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Aricane

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  1. Like
    Aricane got a reaction from RoboMat in Lua Debugger   
    To fix it on Linux, open projectzomboid.sh and put in
    -Ddebug \like this
    #!/bin/bash## projectzomboid.sh################################################################################SCRIPT="`basename $0`"GAMEDIR="${HOME}/.project_zomboid_2.9.9.17"LOGFILE="${GAMEDIR}/${SCRIPT}.log"INSTDIR="`dirname $0`" ; cd "${INSTDIR}" ; INSTDIR="`pwd`"[[ ! -d "${GAMEDIR}" ]] && mkdir -m 0755 "${GAMEDIR}"JARPATH=".:lwjgl.jar:lwjgl_util.jar:jinput.jar"# XMODIFIERS is cleared here to prevent SCIM screwing up keyboard inputXMODIFIERS= java \ -Djava.library.path="${INSTDIR}" \ -Dorg.lwjgl.util.NoChecks=true \ -Dorg.lwjgl.librarypath="${INSTDIR}" \ -Ddebug \ -Xms768m \ -Xmx768m \ -XX:-UseSplitVerifier \ -cp "${JARPATH}" \ zombie.core.LaunchDialog \ "$@" \ >"${LOGFILE}"exit 0## EOF################################################################################
  2. Like
    Aricane got a reaction from RoboMat in Lockpicking Mod (1.8.1)   
    It's the same Utility.lua I think, so it doesn't matter
  3. Like
    Aricane reacted to RoboMat in The Mod Report (Reposts)   
    Posted August 28, 2013
     
    The PZ modding community has found a new lease of life since the release of the latest batch of builds came about, so we asked RoboMat of pz-mods.net to take to the floor to spotlight some of its best and brightest creations.
    He asked us whether it’d be a bit weird if he were to talk about his own mods, but we said ‘Not at all! They’re awesome, and you’re lovely!’. And so, after a long session of heavy petting, he finally managed to break away and write what follows. Oh, and while we’ve got you – be sure to check out the new episode of the All Things Zomboid podcast! Featuring our very own Romain!
     
    Take it away RoboMat!
    Hello! The following list will only be a small overview over the currently released mods because there’s simply too many to show them all.  Make sure to check out the other mods on our forum or directly on pz-mods.net, a website created by Aricane which is solely dedicated to PZ Modding.
     
     
    Spraypaint Mod
    by Thuztor, Peanuts and RobertJohnson
    When it comes to survival in Muldraugh there’s nothing more important than looting your surroundings… well apart from not getting eaten. If you’ve ever survived for more than a few days you might have run into the same problems I have: it really gets hard to keep track of the places you’ve already looted. I’ve tried every tactic imaginable – I left doors open, I dropped forks in front of the places I’d already stripped clean… Nothing felt satisfying.
     

     
    All that changed once I installed the Spraypaint Mod. It allows you to place 17 custom icons all over the world, ranging from arrows to special symbols. Once you find a spraycan your looting missions become a lot more coordinated. This mod has saved me hours of running around the neighbourhood in a futile attempt to find unlooted houses!
     
     
    Swap Equipped
    by Aricane (Updated by RoboMat)
    Sometimes switching your primary and secondary items can be a life-saver, but unfortunately Project Zomboid currently makes it a bit harder than it should be. With Swap Equipped you can bash in heads with a baseball bat in one moment and shoot off limbs with a sawn-off in the next: all with a simple press of the lovely TAB key. Albeit small, this might be one of the most useful mods at the moment.
     
     
    Corpse Mod (W.I.P.)
    by johndough
    So one of your neighbours thought it would be a good idea to shoot his gun and now you’ve got a big horde waiting on your front porch. What to do? There’s no way that you give up your awesome fortress, so you decide to fight the undead hordes. After hours of battling walking corpses you finally seem to have re-deaded the last of them, but now you have another problem. Rotting corpses are scattered all over your home and backyard. Not only does it look and smell awful, but it’s probably not very healthy either. With this mod, that’s now the issue you face.
     

     
    Basically you can remove corpses from your safehouse or the outside world, but with this mod those corpses are no longer just a nuisance – and instead carry the danger to infect your character if you leave them in your safehouse too long.
     

