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dylan1313

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Everything posted by dylan1313

  1. i too concur with this message as another resident of Ontario Canada (mainly because i find a pun in the fact that the Dominion supermarket was replaced by Metro and Dominion got forgotten.)
  2. changing the key is a complicated posses (especially if you don't know java or ASCII) so don't bother doing that. another way, that isn't as time consuming and a lot easy er, is for you to use a virtual/on-screen keyboard that has other languages on it (for this you should use the US keyboard). This way it shows you the location of where the ~ key would be on your keyboard (which is typically found under the Esc. key on the top left hand corner of your keyboard). I hope this helped! -Dylan
  3. Noone forces a modder to put his mods up on Steam Workshop, only.I'd say 95% of the Skyrim mods that are available on Workshop are available on Nexus too. Workshop makes it easy to install them. I didn't mean to suggest PZ would force its use, only that I'd much rather an "external" mod site be PZ's "primary" one than a Steam-only source. Then again, I've made my distaste for Steam rather obvious so I'm gonna say that, aren't I? I've never used Steam for any Bethesda (or other) game mods, so wasn't sure how it even works; Nexus has great mod managers/loaders that I'm more than happy with, some of 'em dating way back to when we were modding Fallout 3 with hex editors. But DOES Steam limit what mods can be posed to Steam Workshop? I'm curious. So no "content restrictions"? Just the obvious (no posting other people's work as your own, using copyright material such as music, etc.)? Cool. I just wondered if they were more restrictive about "hot coffee" type issues than, say, a third party mod site like Nexus (which can be draconian at times too, I'll admit). Gave me a smile thinking of Steam refusing to allow a "nude mod" for PZ... ("damn, this zoom function needs to be improved a hell of a lot, guys!") steam workshop is one of the easiest forms of installing mod, you literally find the mod you want and click the "subscribe" button that is beside the mod and it will be automatically installed, and if you want to Uninstall it (aside from the fact that zomboid has a new mod loading system and you can just turn it off in-game) you just hit the "unsubscribe button" and as for restrictions you can post literally anything. i have gmod and i would know because if you want something it will be on there (i have found numerous naked player and rag-doll models on there). and uploading mods are very easy too. you need to actually use steam before you can judge it with a bias opinion, becasue you were kind of attacking steam blindly (and there are a lot more than Bethesda games in the world, especially on steam)
  4. don't worry, some old man gave me a wooden sword, so i'll do just fine.
  5. will there be a Project Zomboid workshop in steam, if so when is it planned to be implemented?
  6. Sorry Dylan but I was referring to the recent builds 0.3 was only because I made it into the correct 2.9.9.17 mod file format and the other fixes were by ExcentriCreation. I don't want you to feel as if you're no help but me and you both haven't done much although you've done more than me. I would also like to inform people some changes that will take place. I recently had a talk with a moderator discussing recent copyright events. zSpawn is a great tool but it seems the rules might change due to someone using zSpawn in their mod without giving credit. This event angered many moderators and has brought unwanted conflict on some rules with the modding community. With this said some changes might change around modding rules and standard agreements thus changing how people mod. This limits your use but also protects peoples work similar to the copyright law. This would prevent people from using others work and adding to them (or modifying them) then republishing it. This doesn't mean you can't view another mod's coding and creating your own from that reference. This can effect zSpawn in a few ways such as ending further work on it and preventing us from publishing anymore updates. The good news is ExcentriCreation has re-written the whole code base thus making the new zSpawn his own original mod. The only problem that this leaves us is the name, we don't own the name zSpawn since the original creator hasn't contacted us in anyway since Dylan republished it. Me and ExcentriCreation have decided on the name NecroForge (a mix of "the book of the dead" with forge at the end). This new "zSpawn" will allow you to do so much more than you could previously and I assure you ExcentriCreation will make this mod better than zSpawn could ever be. Sorry Dylan but I was referring to the recent builds 0.3 was only because I made it into the correct 2.9.9.17 mod file format and the other fixes were by ExcentriCreation. I don't want you to feel as if you're no help but me and you both haven't done much although you've done more than me. I would also like to inform people some changes that will take place. I recently had a talk with a moderator discussing recent copyright events. zSpawn is a great tool but it seems the rules might change due to someone using zSpawn in their mod without giving credit. This event angered many moderators and has brought unwanted conflict on some rules with the modding community. With this said some changes might change around modding rules and standard agreements thus changing how people mod. This limits your use but also protects peoples work similar to the copyright law. This would prevent people from using others work and adding to them (or modifying them) then republishing it. This doesn't mean you can't view another mod's coding and creating your own from that reference. This can effect zSpawn in a few ways such as ending further work on it and preventing us from publishing anymore updates. The good news is ExcentriCreation has re-written the whole code base thus making the new zSpawn his own original mod. The only problem that this leaves us is the name, we don't own the name zSpawn since the original creator hasn't contacted us in anyway since Dylan republished it. Me and ExcentriCreation have decided on the name NecroForge (a mix of "the book of the dead" with forge at the end). This new "zSpawn" will allow you to do so much more than you could previously and I assure you ExcentriCreation will make this mod better than zSpawn could ever be. well this makes me feel a tad betrayed....... especially because this is the first I've heard of this . does this mean you guys are leaving me?
