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Neutz

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Posts posted by Neutz

  1. I believe this may be left in code or something from a test build that was forgotten about?

     

    Doesn't matter if you have debug mode off but if your press F11 and go to Map you can mouse over an area and press T to teleport.

    Works on every server and also had a friend try it

     

  2. I like the darkness and flashlights and all, the only problem ive ever had with flashlights is they light up your whole character and the area around you.

     

    It should be more of a cone of light slightly in front of the torch, currently its like a beam of light coming from your ass xD

  3. Was dismantling wrecks south of Muldraugh for metal, after i done a few right clicking anywhere gives an exception with 12 red errors.

    Restarting the game and loading up the save its still there.

     

    Edit: Seems to be related to my empty propane torches as when am carrying more than 1 empty torch and try to right click i get the error.

     

     

    ERROR: General, 1572231806560> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: getDrainableUsesInt: Expected a method call but got a function call. Correct syntax: int obj:getDrainableUsesInt()
     at MethodArguments.assertValid line:123.
    ERROR: General, 1572231806566> DebugLogStream.printException> Stack trace:
    java.lang.RuntimeException: getDrainableUsesInt: Expected a method call but got a function call. Correct syntax: int obj:getDrainableUsesInt()

        at se.krka.kahlua.integration.expose.MethodArguments.assertValid(MethodArguments.java:123)
        at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:186)
        at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:186)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1006)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1942)
        at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1861)
        at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:97)
        at zombie.inventory.ItemContainer$EvalComparator.compare(ItemContainer.java:779)
        at zombie.inventory.ItemContainer$EvalComparator.compare(ItemContainer.java:766)
        at zombie.inventory.ItemContainer.getBestOf(ItemContainer.java:808)
        at zombie.inventory.ItemContainer.getBestRecurse(ItemContainer.java:830)
        at zombie.inventory.ItemContainer.getBestTypeEvalRecurse(ItemContainer.java:884)
        at sun.reflect.GeneratedMethodAccessor305.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
        at java.lang.reflect.Method.invoke(Method.java:498)
        at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)
        at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
        at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188)
        at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:186)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1095)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1942)
        at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1774)
        at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
        at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:134)
        at zombie.Lua.Event.trigger(Event.java:37)
        at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:204)
        at zombie.Lua.LuaEventManager.triggerEventGarbage(LuaEventManager.java:218)
        at zombie.Lua.LuaManager$GlobalObject.triggerEvent(LuaManager.java:2593)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
        at java.lang.reflect.Method.invoke(Method.java:498)
        at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)
        at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
        at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:79)
        at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:186)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1006)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1942)
        at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1774)
        at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
        at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:134)
        at zombie.Lua.Event.trigger(Event.java:37)
        at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:162)
        at zombie.ui.UIManager.update(UIManager.java:889)
        at zombie.GameWindow.logic(GameWindow.java:234)
        at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:60)
        at zombie.GameWindow.frameStep(GameWindow.java:671)
        at zombie.GameWindow.run_ez(GameWindow.java:592)
        at zombie.GameWindow.mainThread(GameWindow.java:460)
        at java.lang.Thread.run(Thread.java:745)
     

  4. Just noticed that choosing Apocalypse is actually Survivor mode again xD

     

    Noticed it in my save file when i was sure i chose Apocalypse, Made a new game and choosing Apocalypse sets the difficulty to Survivor sure enough

     

    Either that or the save files are labelled wrong

     

    Also can't pick up or dissassemble some 2 tile objects, The desks here have the same issue

     

    image.thumb.png.4695702986868a218a32a148bc4177cd.png

  5. pre

    3 hours ago, Romeroite said:

    With the high res models and expanded character customization...

     44xOiZj.png

    Can we expect dynamic beard growth?

     

     

    Pretty sure one of the devs said in discord that hair would grow now.

  6. March ridge in the vanilla map has some terraced houses. If you want a bit of variation creating separate houses can be better but it's a bit more work getting everything to line up.

     

    Looking at the ones in march ridge they are just one building and pretty sure they are mostly copy + pasted

     

    Also 1 key will work for all the "houses" if it's just one building

  7. On 10/7/2019 at 9:35 AM, You've Got Red On You said:

    Is it possible to allow it to be an open community project that others are free to edit?