     
    The mod is still a W.I.P. so it still has the usual small quirks. I’m confident that johndough will sort them out in the near future and can’t wait to see what he comes up with next.
     
     
    Lockpicking Mod
    by RoboMat, Textures by Thuztor
    Apparently locking their front doors was one of the highest priorities of the people of Muldraugh before they fell prey to the Zompocalypse! This might have been a good tactic while trying to stay safe, but it proves to be a huge pain in the ass for the survivors – but not anymore!
     
    The Lockpicking Mod adds two new ways to open locked doors. The fast one is to break open the lock with the help of a crowbar. The problem is, that this might cause quite a ruckus and attract some unfriendly and hungry neighbours.
     

     
    The silent but slower method is to pick the lock with the help of a screwdriver and a bobby pin. Then again, if your character fails the lock will be broken and can’t be picked ever again…
     

     
    It’s up to you to decide which method you want to use. Choose wisely.
     
     
    Pillow Silencer
    by Aricane
    As most will already know, shooting a gun in the Zombocalpyse isn’t a really good idea, unless you really want to be chased by a horde – in which case it’s pretty much perfect. So it’s no big surprise that one of the most common suggestions by the community is the introduction of silencers.
    Aricane has come up with a mod that includes just that, although it might differ from the traditional silencers we know. In his Pillow Silencer mod the player can muffle his gunshots with the help of a cushion but, just as it would in real life, the pillow will take damage and lose its effect with each new shot.
     
     
    Sleeping Overhaul
    by RoboMat, Textures by Thuztor
    This mod is my attempt to improve the current system and bring some realism to it. I always found it strange that the player slept for a fixed amount of hours no matter how tired he was and, more than that, seemed to be unaffected by the countless walking corpses surrounding his safehouse!
     

     
    This sleeping overhaul allows you to sleep virtually anywhere, but be careful: not every object will provide a decent amount of comfort, and that comfort level will have an impact on the quality of your sleep. Moreover, your recuperation time will be affected by negative psychological effects like stress, or panic.
    Going to bed with any of these effects active also carries the risk of nightmares, which will see you wake early. If you’re really unlucky you might even wake up screaming, which of course might attract some zeds.
     

     
    Apart from changing these sleeping mechanics, the Sleeping Overhaul Mod also introduces unconsciousness to the game. When your character is really tired he might pass out on the spot, which of course makes him an easy target for any undead fellas in the area. So if you want a bit of a challenge added to the game, this mod might be your taste.
     
     
    Thanks RoboMat! We’ll be asking this lovely chap, and potentially others from the modding community, to report on their fun and games on a regular basis from now on. Want to see a particular mod given some time in the sun? Get in touch!
  4. Like
    Aricane reacted to peanuts in Craft Helper 1.1.1   
    Get bored of pausing game to see if an item is a component of a recipe on your favorite pz wiki site ? This mod is for you. This mod will help you to learn the recipes of Project Zomboid.
     
    SCREENSHOTS

     
    HOW TO USE IT:
    CraftHelper offers two ways to learn recipes:
    See all recipes where an item is used See directly the complete list of recipes All you have to do is :
    Open your inventoryRight click on an item. If the item is used in or more recipes, the "craft helper" option will appear in the contextual menu Click on the "craft helper" option to see all the recipes where the item is used. Move the mouse over a recipe to see its composition in tooltip box Or
    Click on the new available button (to the left of screen, under character info button) to open a window where all recipes (sorted by name) are displayed. Like above, when your mouse is over a recipe, its composition will appear in a tooltip box. NEW
    In recipes list, recipes shown in green can be crafted.
     
    In tooltip box (recipes composition), you'll see [+], [~] or [-] before items name.
    [+] : means that you actually have this item in your inventory
    [~] : means that you actually have this item in your inventory but not enough to craft recipe
    [-] : means that you don't have this item in you inventory
     
    FOR MODDERS
    Modders, you can hide your recipes from craft helper.
    You'll need to create a module for your recipes.
    module My_Mod{ recipe Make Foobar Recipe { foo=10, bar, Result: Foobar, Time:80.0, }} Then, you have to put this line in your code:
    if craftHelper ~= nil then craftHelper.skipModules['My_Mod'] = true;endHOW TO INSTALL THIS MOD:
    Just extract the media folder and put it in your Project Zomboid game directory LINKS
     
