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Koregan

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  1. Like
    Koregan got a reaction from Daft_Hunk in Koregans-Server-Mod   
    I just want all other modders to know that I am working (for the last 2 months)
    on my Server-Mod for "Zeeks Apocalypse Roleplay-Server".
     
    The mod was installed yesterday, so it is still "in progress"
    and right now tested by our player-community.
     
    At the moment there are certain parts included:
     
    Autoupdater:
    - automaticaly checks for version of the mod on the server and downloads new versions.
    - at the moment not working bugfree: after instaling, the game freezez, but the second time you can login without any errors.
     
    Strangers:
    - That's the interesting part for the players.
    - When you meet a player the first time he is named "Stranger #" on screen.
    - You can rename him to any name you want and after this your given name is shown on screen (for you)
    - Also the chatbox shows the name "Stranger #" or "Voice #" if you did not meet him yet.
     
    Some admin-stuff:
    - Corpse will disappear after a cerain amount of time (no results yet) - (in future version perhaps there will spawn new zombies instead)
    - some information for us admins, like some statistics
    - Error-uploader, so i get feedback about stack-traces in player-consoles.
     
    There are some more things planned, but they will need some more time.
     
    If you want to test the mod, then join our server:
    http://zeeksapocalypse.boards.net/
     
    Special thanks to Blindcoder for his support in all my questions concerning mods, functions, ...
     
    Edit:
    I was asked about a public release of my mod.
    I will post a public-version here on tis-forum, so other modders
    can have a look on the code learn and copy parts of it.
    But because it was a lot of time I spent in programming this mod for our roleplay-server
    and the time to update it constantly, I would not like any admin to use this mod
    on his server without permission.

  2. Like
    Koregan got a reaction from RichCoconut in MOTD Pop-Up Menu & Summon Players   
    Hey rich, let's have a talk about these things in some days on the Zeeks-TS.
  3. Like
    Koregan got a reaction from blindcoder in Do I Have A Key For This? - Show if you have a key for a knob in the tooltip - v3.0.0   
    I already read so much code from you blindcoder, so i think it will be no problem.
    I just want to know how it is working exactly.
    In order to prevent collissions with my mods and to find some new nice functions / ways which I can use for my mod-ideas.
     
    If anyone wants to start modding, I can recommend just reading blindcoders lua-files.
    (I think it is written really nice to understand.)
  4. Like
    Koregan reacted to blindcoder in Do I Have A Key For This? - Show if you have a key for a knob in the tooltip - v3.0.0   
    After stumbling over this thread http://theindiestone.com/forums/index.php/topic/13649-serious-problem-with-the-new-keys-and-lockable-doorknobs/ I realized that I actually do have that implemented already.
     
    What's this mod do?
    It shows you a short info in a doorknobs tooltip if you have a key for this specific knob in your keyring.
    Also, when you right-click on doors, you get an option to drop one key for this door to the ground.
     

     
    Where do I get this mod?
    On github: https://github.com/blind-coder/pz-dihakft/releases
     
    How do I install it?
    Like any other mod, download and extract to Zomboid/mods, then enable it in the Mods section.
     
    Does this mod have tiny_avc support?
    Yes!
     
    What is the license of this mod?
    It's Free For All!
  5. Like
    Koregan got a reaction from blindcoder in Do I Have A Key For This? - Show if you have a key for a knob in the tooltip - v3.0.0   
    Unfortunately, there is no possibility to "allow" users to use a mod on multiplayer.
    If the server-owner implements it on the server, you "must" have the mod installed, or you are not able to join the server.
     
    But back to the mod in general.
    As usual, a nice mod from blindcoder.
     
    I will have a look on the code and probably take the files into the mod-package we will install on Zeeks-Roleplay-Server.
     
    Thanks to you, blindcoder. You are doing a lot for the PZ.-community!
  6. Like
    Koregan reacted to JindoBlu in Round Battle   
    ROUND BATTLE(temporary title)

    Hi! Me and my big brother wanted to play something new, so I'm making a simply and funny arena game. Here some info (sorry for the quality of pics and video)
     

    VIDEO:


     
    ►HOW TO PLAY? :
    You can shoot, use special weapons, kick and dodge. You have to defeat your opponent or push it down from the arena. Pretty simple.
     
