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Found 5 results

  1. Hey there, since I don't like Steam very much, I'd like to distribute the mods I develop for my server without Steam. Of course, I want to avoid that players have to do download the mods by theirself externally, so I thought about adding a script which let the client receive the required mod files/meta from the host itself instead of Steam (or even another server to conserve game servers resources). I'm just wondering if this is even possible, since it would require a server-side lua script clients doesn't have yet which would break the checksum validation. Also de clients have to request/accept the file transfer somehow of course. So I'm looking for a possibility to execute the lua script before the checksum validation occurs and send the files through the excepted stream, the client excepts and there accepts. Maybe a simpler possiblity would be to use at least one workshop mod which holds the mod downloader script only. This way, no checksum mismatch should occur and there would be an interface on both sides of the line, so sending/accepting the data shouldn't be the problem. It might also increase the hurdle for use on pirate servers (at least somewhat), because of the requirement to use at least that one workshop-distributed mod. I'm sure there are some possible solutions by using sh, php, etc, but I'd like to make this operable on hosted gaming servers as well. Usually you have no permission to execute arbritrary scripts there. (I use one of them for PZ myself as this is way cheaper than using a common/private servers for game hosting) So before I spend hours trying to figure out that this is absolutely impossible, I thought I'd first ask here, what do you think and/or know about possible restrictions. Just another spontaneous thought about possible uses I guess such a downloader script could also allow to rollback workshop mods client-side, if necessary, to prevent the issue where joining is impossible, due to newer mod files than on server-side (which is very common on servers with dozens of workshop mods...) Also servers which have to be restarted every 1-2h to allow clients to join anytime without waiting for the next restart are really annoying. I mean, updating mods once per day or two would be more than enough, I think. This shouldn't be a problem, because any downgraded (workshop) mod should receive the latest version again from SteamCMD, as soon as they are required when attempting to join another (or the restarted) server. Just not sure about any integrity checks like reading manifest etc. The longer I think about it, the more other use cases I can imagine... Thanks in advance and best regards, stuck1a
  2. Hello, I've been fixing this for a few minutes and I'm not sure if I am correct or not. There isn't any available documentation or detailed explanation on the percentage of the loot drop because whatever I try to set is always a lot still. I'm trying to adjust the rarity of the drops in zombies as an experiment and get into modding PZ. This is what I've written so far and for a total of 20 zombies I kill I get about 5-7 items that I've set. Is the game ignoring the values I've input or is there a limit? Also I've set it to only drop on male zombies because putting the items on both male and female zombies drops a lot. Distributions = Distributions or {}; -- custom distributions table local nDistTable = { all = { inventorymale = { rolls = 1, items = { "Crisps", 0.007, "Crisps2", 0.002, "Chocolate", 0.002, "SunflowerSeeds", 0.002, "Peanuts", 0.002, "MintCandy", 0.002, "Lollipop", 0.002, } }, }, } -- insert table.insert(Distributions, 1, nDistTable); -- for mod compat: SuburbsDistributions = nDistTable; Above is the first code I've written, the second one below still drops the same amount of items. require "Items/SuburbsDistributions" local i; local nDistTable = { "Crisps", 0.007, "Crisps2", 0.002, "Chocolate", 0.002, "SunflowerSeeds", 0.002, "Peanuts", 0.002, "MintCandy", 0.002, "Lollipop", 0.002, } for i = 1, #nDistTable, 2 do table.insert(SuburbsDistributions["all"]["inventorymale"].items, nDistTable[i]); table.insert(SuburbsDistributions["all"]["inventorymale"].items, nDistTable[i+1]); end myDistTable = nil; Any feedback or suggestions is appreciated and I'd like to improve it more.
  3. Previously it was in Lua files. But now I can't find this info.
  4. While looking over the new-ish Distribution.lua files, I noticed that you got rid of the Base. notation for whatever reason. However, it seems that one location still uses the old notation: barkitchen = { shelves ={ rolls = 3, items = { "Base.WhiskeyFull", 3, "Base.WhiskeyFull", 3, "Base.WhiskeyFull", 3, "Base.Wine2", 3, "Base.Wine2", 3, "Base.Wine", 3, "Base.Wine", 3, "Base.Cigarettes", 3, "Base.Cigarettes", 3, "Base.WaterBottleFull", 4, "Base.Pop", 4, "Base.Pop2", 4, "Base.Pop3", 4, "Base.PopBottle", 4, "Base.Peanuts", 4, } }, }, There's also a few instances of Base. notation used in evolvedrecipes.txt, farming.txt, items.txt, multistagebuild.txt, newitems.txt uniqueitems.txt and possibly other files outside the main scripts folder and Distributions.lua, if that matters.
  5. I don't know what exactly "Bullets4" is, I assume it's all kind of bullets that can spawn? I saw those changes being done in one of the versions prior to 39.67.5 in Distributions.lua for inventorymale, but inventoryfemale still have only Bullets9mm so I assume it's not intentional?
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