Jump to content

EasyPickins

The Indie Stone
  • Posts

    1514
  • Joined

  • Last visited

Community Answers

  1. EasyPickins's post in Tiles missing from old project on a new pc was marked as the answer   
    The TMX files contain the relative path to each tileset.  Example:
    <tileset firstgid="1" name="appliances_cooking_01" tilewidth="64" tileheight="128"> <image source="../Tiles/appliances_cooking_01.png" width="512" height="1024"/> </tileset>The "<image source="..."/> lines show where the tileset image should be relative to the TMX file.  If you move the TMX or move the folder containing the tilesets it will break these paths.
     
    So if you have ??? for a tile, figure out which tileset it is (use the eyedropper tool I suppose) then check that the PNG file for that tileset exists, and that the "image source=" line is pointing to it.
  2. EasyPickins's post in Can't make my "chronic fatigue" trait, well, fatigue was marked as the answer   
    Look in your console when the game starts up for errors.  Probably you're missing this:
    PersonalTraits = {}PersonalTraits.EveryTenMinutes = function()end
  3. EasyPickins's post in Can't log in as admin was marked as the answer   
    I released a small update to Build 32.5 that fixes "admin" not working, whoops.  But "admin XYZ" still isn't allowed as a username.
     
    From the server console, type the commands but without the / in front.  The / is only needed in the chat window.
  4. EasyPickins's post in Can't log in as admin was marked as the answer   
    I released a small update to Build 32.5 that fixes "admin" not working, whoops.  But "admin XYZ" still isn't allowed as a username.
     
    From the server console, type the commands but without the / in front.  The / is only needed in the chat window.
  5. EasyPickins's post in Getting java classes' values was marked as the answer   
    I added EvolvedRecipe.getBaseItem(),  EvolvedRecipe.getItemsList(), and EvolvedRecipe.isCookable().
    It looks like InventoryItem.canStoreWater() already returns CanStoreWater.
  6. EasyPickins's post in Getting java classes' values was marked as the answer   
    I added EvolvedRecipe.getBaseItem(),  EvolvedRecipe.getItemsList(), and EvolvedRecipe.isCookable().
    It looks like InventoryItem.canStoreWater() already returns CanStoreWater.
  7. EasyPickins's post in Handle a Vector2 was marked as the answer   
    Vector2:getDirection()
  8. EasyPickins's post in Handle a Vector2 was marked as the answer   
    Vector2:getDirection()
  9. EasyPickins's post in Mac OS X server - Edit settings was marked as the answer   
    The SERVERNAME_SandboxVars.lua file is created for you if it doesn't exist (in IWBUMS at least, I can't remember if it is created in the public build)..  It goes in Zomboid/Server/.
     
    The file is exactly the same as ProjectZomboid/media/lua/shared/Sandbox/SandboxVars.lua to start with, you can just copy that file to your Zomboid/Server/ directory.
     
    You can run PZServerSettings.exe on a Windows machine, then copy the SERVERNAME_SandboxVars.lua it creates onto your Mac.
  10. EasyPickins's post in Mac OS X server - Edit settings was marked as the answer   
    The SERVERNAME_SandboxVars.lua file is created for you if it doesn't exist (in IWBUMS at least, I can't remember if it is created in the public build)..  It goes in Zomboid/Server/.
     
    The file is exactly the same as ProjectZomboid/media/lua/shared/Sandbox/SandboxVars.lua to start with, you can just copy that file to your Zomboid/Server/ directory.
     
    You can run PZServerSettings.exe on a Windows machine, then copy the SERVERNAME_SandboxVars.lua it creates onto your Mac.
  11. EasyPickins's post in Problem with griefers & some general questions was marked as the answer   
    The map_X_Y.bin files are 10x10 chunks.  Take the Coords: from Blindcoder's map and divide by 10 (remove the last digit).
  12. EasyPickins's post in Problem with griefers & some general questions was marked as the answer   
    The map_X_Y.bin files are 10x10 chunks.  Take the Coords: from Blindcoder's map and divide by 10 (remove the last digit).
  13. EasyPickins's post in Campfire Fuel Problems was marked as the answer   
    Leave the "Hydrocraft." out.
    campingFuelType.HCWoodBlock = 1.0campingFuelType["HCWoodBlock"] = 1.0should work.
  14. EasyPickins's post in Campfire Fuel Problems was marked as the answer   
    Leave the "Hydrocraft." out.
    campingFuelType.HCWoodBlock = 1.0campingFuelType["HCWoodBlock"] = 1.0should work.
  15. EasyPickins's post in Server Terminated? was marked as the answer   
    Another user had this, his map_t.bin file was corrupted (it was all zeroes, so the date was 0/0/0).  You'll have to delete the map_t.bin file unfortunately.  It will reset the server's clock, so the power/water might be on again.
  16. EasyPickins's post in Server Terminated? was marked as the answer   
    Another user had this, his map_t.bin file was corrupted (it was all zeroes, so the date was 0/0/0).  You'll have to delete the map_t.bin file unfortunately.  It will reset the server's clock, so the power/water might be on again.
  17. EasyPickins's post in Attempting to test map in custom mod was marked as the answer   
    This means your spawn point is not inside the map.
    { worldX = 39, worldY = 23, posX = 61, posY = 23, posZ = 0 },Look at the bottom of the WorldEd window:
     