    ►HOW MANY PLAYERS? :
    Two. Or one, I've almost finished cpu script.
     
    ►WHICH PLATFORMS? :
    I'm developing this for Android in mind, but of course I'll release for Pc, Mac and Linux.
    On android I've already implemented touch controls and all the stuffs but there will be only single player mode (maybe one day I'll learn networking )
     
     
     
     
    Here some special weapons: only three gifs because I'm tired and I need to sleep...
     
    Mine

    Frozen Orb

    SHOTGUN (?)

     
    And here some maps pics. At the moment there are 7 arenas.
     
    LIVING ROOM: if you pass through the door's cat passage (how do you say it?) you will be spit out from the air conditioning duct.

    ISLAND: twice a minute water goes up and you have to swim onto the raft or your life bar decrease

    FAR WEST: the mine kart travels the road

     
    Some numbers: at the moment there are 8 characters, 9 power up, 16 hats and 7 maps.
    I'm at 70 % of developing.
     
    Sorry for the bad english.
    Would you like to play this game with your friend ? 
  7. Like
    Koregan reacted to JindoBlu in Round Battle   
    Almost finished, making the tutorial.

  8. Like
    Koregan got a reaction from zoyd in They're Crawling Out!   
    In order to run it on multiplayer, there have to be some changes in the mod-code.
     
    On your local client, you can not spawn any zombies (because only the server can spawn zombies),
    and the server does not spawn zombies because the mod is written for local computers.
     
    This could be done with clientcommands:
     
    If the mod is running on your client, then the client can send a clientcommand to the server instead of trying to spawn zeds himself.
    Then the server has just to spawn a zed on the requested square.
     
    But this should be done with all changes.
    Because I think otherwise, the changes are only on your local map (like probably at the moment).
    If you run around the block and the map-tiles are reloaded from the server, they will be overwritten and there will be no dirt on the floor.
    If the changes are made by the server, the changes will be safed on the map.
     
    So perhaps the autor of the mod will try to do these changes.
    (But I can tell you, it is more difficult to test it, because you need your local server, two clients to check errors with more than one player in game, ...)
  9. Like
    Koregan got a reaction from Staina in Would it be possible to make a cooler for when power goes out to keep stuff cold?   
    Sounds like a nice idea for a mod.
    Perhaps the fishing-nets could be used.
    So while fishing, you can enjoy a cold beer.
  10. Like
    Koregan got a reaction from syfy in See Character name instead of username in MP.   
    Yeah, this would be nice, expecially for whitelisted roleplay-servers.
    (Then it would be possible to let the user stay on whitelist after character-death, while the displayed charactername changes.)
     
    In my opinion a change from 'DisplayUserName=true/false'
    to 'DisplayedName='User/Char/None'.
  11. Like
    Koregan got a reaction from MrZombifiedGamer in See Character name instead of username in MP.   
    Yeah, this would be nice, expecially for whitelisted roleplay-servers.
    (Then it would be possible to let the user stay on whitelist after character-death, while the displayed charactername changes.)
     
    In my opinion a change from 'DisplayUserName=true/false'
    to 'DisplayedName='User/Char/None'.
  12. Like
    Koregan got a reaction from blindcoder in Tiny Automated Version Checker (tiny_avc) 0.8.5   
    No ETA.
     
    Nice job!
    (I imagine...  you, building a loginscreen for MP with buttons for downloading the needed mods... )
  13. Like
    Koregan reacted to blindcoder in Tiny Automated Version Checker (tiny_avc) 0.8.5   
    Love modding PZ?
    Running through the forums thrice daily to check for new versions?
    Tired of doing so?
     
    Then go and nudge your Mod Creator to support Tiny_AVC!
     
    What is Tiny_AVC?
    It's the Tiny Automated Version Checker!
     
    What's it do?
    It checks if there's a new version for your installed mods!
     
    How does it do that?
    Automagically! If your mods creator supports it, that is.
     
    Cool! What does it look like?
    Like this:
    Version 0.8.0:

    Version 0.6.0:

    Earlier versions:

     
    Awesome! What do mod creators need to do to support tiny_avc?
    Nothing much!


