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tommysticks

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  1. Like
    tommysticks got a reaction from xXxFANCYCAPYBARA36xXx in Vehicles act like one time sledgehammers   
    The things Europeans complain about the US is ridiculous, what is this 9Gag?
  2. Like
    tommysticks got a reaction from DramaSetter in Repairing Built Walls   
    It would be nice to have the ability to repair walls that you've put up before they are completely destroyed by zeds. Also, it would be cool to be able to pull up floor tiles that you've laid down in the same manner as the already existing tiles.
  3. Like
    tommysticks reacted to Zelik in Custom Hair via Character Creation Screen[Download Now!]   
    Updated to 34.28
    Sorry for taking so long guys, I switched jobs and I spend most of my free time trying to figure out this being a father thing lol. My son is only 8 months old and I spend all of my free time with him. He and his mother went on "vacation" to visit family out of town so I finally got time to complete the mod. Sorry, and I hope everyone hasn't lost interest.   When you choose one of the custom hairstyles at the character creation menu the character preview will show the player bald. Don't freak out, that is completely normal and as of right now there is no way to change it.   There are 2 different versions, both included in the download. One is for players that use Jab's ModelLoader and the other is for players that don't. Either way the install instructions are included. Have fun!!!    Download  Alternate Download If you enjoy this content feel free to Donate. FYI, the mod is still currently beta, though it works perfectly fine. It's only beta because I'm not finished adding hairstyles for men and I haven't even started adding beards or hairstyles for the women. I have actually created my own tools to make it easier, once production is finished I will release the tools also, that way everyone can add their own hairstyles to the game easily.   ALSO...Do not add my mod to any modpacks.
  4. Like
    tommysticks reacted to nolanri in Getting the GridSquare that your mouse is over   
    For future reference, since this was frustrating to calculate. Here is the method for all to use. it calculates the grid square that your mouse is over based on screen size and properly accounts for the Zoom level as well.  using the center of the screen as a starting point.

     
    local sw = (128 / getCore():getZoom(0)); local sh = (64 / getCore():getZoom(0)); local mapx = getPlayer():getX(); local mapy = getPlayer():getY(); local mousex = ( (getMouseX() - (getCore():getScreenWidth() / 2)) ) ; local mousey = ( (getMouseY() - (getCore():getScreenHeight() / 2)) ) ; local sx = mapx + (mousex / (sw/2) + mousey / (sh/2)) /2; local sy = mapy + (mousey / (sh/2) -(mousex / (sw/2))) /2; local TheSquareYourMouseIsOn = getCell():getGridSquare(sx,sy,getPlayer():getZ());  
  5. Like
    tommysticks reacted to GoodOldLeon in Prevent spawning   
    Did that, kill a hundred more and still no axes. After so many hours of trial and error I can't believe it was so easy. Thanks again, you've been a huge help.
  6. Like
    tommysticks got a reaction from GoodOldLeon in Prevent spawning   
    A 100% way to see if it worked is to change the line in suburbsdistributions.lua to something absurd like 100, which would normally ensure all zombie bodies had an axe, but the new code will cancel it out.
  7. Like
    tommysticks reacted to hunger john in RELEASED: Build 37.14   
  8. Like
    tommysticks got a reaction from GoodOldLeon in Prevent spawning   
    This is what I was thinking, but I'm not sure how to count the index correctly, like if there's a zero spot or whatever or if index 10 becomes 9 after 9 has been removed... or if I'm even using table.remove correctly (i've never used it before, but just added it to my notes when I read about it).
     
    So Leon... try these out:
    table.remove(SuburbsDistributions["all"]["inventorymale"].items, 12); --removes spawn rate from Base.Axe? or possibly this, if the index starts at zero:
    table.remove(SuburbsDistributions["all"]["inventorymale"].items, 11); --removes index 11 assuming there is a 0 index ...and this is why it takes me forever to get anything done. I kind of shotgun blast my way to the end, hoping to figure things out. I'm not a programmer. Like I said, this may not even be the proper way to use table.remove.
     