    Available on :
    Xeno-mods : http://xeno-mods.com/mod/91/craft-helper-mod pz-mods : http://pz-mods.net/gameplay/CraftHelperMod/  
    CHANGELOG
    v1.1.1 : compatible with new mods loading system of PZ 2.9.9.17 v1.1 : Show recipes you can craft with what you actually have in your inventory. For each recipes, show in tooltip box what items or not you have in your inventory.
    For modders, possibility to hide your recipes in Craft Helper (filter by items module name) v1.0.3 : Craft Helper window's background is now opaque (transparent background can make reading difficult recipes when multiple windows are open v1.0.2 : Now that the new PZ version (v2.9.9.10) is released on Desura, hotfix is included in v1.0.2 archive Hotfix : Makes CraftHelper compatible with PZ v2.9.9 (forum test release) v1.0.1 : Now works on Linux v1.0 : Initial release
  5. Like
    Aricane reacted to Onkeen in Building recipes   
    You are right ! the original menu is now fuck up ! 
     
    even if i've made a second menu for thedowel building... Duh so close 
     
     
    EDIT : still not fixed... I've manage to get back the "nails" in the original crafing menu but the menu tell me that I have not the items requied... But in facts I have them, how could I fix that kind of bug
     
    In fact I have created a parallel "ISBuildMenu2" in my mod but it seems to take the advantage on the original and makes the original menu here but always showing tha I hav'nt the material with me :/
     

     
    But the 6 planks are detected by the Builld with Dowels menu :/
     
    REDIT : FIXED IT ON MY OWN ! Dude I'm on a row now ! I'm getting more and more familiar with this lua thing ahah ! 
     
    It wasn't working because I was using the same : "haveSomethingtoBuild" function as the vanilla building menu !
     
     
     
     
    REREDIT :
     
     
    Hey hey check this out, the mod is now finished and even posted on your website
     
    http://pz-mods.net/weapons-items/WoodenDowels/
  6. Like
    Aricane reacted to lemmy101 in The best image PZ lua modders will see today.   
    WIP: Welcome to the built in PZ lua debugger.
     

  7. Like
    Aricane got a reaction from Calzila in Mondoid's Mondoid: Your Questions Answered   
    I'd like to know if modders could have a separate changelog where we can see changes in LUA, folder structures and things like that. It would really be helpful. I'll certainly give a hug for that, at the Project Zomboid conference which is bound to happen someday.
  8. Like
    Aricane got a reaction from jhepong24 in Mondoid's Mondoid: Your Questions Answered   
    I'd like to know if modders could have a separate changelog where we can see changes in LUA, folder structures and things like that. It would really be helpful. I'll certainly give a hug for that, at the Project Zomboid conference which is bound to happen someday.
  9. Like
    Aricane got a reaction from LeoIvanov in Mondoid's Mondoid: Your Questions Answered   
    I'd like to know if modders could have a separate changelog where we can see changes in LUA, folder structures and things like that. It would really be helpful. I'll certainly give a hug for that, at the Project Zomboid conference which is bound to happen someday.
  10. Like
    Aricane got a reaction from RoboMat in Mondoid's Mondoid: Your Questions Answered   
    I'd like to know if modders could have a separate changelog where we can see changes in LUA, folder structures and things like that. It would really be helpful. I'll certainly give a hug for that, at the Project Zomboid conference which is bound to happen someday.
  11. Like
    Aricane reacted to ZedHead in Meet Phil, hes the guy you know and love at any electronic store...   
    I hate cropping images and trying to take a good picture of my pencil drawings but I was able to do my best with what I got  and I posted this cartoon like zombie I named phil...
     
    EDIT:
    Hey, I remade Phil on my pc paint program so he looks better. Let me just say it was a pain in the a** to re-create him on paint considering the limitations the program has but I was able to do it none the less... 
  12. Like
    Aricane reacted to Suomiboi in [WIP] UmbrellaMod   
    So here goes nothing:
     
    I've been learning some lua on my freetime and gotten in to the point where I'll be publishing my first mod.
    I've gotten the code working so that it changes the getting wet values to 0 but there's still some problems with the events and execution of the stuff (that will hopefully start going thanks to RJ and the .14patch! Thanks man invaluable stuff!)...
     