     
    Fantastic! Where do I get this magic piece of a mod?
    Either from github: https://github.com/blind-coder/pz-tiny_avc/releases/
    Or from Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=501890482
    Or right here:
    pz-tiny_avc-0.8.5.zip
    pz-tiny_avc-0.8.4.zip
    pz-tiny_avc-0.8.3.zip
    pz-tiny_avc-0.8.2.zip
    pz-tiny_avc-0.8.0.zip
    pz-tiny_avc-0.7.0.zip
    tiny_avc-0.6.0.zip
    tiny_avc-0.5.0.zip
    tiny_avc_0.4.7.zip
    tiny_avc_0.4.6.zip
    tiny_avc_0.4.5.zip
    tiny_avc_0.4.4.zip
    tiny_avc_0.4.3.zip
    tiny_avc_0.4.2.zip
    tiny_avc_0.4.1.zip
    tiny_avc_0.4.0.zip
    tiny_avc_0.3.1.zip
    tiny_avc_0.3.0.zip
    tiny_avc_0.2.0.zip
    tiny_avc_0.1.0.zip
     
    ChangeLog


     
    Special Thanks
    To RoboMat who made the v0.8.0 release possible!
     
    Enjoy!
     
     
     
    Mod License
    Free for all
    This mod can be added to and extended by the whole community. Crediting the original author would be lovely, but isn't necessary. (Then again, this community values loveliness above all else.)

