
  5. Like
    EasyPickins got a reaction from totovick in Custom texture packs and tile definitions   
    Custom .pack files
     
    If you have custom map tiles, you will need to create a .pack file containing those tiles for the game to load.  This can be done using the "Create .pack file..." command, found in the Tools menu in TileZed.
     

     
    Place your tilesets into a directory, then click the + button to add that directory to the list.
     
    The .pack file should be saved to your mod's media/texurepacks directory:
    Zomboid/mods/MyMod/media/texturepacks/NAME.packAdd a line to your mod's mod.info file:
    pack=NAMEYou can add one pack= line for each .pack file.
     
    Custom .tiles files
     
    Some tiles require special properties to be set, to handle rendering or collision for example.  This can be done using the "Tile Properties (.tiles)" command in the Tools menu in TileZed.
     
    Place your custom .tiles files in your mod's media/ directory:
    Zomboid/mods/MyMod/media/NAME.tilesAdd a line to your mod's mod.info file:
    tiledef=NAME NUMBERThe NUMBER is important, it controls the unique ID numbers assigned to every sprite.
    NUMBER can be from 100 up to about 8000.  The game reserves all numbers under 100 for itself. All .tiles files loaded by the game and every active mod must have a unique NUMBER.  Don't use the same NUMBER as another mod, if that mod might be active at the same time as yours. Once you choose a number for your .tiles file, do not change it, otherwise it will break savefiles using your custom sprites.  This is because the savefile records the ID number for each sprite. Don't remove a tileset from your .tiles file and then add it again.  Doing so will change the sprite IDs assigned to tiles in that tileset.  If you look at the game's newtiledefinitions.tiles file in the editor, you will see that there is a number next to each tileset name, and a unique "gid" in the tooltip for each tile.  Those numbers must remain the same if you edit the .tiles file.  
  6. Like
    EasyPickins got a reaction from iBrRus in Custom texture packs and tile definitions   
    Custom .pack files
     
    If you have custom map tiles, you will need to create a .pack file containing those tiles for the game to load.  This can be done using the "Create .pack file..." command, found in the Tools menu in TileZed.
     

     
    Place your tilesets into a directory, then click the + button to add that directory to the list.
     
    The .pack file should be saved to your mod's media/texurepacks directory:
    Zomboid/mods/MyMod/media/texturepacks/NAME.packAdd a line to your mod's mod.info file:
    pack=NAMEYou can add one pack= line for each .pack file.
     
    Custom .tiles files
     
    Some tiles require special properties to be set, to handle rendering or collision for example.  This can be done using the "Tile Properties (.tiles)" command in the Tools menu in TileZed.
     
    Place your custom .tiles files in your mod's media/ directory:
    Zomboid/mods/MyMod/media/NAME.tilesAdd a line to your mod's mod.info file:
    tiledef=NAME NUMBERThe NUMBER is important, it controls the unique ID numbers assigned to every sprite.
    NUMBER can be from 100 up to about 8000.  The game reserves all numbers under 100 for itself. All .tiles files loaded by the game and every active mod must have a unique NUMBER.  Don't use the same NUMBER as another mod, if that mod might be active at the same time as yours. Once you choose a number for your .tiles file, do not change it, otherwise it will break savefiles using your custom sprites.  This is because the savefile records the ID number for each sprite. Don't remove a tileset from your .tiles file and then add it again.  Doing so will change the sprite IDs assigned to tiles in that tileset.  If you look at the game's newtiledefinitions.tiles file in the editor, you will see that there is a number next to each tileset name, and a unique "gid" in the tooltip for each tile.  Those numbers must remain the same if you edit the .tiles file.  
  7. Like
    EasyPickins got a reaction from ZombiesLoveBrainiacs in getMusicPosition()   
    Setting distanceMax=0 forces the sound to be 2D.
    sound TEST { category = Player, clip { file = media/sound/ambientOutsideRainWindThunder.ogg, distanceMax = 0, } }  
  8. Spiffo
    EasyPickins got a reaction from Nebula in getMusicPosition()   
    Try using a mono sound instead of stereo sound.
    You could also add "is3D = false," to the sound definition in sounds.txt.
  9. Like
    EasyPickins got a reaction from orbbb in Latest TileZed, WorldEd, and Tilesets (May 17 2018)   
    I updated Project Zomboid Modding Tools on Steam (Windows only), in case anyone wants to install them from there.
  10. Like
    EasyPickins got a reaction from ilikecaterpillars in IWBUMS 41.27 released!   
    It's Shift+MouseWheel now by default, but you can change it in the Accessibility options.  It was changed after someone had a problem with it being Ctrl+MouseWheel.
  11. Like
    EasyPickins got a reaction from trombonaught in Zombies hide as crumpled balls   
    Looks like this will happen anywhere there is a ZombiesType zone named "McCoys" or "Prison".
    In those places, zombies are mostly forced to be male instead of female.
    But there's a bug when the zombie's model is already set to female and the zombie becomes male.  The old female model is being used and doesn't animate.
  12. Like
    EasyPickins got a reaction from Curias in [IWBUMS Build 41] Zombies spawning inside house after jumping in.   
    We added a new file called Zomboid/Logs/date_time_ZombieSpawn.txt to record zombie spawns.
    If you see this happen again, pause the game and look in that file, it should record the reason zombies spawned there.
  13. Like
    EasyPickins got a reaction from throttlekitty in [IWBUMS Build 41] Zombies spawning inside house after jumping in.   
    We added a new file called Zomboid/Logs/date_time_ZombieSpawn.txt to record zombie spawns.
    If you see this happen again, pause the game and look in that file, it should record the reason zombies spawned there.
  14. Like
    EasyPickins got a reaction from Lord_of_Cats in [IWBUMS Build 41] Zombies spawning inside house after jumping in.   
    We added a new file called Zomboid/Logs/date_time_ZombieSpawn.txt to record zombie spawns.
    If you see this happen again, pause the game and look in that file, it should record the reason zombies spawned there.
  15. Like
    EasyPickins got a reaction from zombie57 in Game Hangs - Build 41.15   
    Based on the line numbers it looks like you may have an old sqlite.jar file.
    Can you see if there is a file called sqlite-jdbc-3.27.2.1.jar in the Project Zomboid folder?
  16. pillow
    EasyPickins got a reaction from Nightlee in IWBUMS 34.18   
    IWBUMS 34.18
     