    EDIT
    By the way, the function above remove the spawn rate only, and I don't know how the game will function with just that removed... so I would try this as well:
    table.remove(SuburbsDistributions["all"]["inventorymale"].items, 12); --removes Spawn rate table.remove(SuburbsDistributions["all"]["inventorymale"].items, 11); --removes Base.Axe, done in this order to prevent crazy table shifting  
  9. Like
    tommysticks got a reaction from GoodOldLeon in Prevent spawning   
    I'm going to attempt to explain what I'm trying to help you do real quick... 
     
    So we are working with the table SuburbsDistributions which is defined by { in Lua. Inside tables you can have other tables as indexes. An index is an item in a table and can be accessed by using its position. So we are trying to reach the table "items," within the table "inventory," within the table "all" within the table "SuburbsDistributions" : table.remove(SuburbsDistributions["all"]["inventorymale"].items...

    ...then tryin to remove the indexes(indices?) Base.Axe and its spawn rate 0.1, which, if you count in the actual document, are at position 11 and 12:
     
    SuburbsDistributions = { all = { inventorymale = { items = { "Base.DigitalWatch2", 0.5, --position 1 and 2 "Base.ButterKnife", 0.1, --position 3 and 4 "Base.KitchenKnife", 0.1, --position 5 and 6 "Base.RollingPin", 0.1, --position 7 and 8 "Base.BaseballBat", 0.1, --position 9 and 10 "Base.Axe", 0.1, --position 11 and 12 } } } } This table has been edited to fit here.
     
    So if table.remove works as expected then you'll have this:
     
    table.remove(SuburbsDistributions["all"]["inventorymale"].items, 12); --removes index 12 SuburbsDistributions = { all = { inventorymale = { items = { "Base.DigitalWatch2", 0.5, --position 1 and 2 "Base.ButterKnife", 0.1, --position 3 and 4 "Base.KitchenKnife", 0.1, --position 5 and 6 "Base.RollingPin", 0.1, --position 7 and 8 "Base.BaseballBat", 0.1, --position 9 and 10 "Base.Axe", nil, --position 11 and 12, 12 has been removed which leads me to believe you need to remove 11 and 12 } } } }
  10. Like
    tommysticks got a reaction from GoodOldLeon in SuburbsDistributions   
    As far as I know the lowest limit used to be 0.1 or 0.01, I forget which. Highest is unlimited but if I remember correctly 100 will pretty much guarantee a spawn. 
     
    And yes, spawn rate is affected by loot rarity, luck, and how many zeds are in the vicinity. 
  11. Like
    tommysticks got a reaction from trombonaught in Mods I'm dying to see.   
    1. I think that when the devs release their vehicle feature this will be doable if it isn't included upon release
    2. I've thought about this too. Specifically for multiplayer, something along the lines of how Contagion does it. I actually started tinkering around with this, too. There are restrictions that have been emplaced, including which animations can be played by player controlled characters. As in players can't have the shamble animation. There is a work around for this that I found, but that is just the animation. I haven't messed around with how to not make zeds attracted to a single player. I'm expecting more tools to work with and more parts of the game to be accessible in future releases. Some masterminds like @Jab or @RoboMat might have a better idea of the games limitations or how to do this.
    3. No doubt this feature will be in the full release. They've included ladders in some of their videos and in the animation update it shows the player climbing over a tall fence.
  12. Like
    tommysticks reacted to EasyPickins in Map Tools & Tiles for Build 36   
    Latest Version Here: https://theindiestone.com/forums/index.php?/topic/23803-latest-tilezed-worlded-and-tilesets-may-14-2018/
     
    If you have a 32-bit version of Windows, download "TileZed + WorldEd 32-bit".
    If you have a 64-bit version of Windows, download "TileZed + WorldEd 64-bit".
     