  14. Like
    Koregan reacted to SiderisAnon in Extended Building Options   
    Extended Building Options
    Welcome to the Extended Building Options mod forum thread. This mod came into being because I am the type of person who loves to have more things to build in any sandbox game I play. When I looked for existing mods that would allow this, the ones I found were not working because update 30 had changed how world objects are built, breaking those mods.
    I sat down to learn about Project Zomboid modding and to try and get one of those mods working for my own play. In doing so, I discovered that it would in many ways be more interesting to simply create a building mod from scratch. As I both put a lot of work into this mod and figured that other players would enjoy having more building options, I decided to share this mod with the Project Zomboid community.
    This mod is inspired by the "Building Mod Reloaded" mod by Gaunti12, which was in turn based on the "Building Mod" mod by Badtrix. I have added additional buildable objects to what those mods provided; not all of their objects were included. Some of my inspiration and education also came from the "Handmade Wooden Dowels" mod by Onkeen.
    The metal and metal scraps concepts are taken from "Building Mod Reloaded". Their implementation here is my own. The components for the two mods are not compatible with each other.
    The "Building Mod" had digging for clay. My clay and brick are not compatible with whatever was produced by that mod. (I never looked closely, so I am unsure whether that mod produced bricks or how.)
    This mod would have been impossible without the tile splitting ability of the UnPacker utility from the Project Zomboid forum.
    Current Download
    April 9, 2015: Extended Building Options mod version 1.4 for Project Zomboid version 31.10.
    Update History:
    What You Can Build
    This mod includes walls, floors, containers, tables, chairs, beds, light posts, and a variety of decorative elements. The current full menu listing is in the spoiler block below.
    The list is pretty extensive because I went a little crazy in adding lots of buildable items into the game. When it came to floors, I probably went too far, but I was trying to see just how many different floor types could be added.
    I used the base Project Zomboid files for anything that was built, so they will interact with the world just like any normal object. They can also be deconstructed just like any of the default items you can build.
    Screenshots Can Be Found Here
    Getting Started In Game
    Depending on what you want to build, you will need some kind of a tool. Wood requires a hammer or stone hammer, metal a screwdriver, and brick a masonry trowel.
    I primarily based the materials required on the objects you can already build in Project Zomboid. For most things, you need planks and nails. For metal objects, you will need metal plates and screws. For stone objects, brick and clay. Wall hangings are generally a piece of paper and a nail.
    Just use a right-click like you would for normal building. The menu will be called "Extended Building Options".
    New Items Added
    Small Piece of Metal: Created by hammering various metal items. Sheet of Metal: Found in the world or crafted from metal pieces. Empty Can: When you empty a can of food or soda can. Fill it with water or hammer it into metal pieces. Masonry Trowel: Found in the world or crafted from a gardening trowel. Lump of Clay: Dug up from sand or gravel. Shovel required. Raw Brick: Shaped from Clay. Brick: Bake a raw brick. New Recipes Added
    Many in-game items can be hammered into metal pieces. Put twenty metal pieces in a baking pan or roasting pan, cook it, and you end up with a metal sheet.
    You can hammer a standard trowel out flat into a masonry trowel.
    With a shovel, you can dig in sand or gravel to find clay. Shape the clay into a brick. Cook the raw brick to get a brick you can use to build. As long as the brick is still "raw", it can be shaped back into clay.
    In case you want a lot of flower beds, you can now cut tree branches into twigs with a saw.
    Things To Keep In Mind
    Some objects can be rotated to change their appearance. This should be noted at the bottom of that object's tooltip. You can mix and match wall styles however you want. Same with fences. Fences can be jumped over and will not stop zombies; they work just like the fences you can build in the default game. Any door frame section can hold any door. All of the floors work identically. Even if it is called "carpet", it will support your weight or keep the rain out. You do not need to build a wooden floor and then lay carpet over it. The flower beds are also floors. Yes, you can build an upper story out of them and walk around on your flower garden. Everything in the "containers" menu holds the normal inventory size of fifty. I figured out how to give the containers icons other than the default crate, so that should make mass storage a bit more interesting. The "Mini Fridge" is buildable for humor value. It functions as a container, but do not expect it to keep your food cold even if I did give it the refrigerator icon. You can sleep in the beds, couches, and chairs as normal. The "Wall Hangings" must be placed against a wall. The "Light Posts" work just like the current lamp on a pillar you can build; mine just look nicer. You will need a flashlight to build them. Object Stength
    Game objects start with a base health, then add 50 health per point of Carpentry. The Handy trait adds 100 health. This allows for a maximum health amount of [base] + ((Carpentry * 50) + Handy.
    Stone walls (300 base) are stronger than a plank wall (100 base), but not as strong as a log wall (400 base). Metal walls are just as strong as a log wall. Fences and posts are technically walls in Project Zomboid. There are no metal "walls" in the mod, but there are metal "fences". Metal stairs are the same strength as the wooden ones. Stone Containers (200 base) are stronger than wooden ones (100 base). Metal containers, including the lockers, are much stronger (400 base). Wall decorations have very little health (40 base, no bonus for Carpentry). Some Side Notes
    I have tried to comment the code enough so that others can learn from my mod as I have from previous mods. I have also done this in case at some point another programmer has to update this mod for a later version of Project Zomboid. Hopefully I did not go so far in my explanations that the code becomes unreadable.
    If you want to run testing on this mod, uncomment the "ISBuildMenu.cheat = true;" line in "EBOBuildMenu.lua". This will allow you to build any item in the mod without tools or materials. It will also allow you to build the base Project Zomboid buildable objects without tools or materials as well.
    Artwork
    The item sprites I am using were provided by Svarog and Onkeen, some of which are based off of sprites already in Project Zomboid. These look much better than what I was originally using. Thank you!
    Future Plans
    Currently, my workload is a bit high, so I am not going to make any promises on additions to the mod for a bit. I will monitor this thread so I can fix any bugs that crop up.
    I do still have a list of things I want to do, just not the time allocation currently.
    I can say that things like generators or solar panels for refrigerators and lights are not going to happen because they are outside the scope of this mod. Working stoves have also been requested, but I know another modder stated they were working on those, so I do not have any plans to dig into that code and will leave it to other minds than mine.
    Feedback
    I would appreciate feedback on the mod, how it plays, whether you think the material and Carpentry requirements are reasonable, and how it works in your game.
    If you find any bugs, please let me know.
    Also please let me know if any tooltips need to be changed; by now they all kind of blur together for me.
    Credit
    Credit Where Credit Is Due
  15. Like
    Koregan reacted to Scorpinox85 in RELEASED: Build 31   
    Screws or nails, trust me, with even a 20oz hammer I can snap screw heads or just claw-pry the entire board up and off. Granted screws will be a longer process to remove with a hammer, typically destroys (at least) the corners of the board so it doesn't look pretty, but when I want a board stripped pretty isn't a factor. I have worked concrete for the last 7 years or so, I pull A LOT of nails and jimmyrigged boards in some really tight spots and usually they are sealed in place by a fine or thick layer of concrete. If someone hammered it there, regardless of wood type or thickness (which both do factor in, yes) or the material it is attached to, you can ALWAYS get it down, it's just a matter of effort and proper tool use. If the crowbar were able to do what it does in reality, the effort would be much less so as well.