     

    I did think about releasing it for someone to pick up but at this stage I'm just gonna keep it unreleased.

     

    If Louisville doesn't live up to expectations I may continue it or I might work on it when I get a chance and then release it as a much smaller version of what was planned, but no promises.

     

     

  8. This map is now discontinued for the foreseeable future. I currently don't have the free time I did when I started it. It may have been too ambitious and I know alot of people were looking forward to it, so for that I apologize.

     

    All the buildings have been released for people to use in their custom maps and can be found in the buildings forum.

     

    Neutz

  9. As an above poster said about ragdoll physics.

     

    Is it actually possible to have ragdoll physics in the game engine? Would it work.

     

    Watching the video where the police officer with the shotgun is shooting zombies the zeds all die the same and it looks weird

  10. 13 hours ago, lemmy101 said:

     

    Probably not in the anim update, but we have a completely new gun aiming system planned that'll prob be in the hunting update after. Think of the old Commandos games with their sniper rifle sights that follow the mouse. We're going to try make shooting a more player skill based, visceral and satisfying, with less reliance on RNG with some of the FPS style mechanics like bullet spread indicators on sights, and aiming with your mouse (tho obv the bullet will still travel from the player and may hit cover etc)

     

    So good to hear, I posted a long loooong way back in the suggestions about using the commandos style sniper rifle scope as an idea for aiming, I think it will fit PZ pretty well.

     

    Really excited for all the bits and pieces that have needed updating for ages finally getting overhauled, hunting, fire effects, aiming etc.

     

  11. Just some outfit ideas I can think of on the spot

     

    Pilot (general airline and military variations)

    Hospital patient (hospital gown etc)

    Nurse

    Trucker

    Hazmat suit soldier (I think this is in but not sure?)

    Hunter (camo pants and hat + high vis, found in forests)

     

    Also as another person mentioned a ghillie suit. Will it be possible to have special outfits like this give you + to sneak or are we going to far RPG with this?

     

  12. Original designing an area for the redboid servers safezone, Not sure if i will post it to the workshop at this stage or it will be exclusive to the server.

     

    Taking inspiration from TWD's Alexandria this is a survivor community meant for Mulitplayer servers.

     

    The houses will be mostly unfurnished to alow players to furnish the interiors how they like.

     

    I will add Solar panels at some point, hopefuly once the new power grid system is in this place will have legit solar power 24/7/

     

    New Perimeter walls also.

     

    Community2.thumb.png.dad605f4426e4a0fb7c7eda4a3bc00fd.png

     

    Community.thumb.png.71dccce96f02bc0e6695d37687065b61.png

     

     

     

     

     

  13. 2 hours ago, Kaleidozombie said:

    I'm not sure how they would handle the water. Perhaps building barrels overhead like you can with the sinks? The downside is the noise. 

     

    A suggestion would be to give maybe metalworking the ability to craft a water tank/rain collector or something, which could then be connected to buildings the same way generators are. Giving the whole structure water

     

    I would like to see washing machines usable, I never bother to clean my clothes as the downside of wearing dirty clothes is too minor and washing them currently is tedious when they get dirty so fast

  14. On 12/2/2018 at 7:40 AM, sharkstertheshark said:

    What you are thinking of is a plate carrier where you insert trauma plates to stop rounds which is a (relatively) new development. I am referring to a PASGT vest which is rated to stop pistol rounds and low velocity shrapnel and was in service since the 1980's.

     

    1280px-PASGT_vest_and_helmet,_1991.jpg

     

    These totally fit the time period. I cant imagine soldiers running around with nothing but a helmet and no armor on.

     

    I have to agree, the soldiers need some sort of vest. An armor system or just the shirt modeled that way would do.

  15. On 9/23/2018 at 1:51 PM, bwc153 said:

    Military bases typically have trees cut down for a few yards around the perimeter to give a good sight-line of anyone trying to get into the compound,  would you be willing to reduce some of the trees next to the fences?  I really like the look of the base, and that armory room is exciting both visually and in the prospect of how much loot it would contain.

     

    Updated a new version, i moved the treeline back slightly and fixed a few other map errors.

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