    Download your TileZed version of choice AND the Tilesets listed above.
    You should create a folder and unzip both the "TileZed + WorldEd" archive and the "Tileset images" archive into that folder.
    This should give you 3 folders like this:
     
    PZMapTools/   <--- you create this folder somewhere
      Tiles/
      TileZed/
      WorldEd/
     
    If you get an error about a missing DLL, run the TileZed/vcredist_xNN.exe installer.
  13. Like
    tommysticks got a reaction from Skitz Comedy in Obey gravity, it's the law!   
    Skyrails are lame. I haven't actually tried this mod, but I love it. 
  14. Like
    tommysticks got a reaction from Hicks in Hydrocraft Mod   
    I just face-palmed through my keyboard.
  15. Like
    tommysticks reacted to Trojan_Turps in In-Game Mappage   
    Will we have the option to rotate the map to match the isometric north direction? This might help people understand which ways north etc. 
    (Although it might seem obvious where north is?)
     
    looks awesome anyway.  
  16. Like
    tommysticks reacted to Kuren in In-Game Mappage   
    Really excited about the maps

    I know it's still a WIP version but I think it might be more intuitive to have the mouse pointer turn into the symbols when you select one. I feel like it would be more clear where you're placing it that way.

    Anyway, great Mondoid as always! Excited to hear about all the things in the works right now
  17. Like
    tommysticks reacted to nasKo in Obey gravity, it's the law!   
    lol
    How?
  18. Like
    tommysticks reacted to Icy Motto in Animations/Clothing Update Suggestions.   
    I decided to gather up a lot of comments today on Youtube of people's suggestions for the clothing and animations update, shorten them up, and compile them in a single forum. Please note that all these ideas are from the majority of people, and not just from me. Giving you a heads up of what the community thinks should be added.
    NOTE:This is not to add on to the current progress of the great, hard working, already busy, devs. I do not want them to take this as more pressure or work "To-Do".  These are just suggestions after all, not something that should be in the game if the devs wish to. There is already too much work being made by them, but i decided to do this anyways just to give more ideas. In case they want to add this AFTER the planned builds are fully out (speaking after build 1.0)
    i don't want to delay the build release time...
    Ok here we go...
    Suggestions
    -Zombies ignore you when having soaking blood wet clothes.
    "Also imagine you got so much blood on you. The walkers will start thinking you are one of them because you smell like one. But the down side is that you will feel uncomfortable like walking makes you slower. Don't feel like eating before cleaning yourself up etc."
    -Blood footprints.
    -New showering/cleaning system.
    "Maybe now showers and bathtubs will have some utility besides decorating and being used to fill water bottles. Also, wet bath towels should be useful as well.  showers will have use now with these bloods stains on player? mabye with soap you can get clean buff? "
    Zombie clothing decay/variation.
    "Strangely, all zombies wear perfect shoes... One might expect them to lose one boot or both after a while... And also, clothing has to have various levels of deterioration too... Right now all zombies look too fancy even with the blood cover on..."
    -Wearing clothes with zombie blood can infect untreated wounds.
    "Do you plan to add some sort of infection due to blood on your character? That chance being increased the more wounds/untreated wounds your character have."
    -Zombies with certain clothes/equipment can't harm you.
    "also recommend that zombies with a helmet are made unable to bite you, it would make sense if the same went for zombies with gloves on."
    -New panic mechanic. (Already answered)
    "when you fall over a fence, the "recovery" animation should be dependent on how high your panic is!! With high panic resulting in scrambling up again quickly and low panic being like "oh that hurt, gonna take a moment here." But it depends on panic level."
    Another guy said:
    "maybe they should scurry along the floor until they find their feet when trying to run, after being knocked/tripped over rather than lying on the floor. Or maybe even mash to bring them to their senses a bit faster."
    Chris Simpson's answer:"Already a thing we have anims for scrambling across the floor trying to get up in a panic, scrabbling backwards on your ass kicking zoms in the face etc. It's gonna be ace but not 100% sure that'll make it into first version."
    FAQ by the community
    "You can't swing at more than one zombie anymore? Or are those animations being worked on?"
    "Will this update impact my low spec pc badly?"
    "Is this completely CPU dependent or can my GPU also handle some of the rendering?"
    "Is there a way i can switch back to the old sprites or versions of the game?"
    "The textures of the world look off and don't fit the character's models and clothing anymore. (in some people's opinion) Will you work to make shaders and improve them?"