    The Umbrella can (when released) be found in wardrobes in bedrooms and maybe in the small storage shelves. The umbrella, when found is closed and can be used as a stabbing weapon (KittenKnife stats for now...). It can also be opened and when held in primary slot provides you shelter from the cough inducing evil that is rain.
     
    Since I was going to keep this to myself until somewhat done there's still major flaws that need to be fixed but I'm slowly but surely getting there. I just had to put this out there because kinyoshi as clever a detective he is, found my secret! thanks a lot no pressure now...
     
    First I'll try and make it work like it should (I'll take all the help I can get!) and then I'll release the hopefully working version at some point. Definitely no ETAs (I'm a busy bee at the moment)! After that I'll try and take some suggestions, but again no promises I'm only learning the stuff.
     
    So in due time I will present to you teh UmbrellaMod!
     
     
  13. Like
    Aricane got a reaction from RoboMat in RoboMat's Modding Tutorials (Updated 12/11/2013)   
    CLYYYYYDE! 
  14. Like
    Aricane reacted to nasKo in New Moderator!   
    Please give a warm welcome to the newest Greenname, RoboMat!
     
    He's currently getting the TIS branding on some bodyparts after dancing the secret moderator dance.
     
    Secret moderator dance?
    Secret moderator dance!
     
          
  15. Like
    Aricane reacted to Thuztor in Not Enough Bags   
    I've drawn two new bags until now.
    More item icons will follow very soon.
     
    Paper Bag:
     
    Briefcase:
     
    Edit:
     
    Garbage Bag:
  16. Like
    Aricane got a reaction from RoboMat in Adding Sprites   
    Give this man a medal!
  17. Like
    Aricane reacted to Eggplanticus in Adding Sprites   
    Hi All,
     
    I am new to this forum / pz modding in general. I am working on a mod I'm calling CO2, where I am trying to add things like diet pop and mentos (or Mint-O's in my mod to avoid trademark infringement) so I can make mentos bombs.
     
    I wanted to add my own sprites to the game, so I started to dig around in the pz sources. After digging around in the sources I realized that there is a way to add sprites to the game:
     
    1)
    in the script (.txt) portion put:
    Icon = spritename.png, 
    2)
    put your sprite in the project zomboid *root* (parent of media) directory with name:
    Item_spritename.png
     
    3) Load the sprite with lua:
    ... function modulename.loadTextures()   local texas = getTexture("Item_spritename.png");end Events.OnGameBoot.Add(modulename.loadTextures); 
    Attached is a screenshot for proof. My diet soda icon still needs some work.
     
    If we could access member texmap of the Texture class, I could make this much less hacky.
     
    Actually, we just need a function like setName() that acts on member texmap instead of member textures. Then we could load the external png from a directory like media/modname/ and rename it using setName() to Item_IconName ...
     
  18. Like
    Aricane reacted to RobertJohnson in Sorry guys, I must quit...   
    My current job !
     
    In less than 2 months I'll be full-time with Project Zomboid, that means more work, more update, woohoo !
     
    For a guy who spent more time playing video games than studying at school (and I'm not joking ), it's a dream coming true !
     
      *clyde all over the place*
  19. Like
    Aricane reacted to tazyload in Food value chart   
    While working on balancing my mod (still a ways to go) I found myself staring at the Items.text file to figure out what values I should be aiming for but it was taking ages scrolling up and down the file so I threw this together;
    https://docs.google.com/spreadsheet/ccc?key=0AmyA5ocgWc4EdHFGbWpKSDJ4NkFQdE82YTZxSzlFZmc&usp=sharing
     
    I'm not sure if it will be of any use to anyone else but I will try to keep it up-to-date as the game grows.
     
    Please let me know if there is any other information that would be useful and I will add it to the sheet.
  20. Like
    Aricane reacted to 7Roses in the Addiction Mod   
    yea it is in fact challenging already at least the coding part
     
    but I hope it will also make playing PZ more interesting cause you need to think about the consequences of for example smoking a cigarette, cause while it will give you a stress outlet when used causally it will give you stress when your addicted and don't have any nicotine in your body.
  21. Like
    Aricane got a reaction from RoboMat in Sleeping Overhaul (DOES NOT WORK WITH STEAM FFS)   
    This is probably my fault. I thought I fixed it and it seems to work in chrome.
     