  7. Just to clarify the one who made the fixes for ZSpawn is ExcentriCreation. In-fact hes trying to make it more user friendly with a better window and maybe a search bar. Dylan is just the guy who reposted the mod and hasn't done much besides toss around ideas with us. So please this is a group effort and ExcentriCreation deserves more respect for doing a lot of fixes and improvements. Oh and yes there is a good chance for spawning zombies. HEY i have done quite a bit, i did versions 0.2 & 0.3, so i did do a lot, just i am not as skilled of a programmer as ExcentriCreation. so hey, but yes ExcentriCreation should get quite a bit of credit for giving us his awesome skills.
  8. k thx for the help, i got what i needed, the keyboard diagram was very helpful.
  9. k thank you very much i have been looking for something like this for quite a while. EDIT: i just checked and it has the NumPad ENT value is 156 but in game it is 28, which would be the regular Enter.
  10. Credit to Spyder638 for originally creating the mod. This is an Item Spawner mod, it uses an ingame window that you can navigate through and spawn items with. it will first pop up when you start the game, and can be reopened by pressing the NumENTER KEY. Note: I am not sure if i can emphasize this enough but i still attend school (grade 12) so i don't always have time to work on this mod (or shouldn't, but i generally do anyway). So if ANYBODY has any suggestions, bugs reports/fixes, or can and is willing to help me code and get updates for this mod out sooner I URGE you to PM me. Features: Spawns a variety of weapons and itemsuses the new UI window to select the item you want without having to memorize codesBugs: graphics glitch with [2.9.9.15], has yet to appear in [2.9.9.16]if one of the tabs from ZSpawn gets dragged it will go back to where you wanted to move it from and a ghost frame will carry with you outside of the ZSpawn window and only goes away if you close the ZSpawn windowTo Do: an updated items list to include recently added itemsMake the ZSpawn Window more efficientInstallation for PZomboid 2.9.9.16 and lower: unzip the fileopen the ZSpawn Foldermove the Media folder into your ProjectZomboid FolderInstallation for PZomboid 2.9.9.17+: unzip the filemove the ZSpawn Folder into your mods folder that is inside your ProjectZomboid FolderZSpawn 0.2: ZSpawn.zip ZSpawn 0.3: ZSpawn 0.3.zip This mod seems to be outdated and does no longer work with the current Steam build. - RoboMat ZSpawn 0.3* (2.9.9.17 compatible): Zspawn 0.3.zip *in 0.3 [2.9.9.17] compatible version the ZSpawn window no longer automatically spawns when you start the game, but you can still just open it the normal way. ZSpawn 0.3.2 (2.9.9.17 compatible): Zspawn (0.3.2).zipnow plays a lot friendlier with the game, and frame rates when you constantly need to close and reopen itmajor credit to ExcentriCreation for providing us with this fix*****IMPORTANT***** Now you need to press the ~ KEY to open ZSpawnAgain major Credit to Spyder638 for originally creating the mod. You can find his original thread here.
  11. i have been trying to find/figure out what keys are assigned to what number values, is there a list that shows all the keys and their number values? or can one be provided? because i really need one right now to help assign a new key for a command in my mod, but i don't know the number value of it. So please if somebody who knows could provide me with a table listing the, it would be greatly appreciated.
  12. i also PM you about this but i'll also put it here for others to see and judge for them selves if it seems reasonable. as you know i already am updating ZSpawn under the WIP Mods(where is should be because it really is a WIP), but i am not mad that you posted the other topic, if anything i am glad you too take an interest in updating ZSpawn, and it would be great if we could work together on this, but i would prefer if you took down your post and we would use mine, considering i have already done a pile of work on it, and that i did take the responsibility of ZSpawn until Spyder638 wishes to take his mod back (if he does). so again i would love to collaborate with you to develop ZSpawn, and i would obviously share credit with you, but i would prefer there only be one ZSpawn topic on the Forums.
  13. I am having trouble figuring out this one bug with ZSpawn, in the previous versions of Zomboid ZSpawn would have "sticky Tabs" all you had to do was click the tab button once to pick it up and once more to drop it. But with the newer versions of Zomboid it is like the sticky tabs bug evolved, what happens now is that if you select AND drag a tab it then let go, 1 it doesn't stick anymore BUT the tab resets and goes back to where it was, and if you move your cursor outside of the ZSpawn window it acts as if you are still dragging the tab and you only have that white outline of it. the outline of the tab doesn't let go no matter how many times you click outside of the window or even other tabs. so i was wondering if i could get some advice on what code should i edit/add to ZSpawn so it plays nice with the ISTapPanel.lua file. If possible it would be great if i was contacted by my Skype account so i get the message instantly and i can respond and speed up the process, i just don't want to modding community to wait to long for this next update. Skype: Dylan-Donsky
  14. dam this community is awesome, you guys really know how to make a guy feel so welcome and appreciated, so i thank you all