    "Current cell: 39,23" would become worldX=39 and worldY=23.
    "Cell x,y=61,23" would become posX=61 and posY=23.
  18. EasyPickins's post in Attempting to test map in custom mod was marked as the answer   
    This means your spawn point is not inside the map.
    { worldX = 39, worldY = 23, posX = 61, posY = 23, posZ = 0 },Look at the bottom of the WorldEd window:
     

    "Current cell: 39,23" would become worldX=39 and worldY=23.
    "Cell x,y=61,23" would become posX=61 and posY=23.
  19. EasyPickins's post in Yeah..Multiplayer is pretty much unplayable now that 30.12 is out. was marked as the answer   
    Hi guys/gals.  So I've set things back to the way they were in Build 29,  The server will send map chunks straight off the hard drive if they aren't already loaded, the way it used to be.  This required that the client knows how to update the Erosion objects, (only the server used to do this), which has removed a bit of randomness from Erosion in multiplayer (since client and server must choose the same trees/bushes/etc at the same locations now).  We'll probably do a short IWBUMS test in the next couple days before releasing.
  20. EasyPickins's post in Yeah..Multiplayer is pretty much unplayable now that 30.12 is out. was marked as the answer   
    Hi guys/gals.  So I've set things back to the way they were in Build 29,  The server will send map chunks straight off the hard drive if they aren't already loaded, the way it used to be.  This required that the client knows how to update the Erosion objects, (only the server used to do this), which has removed a bit of randomness from Erosion in multiplayer (since client and server must choose the same trees/bushes/etc at the same locations now).  We'll probably do a short IWBUMS test in the next couple days before releasing.
  21. EasyPickins's post in Why does split screen not work? for iwbums. was marked as the answer   
    For splitscreen you need to be in the game already (so you can see your player in the game).
    Then press the A button and it will let you create a new coop player.
    You can't create a coop player until you are in the game.  It doesn't work from the menu before you have started a game.
  22. EasyPickins's post in Why does split screen not work? for iwbums. was marked as the answer   
    For splitscreen you need to be in the game already (so you can see your player in the game).
    Then press the A button and it will let you create a new coop player.
    You can't create a coop player until you are in the game.  It doesn't work from the menu before you have started a game.
  23. EasyPickins's post in Custom map was marked as the answer   
    It is possible.  First you must create a Mod containing your custom map.  I attached an example mod you can look at.  The files you'll want to edit for your map are called mod.info, map.info, and spawnpoints.lua.
    Try it out in single player first by activating the mod.
     
    In multiplayer you need to tell the server to use your mod and spawnpoints.  This is done by editing the server's INI file located in the %username%/Zomboid/Server directory.  I attached an example of this in Server.zip.  The server name must be MyServer to use those files.  You specify the server name when launching the server with the -servername option.
     
    You'll see these lines in MyServer.ini that tell the server which mods and which map to use.
    Mods=MyMod1 -- this is the same name used in mod.infoMap=MyMod1World -- this is the map folder MyMod1/media/maps/MyMod1WorldMyMod1.zip
    Server.zip
  24. EasyPickins's post in Server connection failure was marked as the answer   
    According to this the out-of-memory error can happen when the database file can't be created.
    I wonder if it doesn't like your username?
     
    Try changing your server .bat file like this (just add the "-Duser.home=D:/pzhome" text):
    ... -Duser.home=D:/pzhome zombie.network.GameServerCreate the directory D:/pzhome then start the server.
  25. EasyPickins's post in Reconecting Problem was marked as the answer   
    It looks as though you have a cell from a custom map at coordinate 45,33 (which is to the right of Muldraugh).
    Something is going wrong reading in the 45_33.lotheader file.
×
×
  • Create New...