    I made this because i thought it would be good to get the people's major suggestions out to the people at the forums to see. I hope you understood this doesn't have to be implement if the devs don't want to... again i don't want to annoy them by any means. Thank you devs for working on such a great game! I appreciate your hard work, and time that you're putting into this game. I am looking forward to what the community thinks of this.
    Thank you again.
  19. Like
    tommysticks reacted to Jatta Pake in Obey gravity, it's the law!   
    Love it!!! This mod is a must. I'd love to see it make its way into the base game. Skyforts are the worst. This is how you died. Not how you lived a long fruitful life in a magical flying fortress.
  20. Like
    tommysticks reacted to xXxFANCYCAPYBARA36xXx in Obey gravity, it's the law!   
    skyforts are nothing but a vile tumor growing around the surface of the beautiful map devs spent years on making and they need to be annihilated once and for all, 100% agree with this mod, and i completely absolutely disagree with paul redeker on every level i possibly can and will disagree on as always
  21. Like
    tommysticks reacted to Bourbon in Spawning empty case in the world after firing a gun   
    @tommysticks
     
    I GOT IT WORKING! OMG I AM SO HAPPY!
     
    Prepare for some weird error report!
     
    So i got my game on German because I played it with my girlfriend. THAT was the mistake! The Code you´ve written gets the Weapons name, which is different in German! So it could never have worked in German!
     
    So now everything is kinda working as it should, i will be working on getting the first release version of the mod out.
     
    HUGE Thanks again for your help. You will be mentioned in the Mod´s code and also in the Mod Post!
  22. Like
    tommysticks got a reaction from Bourbon in Spawning empty case in the world after firing a gun   
    I'm lookin at it, it's really weird, there are a whole bunch of weird errors that make it look like this mod never ran or that he may have sabotaged it. For example a comma where a period should be. Did you ever play a game with it working? I'm still working on it to see if I can get it running.
  23. Like
    tommysticks got a reaction from Bourbon in Spawning empty case in the world after firing a gun   
    Replace everything in the ISReloadManager file with this:
     
    local function addEmptyBrass(wielder, weapon) local player = wielder; -- gets the player shooting -- Get the name. local weapon = weapon; --The Weapon local name = weapon:getName(); --The Weapon Name -- Compare the name (string) to the weapon strings if name == "Pistol" then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass9mm", 0.0, 0.0, 0.0); -- This is 9mm brass elseif name == 'Shotgun' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptyshell12ga", 0.0, 0.0, 0.0); -- This is shotgun shells, rename the item to what it is called. elseif name == 'Varmint Rifle' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass223", 0.0, 0.0, 0.0); -- .223, rename to what it is in your code. elseif name == 'Hunting Rifle' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass308", 0.0, 0.0, 0.0); -- .308, rename to what it is in your code. end -- getPlayer():Say("Here there be brass..."); -- print("The weapon used is " .. tostring(weapon)); -- print("Weapon name is " .. tostring(name)); end Events.OnWeaponSwing.Add(addEmptyBrass); ...and change the name of that file (the one in the mod, not the game one) to anything else, like BrassManager.lua so it doesn't override the game's file.
     
    Are you gonna release this as a mod?
  24. Like
    tommysticks got a reaction from Bourbon in Spawning empty case in the world after firing a gun   
    Sup man.
     
    I'm not good at translating stack traces, but try changing line 90 from this:
    Events.OnWeaponSwingHitPoint.Add(aaa.fireShotHook);
    to this:
    Events.OnWeaponSwing.Add(aaa.fireShotHook);
     
    I don't know if the first one is a thing.
  25. Like
    tommysticks got a reaction from Bourbon in Spawning empty case in the world after firing a gun   
    Can you print the new console log? This looks like an old version of the reload manager, I might be wrong.
     
    But if you get on, fire some shots and reload then print the log that might help.
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