  15. dylan1313

    ZSpawn

    your the Dev. you tell me. and it really makes me feel all warm and fuzzy inside that so many people are taking interest in my stuff and that Such awesome people like you take the time to interact and look through the posts (especially when they are mine )
  16. dylan1313

    ZSpawn

    last i checked the enter key worked, i use both mac and PC (unless you have a shortened keyboard of course), so i didn't know this but i will change it for the greater good.
  17. Having fun getting back into the community and i am actually starting to post mods WOOOOH

  18. dylan1313

    ZSpawn

    Credit to Spyder638 for originally creating the mod. This is an Item Spawner mod, it uses an ingame window that you can navigate through and spawn items with. it will first pop up when you start the game, and can be reopened by pressing the NumENTER KEY. Note: I am not sure if i can emphasize this enough but i still attend school (grade 12) so i don't always have time to work on this mod (or shouldn't, but i generally do anyway). So if ANYBODY has any suggestions, bugs reports/fixes, or can and is willing to help me code and get updates for this mod out sooner I URGE you to PM me. Features: Spawns a variety of weapons and itemsuses the new UI window to select the item you want without having to memorize codes Bugs: graphics glitch with [2.9.9.15], has yet to appear in [2.9.9.16]if one of the tabs from ZSpawn gets dragged it will go back to where you wanted to move it from and a ghost frame will carry with you outside of the ZSpawn window and only goes away if you close the ZSpawn window To Do: an updated items list to include recently added itemsMake the ZSpawn Window more efficient Installation for PZomboid 2.9.9.16 and lower: unzip the file open the ZSpawn Folder move the Media folder into your ProjectZomboid Folder Installation for PZomboid 2.9.9.17+: unzip the file move the ZSpawn Folder into your mods folder that is inside your ProjectZomboid FolderZSpawn 0.2: ZSpawn.zip ZSpawn 0.3: ZSpawn 0.3.zip ZSpawn 0.3* (2.9.9.17 compatible): Zspawn 0.3.zip *in 0.3 [2.9.9.17] compatible version the ZSpawn window no longer automatically spawns when you start the game, but you can still just open it the normal way. ZSpawn 0.3.2 (2.9.9.17 compatible): Zspawn (0.3.2).zip now plays a lot friendlier with the game, and frame rates when you constantly need to close and reopen itmajor credit to ExcentriCreation for providing us with this fix*****IMPORTANT***** Now you need to press the ~ KEY to open ZSpawn Again major Credit to Spyder638 for originally creating the mod. You can find his original thread here.
  19. i love your mod but i was wondering if you could collaborate with ZSpawn so you can use an in-game menu system and ZSpawn would get updated. i think it would be the best of both worlds (i personally have been tinkering with ZSpawn a little but i don't have the time to do it completely) credit can be given to Spyder638 for he created the mod here is the mod post: ZSpawn
  20. what happens if you find a mod that you really like but it is unfinished, hasn't been updated for a long time and the member that posted it originally is unreachable, or if the mod is not posted to the new forums yet? for example the mod ZSpawn. It has been long overdue for an update/bug fix. but i cannot reach the original member that posted this mod and i really want to post it back onto the new forums with some fixes and updated that i applied to it. so would i be able to do it?
  21. no problem, it is my joy to scavenge through the code of PZ and help debug it (and cheat a little) but i have only taken one year of basic Java programming (i am taking the more advanced class right now) and i already am editing and debugging code, i find it kind of neat, because once you have a basic understanding of java the rest is just strait forward and not hard to get a hang of. (and getting recognition from the community makes me feel all warm and fuzzy inside)
  22. thank you for posting this, it is really tedious for me to constantly go through the text files every time there is an update.
  23. about to release an update to work for [2.9.9.16] it will be up shortly (i still haven't downloaded .16 yet, i have been gone a while) K [2.9.9.16] compatible version is up.
  24. Description I am new to coding and this is my first real post, i am unsure if other people have been having this issue but when ever i open the inventory panel all the things that use a Condition bar are always messed up and not aligned with the actual item, this fixes that. i hope this gets to Lemmy or one of the Devs. because it is an easy fix and they can incorporate this into the new patch, which makes it a lot easier for me because then i don't have to keep on updating the Code So here you go! [2.9.9.10] - [2.9.9.15] condition bar alignment fix.zip [2.9.9.16] condition bar alignment fix.zip [2.9.9.17] condition bar alignment fix.zip *remember this is a fix not a mod, so you install it the way you use to before you got version 2.9.9.17 PM me if you have any ideas, fixes, or updates that i should do.
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