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Tchernobill

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Everything posted by Tchernobill

  1. Until vanilla correction, I made this mod to fix the shore.
  2. B41.78 / Single Player / No Mod / New Save Map position: any shore tiles with 2 contiguous water tiles. Problem description: This short video shows that shore tiles with 2 contiguous water tiles: are blocking the path while they have similar representation as shore than can be walked (those with 1 contiguous water tile). I consider this to be the root bug but it is subjective: such squares should not be solidTrans, they should be walkable for intuitive user experience. block grave construction when they are the primary square, but allow grave construction when they are the secondary square. This is objectively a bug that can be corrected by inluding the condition that the square does not have the solidTrans property. Solutions: I do not know the right way to remove the solidTrans: I guess it must be handled in a map creation tool by correcting the tiles blends_natural_02_1, blends_natural_02_2, blends_natural_02_3, blends_natural_02_4 to have the same properties as blends_natural_02_8 and not the same as blends_natural_02_6 How to correct the Grave: server\BuildingObjects\ISEmptyGraves.lua ISEmptyGraves.shovelledFloorCanDig line 176: add 'or square:isSolidTrans()' condition.
  3. Tchernobill

    Zaumby Thursday

    So the next question about 3D will be: have you already stated on the option to change the game screen orientation ? (e.g. turning right would put North in the bottom right direction). Anyway, thanx for the depth buffer.
  4. Tchernobill

    Leapdoid

    @The Indie Stone Will the transparency behaviors be altered by B42 lighting and/or other technical updates ? I imagine it is hard to answer if this point was not targeted specifically, so no pressure on answering. I'm more specifically interested in the difference between player made building transparency that I find subjectively worse than vanilla building transparency. It is better described in this video.
  5. Being afraid of changes is normal human behaviour. Let them be, they'll hopefuly adapt. Try changes before building your own point of view, enjoy the positive things and otherwise give positive criticism or let things be.
  6. Tchernobill

    MOD ON GOG

    afaik, no. but you can dl mods from steam workshop with SteamCMD.
  7. First you would have faster (and probably better) answer on the discord: https://discord.com/channels/136501320340209664/232196827577974784 player:playSound("FemaleScream"..tostring(ZombRand(5)))
  8. This guide could include https://github.com/Poikilos/io_import_x as an option for .X import into blender. Tested OK with Blender 3.2
  9. In Item.java the interface DoParam is dedicated to mods and allows compatibility. As such, this problem is minor. Nonetheless When applying DoParam to primaryAnimMask, half of the override is missing, it should also include: this.replacePrimaryHand.maskVariableValue = this.primaryAnimMask When applying DoParam to secondaryAnimMask, half of the override is missing, it should also include: this.replaceSecondHand.maskVariableValue = this.secondaryAnimMask Regards,
  10. please make IsoGameCharacter.getStateUpdateLookup public so modders can create and add custom states. I guess it will also help if State.class becomes exposed.
  11. Video (29s) Context: Solo, no mod. Reproduction: Place stairs to reach the specific house including the square 10850x9842. Walk the North limit of the roof to the west. You will fall in the sleeping room (two sleeping beds). Notes: If you cannot teleport and either have no hammer or less than 2 in carpentry, you're stuck. This concerns the 3 tiles above the North part of the room: 10848x9842x1 10849x9842x1 10850x9842x1 TreatAsSolidFloor=false on the 3 tiles (should probably be true like the rest of the roof) This house of Muldraugh has a rare "low roof".
  12. Happy 30th birthday to all you Zombies out there ! Except maybe MrLamprey who's zombie is probably only 27 years old .
  13. @TIS Is reactivating clothes RunSpeedModifier part of B42 plan ? Please consider this just as a question, not as a request or pressure attempt of any kind. I'm just interested in planning.
  14. Solo, no mod. See video. Reproduction: start in debug mode, teleport outside the Westpoint Armory. Build stairs to access the west side level 1 of the building, walk east. This gives access to all weapons inside without breaking a wall / opening a door. Credits to Josh who described it first (afaik)
  15. https://steamcommunity.com/sharedfiles/filedetails/?id=2972289937
  16. House Corner bug B41.78.16 x=10919 y=10096 Reproduction steps: new solo game, go to 10919x10096, crouch and move against the north wall. 1/ Vanilla (the player is equipped with a katana in both hands) 2/ Better description but modded: while testing with zombie animations on player (mod messing with AnimSets and setVariables) Unrelated context: Solo New game
  17. please expose LineDrawer class to lua.
  18. having these classes exposed would be helpfull and give a lot of possibilities to mods. PolygonalMap2.Path PathFindBehavior2.PointOnPath All types involved in PathFindBehavior2 may be usefull to modders.
  19. It looks like the .pack format definition has changed over PZ lifespan. New header seems to be / include pzpk (UI2.pack) while old format was starting with the number of pages(UI.pack). Where can I find the format definition ? answer is: on this git repository.
  20. Growing seasons awesome. P**p test guesses: Rabbit, Cow, Cat, Human, Dog, Bird.
  21. Auto Eat does that (now) Also auto drink does not auto fill bottles from nearby water sources.
  22. Through PZ, I cannot use a gif as a previewFile for my workshop item. I must use a file named preview.png. If this is just a PZ limitation, can you extend the possible preview files to both preview.png and preview.gif ?
  23. Currently IsoZombie ModData is seems not to be saved "by default". It is saved if we set the flag "bReanimatedPlayer". But this "bReanimatedPlayer" flag has another meaning (and other consequences when set). A way to control more precisely IsoZombie ModData instances save process would be awesome. Especially with a way to control the IsoZombie saving process on the server in Multiplayer. (but this second point is maybe already available, I just have not understood the process yet) Regards.
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