    I have a much bigger problem with sledgehammering through reinforced and concrete walls than I do with people removing boards from windows easily. Slugging through a wall that likely has rebar in it (Knox Bank for instance) shouldn't be as fast and easy as making a sandwich. Barricades are to keep zombies out, people are smarter than a corpse, it won't keep them out for long, like the old saying "locks only stop honest people."
  16. Like
    Koregan reacted to Boomspark in Spiffo.   
    When the nights are lonely, and there is a high chance of me dying, Spiffo is there. When I am slowly dying of infection, Spiffo is there. Sadly, Spiffo can't talk. Please make the Spiffo toys have a pull-string so we can hear his fabled voice, or some amazing sound effects. Please add this boredom reducing feature. I. Would. Enjoy. The. Hell. Out. Of. It.
  17. Like
    Koregan reacted to Wasteland in Car wreckage - early WIP   
    Well onr thing that made me upset all that time were empty streets. Knox looked like everyone just gone away with theyr cars and those that had no cars re survivors.
     
    So we decided to fix that problem on our server and made some new tilsets for car wreckage, abandoned cars and some other stuff.
     
    I know we will get cars some day BUT we will get working cars and i wnat to see some more trash and post-apocalyptic scene.
     
    So here is a bit whats done already:


  18. Like
    Koregan reacted to Jatta Pake in RELEASED: Build 31   
    It would be cool if existing structure sprite tiles could be given properties that require certain tools. Like you could remove an existing chain link fence with bold cutters only. You could probably map out which sprites required which of the following tools:
     
    wrenches, pliers, leverage tools (crowbar), cutters (box cutters), striking tools (hammers), struck or hammered tools (chisels), screwdrivers, vises, clamps, snips, saws, drills and knives
  19. Like
    Koregan reacted to CzarUltra in Clown Mod   
    Zombie skins/textures replaced with that of clowns-- big red noses and bright and colorful wigs and makeup Probably also clown-related clothing Clown blood is a colorful rainbow gradient! All zombie noise files are changed from eerie groans to hilarious honking noises, infectious clown laughter and other comedic sound effects such as party blowers or dolphin noises.
    And other zombie related sound effects, like banging on doors could be made humorous. In particular when a house alarm goes off I'm thinking it will play this
     
    I will make this mod myself if I have to, so if anybody has any idea how I go about this, let me know and I will start when I have free time.
     
  20. Like
    Koregan reacted to xover88 in MP Party Spawn   
    I recently tried the multiplayer with my friend, hoping to accomplish something together.
    But we ended up trying to find each other for many hours with several deaths, 
    then quit the game with frustrations. 
    Map's size makes it too difficult to find each other.
     
    I wish there is a way that I can make a party with buddies before going into a server and spawn together in same location!
    Or maybe a teleport option to friend's location with his "permission".
     
    Any ideas?
  21. Like
    Koregan got a reaction from jass0 in Light in Fridge   
    Perhaps I just didn't recognise it in game, but I think actually there is no way to see if the fridge is working or not.
     
    Normally if you open your fridge, the little lamp inside will switch on and you see the light in the fridge.
    If there is no power any more, the lamp would not work any more and you would recognise it just by opening the door.
     
    My suggestion would be to just change the icon of the fridge if it is not working any more.
    There could be a light and a dark (or inverted) icon.
  22. Like
    Koregan got a reaction from Haoksihriano in Light in Fridge   
    Perhaps I just didn't recognise it in game, but I think actually there is no way to see if the fridge is working or not.
     
    Normally if you open your fridge, the little lamp inside will switch on and you see the light in the fridge.
    If there is no power any more, the lamp would not work any more and you would recognise it just by opening the door.
     