    The "Easy Co-op Test" is now on the IWBUMS branch, with these changes.
     
    Added an editor for spawnpoints.lua files to the server-settings editor. Fixed adding sheetropes not consuming items in multiplayer. When an installed Workshop item is added in the server-settings editor, all mods in that Workshop item are added to the Mods list.  When a mod is added, any maps in that mod are added to the Maps list.  So adding a Workshop item adds it's mods which adds those mod's maps automatically. An error is displayed if a client attempts to accept an invite while in-game or when not at the main menu screen.  Previously, the invite was ignored in these situations. All friends are displayed in the Invite Friends screen along with their online/offline/etc state. Instead of drawing individual drops, rain textures are drawn across the whole scene.  The textures are chosen based on the intensity of the rain.  Rain splashes may appear on every level (such as flat roofs), not just ground level.  The textures aren't final.  
    To access IWBUMs, check the following link: 

    Easy Co-Op FAQ
  17. Pie
    EasyPickins got a reaction from Snakeman in (40.27) MultistageBuild Script (Drainable items)   
    I fixed these, thanks.
  18. Like
    EasyPickins got a reaction from Geras in IWBUMS Beta: Version 40.35 Patch   
    Metal crates will be moveable/stackable in the next update.
    Using 'R' to choose the height of wooden crates is a bug; that's how it used to be done before the furniture-moving system was added.
  19. Like
    EasyPickins got a reaction from gabrielmalcantara in IWBUMS 34.18   
    IWBUMS 34.18
     
    The "Easy Co-op Test" is now on the IWBUMS branch, with these changes.
     
    Added an editor for spawnpoints.lua files to the server-settings editor. Fixed adding sheetropes not consuming items in multiplayer. When an installed Workshop item is added in the server-settings editor, all mods in that Workshop item are added to the Mods list.  When a mod is added, any maps in that mod are added to the Maps list.  So adding a Workshop item adds it's mods which adds those mod's maps automatically. An error is displayed if a client attempts to accept an invite while in-game or when not at the main menu screen.  Previously, the invite was ignored in these situations. All friends are displayed in the Invite Friends screen along with their online/offline/etc state. Instead of drawing individual drops, rain textures are drawn across the whole scene.  The textures are chosen based on the intensity of the rain.  Rain splashes may appear on every level (such as flat roofs), not just ground level.  The textures aren't final.  
    To access IWBUMs, check the following link: 

    Easy Co-Op FAQ
  20. Like
    EasyPickins got a reaction from Luxus Zigard in Car Error (Build 39 & 40)   
    Can you try this file and see if you get any messages like "mapXY.get() is null" in the console?
    VehicleCache.class
  21. Like
    EasyPickins got a reaction from Luxus Zigard in Car Error (Build 39 & 40)   
    Could you put the attached file into the ProjectZomboid/zombie/vehicles/ directory and drive around until you see a bunch of messages like this appearing in the console, then post the console.txt file here?
    1536603771657 ERROR: VehicleCache.vehicleUpdate() mapXY.get()=null for: id=255 ax,ay,az=361.2866,399.68823,0.18985684 wx,wy=36,39 v.x,v.y=361.35736,400.22427 vehicle_wx,vehicle_wy=36,40 1536603772258 ERROR: VehicleCache.vehicleUpdate() mapXY.get()=null for: id=255 ax,ay,az=359.97345,396.25452,0.1946713 wx,wy=35,39 v.x,v.y=360.21112,396.90894 vehicle_wx,vehicle_wy=36,39  
    VehicleCache.class
  22. Spiffo
    EasyPickins got a reaction from Snakeman in [40.11] can't remove bait from traps.   
    You're right, it wasn't working.
  23. Spiffo
    EasyPickins got a reaction from Snakeman in [Version 40.9 and Build 39]Item spawn outside of itemcontainer(Sometimes)   
    I found the problem, thanks.
  24. Like
    EasyPickins got a reaction from A-mak in RELEASED: IWBUMS Build 40.18   
    Can you put these into the zombie/core/raknet directory and see if it fixes it?
    UdpEngine$1.class
    UdpEngine.class
  25. Like
    EasyPickins got a reaction from Jason132 in RELEASED: IWBUMS Build 40.18   
    Can you put these into the zombie/core/raknet directory and see if it fixes it?
    UdpEngine$1.class
    UdpEngine.class
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