    Edit: there we go. Thanks for pointing that out.
  22. Like
    Aricane reacted to SantilliouS in Fletchery Mod   
    Hi there. Just liked that idea to put Bows in this little world so I'll try to test that mod and help you with it... If you'll not drop this)
     
    So for now I have something to share...
    0.4.0:
    Just tested this and here what I found:
    Weight (Also what is that weight? kg?):
    -The plank's weight is 3 but when you make 5 homemade arrows out of them you get 5 arrows with weight 1 each, so the total weight becomes 5 instead of 3... that's should be repaired I think
    -Sling's weight is 3... Seriously? like an axe?
    -Feather's weight is 0.1 like a 9mm bullet... well that is not real I think... or maybe it is Iron feather?
     
    -When using Sling there is wrong animation played and sling is unequipping instantly
    -Also where did you put those stones? Didn't find anyone... Same for bolts and arrows...
    -Your homemade bow with
    can last for about 600 shots... I think it is too many for bow like that.
     
    Crafting:
    -Currently to craft homemade bow you need only planks and rippedsheet... better put saw there.
     
    Suggestions:
    -Currently you can make a stick(2) from one plank which has no use atm. These sticks can be used for Bow or arrow making.
     
    That's all for now... I'll go find something else here.
    P.S. Thanks for mod.
     
    Added: About Stones:
    Looks like you missed a letter(not one):
    table.insert(SuburbsDistributions["all"]["bin"].items, "Fletchery.Stones");
    table.insert(SuburbsDistributions["all"]["bin"].items, 4.6);
  23. Like
    Aricane reacted to RoboMat in Lua requests   
    Thanks for the suggestions guys, but please don't turn this thread away from its original purpose Don't debate about the suggestions being made. RobertJohnson will decide what to add and what not to add
     
    I know that we already can check if it is raining (it's "RainManager.isRaining()" btw) but I want an Event that fires exactly when it starts / stops to rain
     
    I have the feeling that this sounds way more "annoyed" than it should Just wanted to say this before this turns into a discussion thread.
     
     
    I have added your suggestions (if I understood them correctly^^) to the OP.
  24. Like
    Aricane reacted to AkHolic in AkHolic's Complete List Of Mods   
    About AkHolic's Complete List Of Mods
    Down below you will find all the current available mods for Project Zomboid version 2.9 (and above), sorted by name, category, development status (Complete, WIP) and what version of the game the mod was made for. I will be updating the list regularly as more mods come along, but if per chance a mod is not listed, or placed wrongly feel free to inform me, and I will gladly add/re-arrange it as fast as I can. I will also update the list to look more appealing as time passes (will possibly need some help with this hehe :cool: ), and I will add more functionality to make the list easier to navigate, anyways enjoy!
     
    Latest Changes
    Version 0.0.4
    (9. August 2013)
      + Renamed the mods to not include useless stuff like version number (as it is already displayed), and removed stuff in brackets.
        + Added some missing mods.
     
    Version 0.0.3
    (8. August 2013)
      + Added the W.I.P section.
        + Changed the text font of the whole list to Arial.

    Planned Changes
    - Add a bunch of more mods from all around the Internet. (Will take a few days to get all available mods up, after that I work more on the layout of the list).

    Completed Mods

    New Features/Game Changes



    Weapons/Items



    Bug Fixes



    Tools




    W.I.P Mods

    New Features/Game Changes



    Weapons/Items



  25. Like
    Aricane got a reaction from MrZombifiedGamer in Feminism   
    1) I think just like women has boobs, men has an ability to make better claims when negotiation wages. Some women are good at making claims, yet some men has maleboobs. I'm basically saying that each gender has its own advantages.
     
    2) wtf no? How ? If it's the way they dress, well. You can't live forever, you can't fly and you can't expect that if you wanna look attractive noone will be lusting for you. There will always be bad people and you'll often unknowingly walk right by them. That's the circumstances everybody lives in. That should not be a surprise to anyone.
     
    3) Women gave up that kind of right over their own body when they decided to become a host for another human being. They should be free to adopt away however.
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