    My suggestion would be to just change the icon of the fridge if it is not working any more.
    There could be a light and a dark (or inverted) icon.
  23. Like
    Koregan reacted to Cantastorie in The best roleplay I've ever experienced in PZ   
    It was pretty cool indeed!
    The French guys turned out to be crazy bandits for some obscure reason and started to kill everyone on sight. The second time I and Winchester (Vinchisterds ) got Daryl and I managed to shoot their leader (don't remember his name though) but i'm not sure if I got him. Neverthless I got shot in the neck during the fight and died later in our safezone... how sad
     
    By the way it's an amazing server, full of epic stories
    Not to mention the one of The Mayor, a guy who suddenly claimed to be the mayor of West Point and assembled a group of fanatics. We (guys from the same group) went to mayor's house (the place with a garden full of flowers in the centre of WP) to talk with them but... something went wrong. Mayor turned off his safety mode (I still don't know why) and one of us got scared and put a bullet in his head. Once the mayor was dead, mayor's followers got angry with us and then... mayor's house became a huge cemetery xD
     
    RIP Mayor. Poor guy
  24. Like
    Koregan reacted to Vinchisters in The best roleplay I've ever experienced in PZ   
    So there I was, playing PZ multiplayer on the Mindscape server, just minding my own business. Then I stumble upon a fort that consists of 2 houses joined together by a wooden wall in West Point. Turns out, the fort is run by a group of friendly survivors consisting of John, Skittles and Cantastorie. So I teamed up with them but they warned me of an impeding bandit attack so I started preparations for the attack, taht is, loaded my shotgun. However, a wild bandit called I Am Alive pops out of nowhere and kills me and one other dude. John kills him and his friend.
     
    I quickly relog and find the base still inhabited. I'm tired of running so I volunteer to stay, long story short, I quickly became the watch dog for our fort. My job was to patrol the perimeter and offer any friendly survivors food. Suddenly, the bandits attack again! They killed off most of the team, but I managed to kill 3 and chase the last one away. My friends log back in and thank me for holding the fort. We rebuilt our defenses, grew some food and prepared for another attack. Thankfully, it didn't come.
     
    So me and this girl FriendlyGirl, a survivor who we picked up recently, go to her house to pick the remaining food up. The smart gal has made a ninja fort in Central West Point! We pack all the food and head back. Skittles, who was always our scout, logs out. When we arrive back, we encounter a new survivor, Cantastorie. Turns out, he was part of John's original group that helped make the fort. We exchanged pleseantries. Life is looking good, all our enemies have left the game and we are 6 people strong!
     
    So Cantastorie says that his friend has gone missing in Central West Point. I volunteer to help look for him. FriendlyGirl is also coming with us. So we head to the Centre where suddenly Raiderz, a member of a previously neutral French survivor group, kills Cantas's friend right in front of our eyes, then manages to kill FriendlyGirl and Cantas. I got lucky and shot him 5 times but he managed to escape. I retreat to the fort. We all want payback.
     
    So, once we all regrouped at the fort, we created our battle plan. The French base was a huge walled out area in the North West WP. Our plan is to kill as many as we can and destroy any fences and walls with sledges we can find. So 6 of us - me, Cantas, FriendlyGirl, Strongman, Tom and John, all load up like pirates with pistols and shotguns and head on the offensive. At first we secure the south entrance, that is, blast away 1 guard. While Tom and Friendly guard the perimeter, the rest of us start destroying any walls we can find to let zombies inside. We do some significant damage.
     
    Then the French clan attacked in force, they killed Tom, Friendly and Strongman. I kept destroying the walls. Suddenly Daryl Dixon kills Cantas and puts a bullet in my head as well. Once we fell, John hauled ass back to base. We relogged and regrouped at the fort. There was only me and Cantas because John had left IRL and the rest were still coming.
     
    So, since the French are still occupied with the disastrous attack, me and Cantas decide to take them by surprise. We snuck in, killed Daryl Dixon, took 4 pistols, a lot of ammo, a few shotguns and went back home. It felt really good, like we were some sort of heroes. After that we parted ways.
     
     
     
    Tl;Dr - we formed a group of 6 people and attacked a rival clan, destroyed their base and took a lot of guns with us. Fun times
  25. Like
    Koregan got a reaction from Dr_Cox1911 in Return users, number of network users   
    it is now in the server-folder:
     
    ProjectZomboid\media\lua\server\Farming\basicFarming.lua
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