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Found 12 results

  1. I've created a really simple map just to test everything out. I've went through this tutorial and got everything working except actually being able to spawn into my own map in-game. Here's the repository of my mod: https://github.com/Urbs97/ProjectZomboidTestMap And as an attachment the finished mod I'm using that is the result of generating lots with the repository I've linked. The mod is loaded: But I can only choose the vanilla spawns: Those are the contents of my map.info which you can also look up in the repository and fork the project if you like: title=Hello World Map lots=Muldraugh, KY description=My description fixed2x=true I've tried different "lots" (even the mod name) and also removing it. The result is always the same. In case more information is needed I will try to answer as soon as possible in this thread. Thank you for your time. MyMapMod.zip
  2. Walking diagonally you can climb low fences when going North West (W&A+E) or South West (S&A + E) Doing the same thing going North East (W&D + E) or South East (S&D + E) does not work. This is not a specific fence somewhere. This killed me 2 times already, before I started a game to test hopping over fences and found this out. I would love for this to be fixed, since I see myself doing the same thing again. Cheers.
  3. I used to play on a server that had every item dropped on the ground removed after 2 hours but when the item was PLACED by a player it would stay indefinitely. We're trying to setup a multiplayer server of our own and I would really like to have this setting for clutter removal as it allows players to decorate but still clean up the world of unwanted loot. Any idea how to achieve this result? Every info I found so far says that placed items will also disappear but I am 100% sure there is a way to avoid that. Thanks!
  4. 41.65 Singleplayer No mods Steps to reproduce: Forage for Food I noticed that specifically one item from the stack (yield from the same pickup) goes stale quickly. Seems to happen with all perishables.
  5. I have a fully functional single player mod that will reload a character saved via player:save and reposition them using player:set The save files are generated and loaded properly on the server, but it does not produce the same result as on single player. Just curious if I missed a client refresh or something else that would solve for this.
  6. If I change color of a vehicle instance, everything works fine, but the color rolls back when the cell is reloaded. Is there some kind of function that I should call for these changes to persist?
  7. While reading in Riverside Gigamart, my client disconnected me from the (Linux, dedicated) server with the following error: ERROR: General , 1639533357104> 451,285,570> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.audio.BaseSoundEmitter.stopSound(long)" because "this.emitter" is null at IsoStove.doSound line:263. ERROR: General , 1639533357105> 451,285,570> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot invoke "zombie.audio.BaseSoundEmitter.stopSound(long)" because "this.emitter" is null at zombie.iso.objects.IsoStove.doSound(IsoStove.java:263) at zombie.iso.objects.IsoStove.setActivated(IsoStove.java:400) at zombie.iso.objects.IsoStove.update(IsoStove.java:104) at zombie.iso.IsoCell.ProcessIsoObject(IsoCell.java:2918) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5714) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5664) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3334) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3262) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1666) at zombie.gameStates.IngameState.update(IngameState.java:1367) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:290) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:746) at zombie.GameWindow.run_ez(GameWindow.java:662) at zombie.GameWindow.mainThread(GameWindow.java:476) at java.base/java.lang.Thread.run(Unknown Source) Server mods: Mods=ManySpawns;PassiveSkillsFix;MinimalDisplayBars;LitSortOGSN;LitSortOGSN_rice;LitSortOGSN_readOnePage WorkshopItems=1911132112;1095092125;2004998206;2071347174 Logging back in showed my character had been rolled back to the previous login state (lost roughly an hour).
  8. The FastHealer and SlowHealer traits affect how much time it takes to heal a fracture caused by landing from a high distance. float f2 = Rand.Next(50, 80); if (this.Traits.FastHealer.isSet()) { f2 = Rand.Next(30, 50); } else if (this.Traits.SlowHealer.isSet()) { f2 = Rand.Next(80, 150); } switch (SandboxOptions.instance.InjurySeverity.getValue()) { case 1: { f2 *= 0.5f; break; } case 3: { f2 *= 1.5f; } } this.getBodyDamage().getBodyPart(BodyPartType.FromIndex(Rand.Next(BodyPartType.ToIndex(BodyPartType.UpperLeg_L), BodyPartType.ToIndex(BodyPartType.Foot_R) + 1))).setFractureTime(f2); EDIT: FastHealer and SlowHealer ARE factors in how much time it takes to heal a fracture caused by a vehicle accident. It's just higher up in the code than where I was looking! But FastHealer and SlowHealer aren't factors in how much time it takes to heal a fracture caused by a vehicle accident. In the BaseVehicle class: else if (f2 > 50.0f && Rand.Next(10) == 0 && SandboxOptions.instance.BoneFracture.getValue()) { if (bodyPart.getType() == BodyPartType.Neck || bodyPart.getType() == BodyPartType.Groin) { bodyPart.generateDeepWound(); } else { bodyPart.setFractureTime(Rand.Next(Rand.Next(10.0f, f2 + 10.0f), Rand.Next(f2 + 20.0f, f2 + 30.0f))); } } There is no reference to FastHealer or SlowHealer.
  9. EDIT: Sorry, I missed the ! in front of bl. This is not a bug. My mistake. I don't know if this is intentional, but it *feels* like it shouldn't be. Before the zombie attack roll to hit, there is a line of code (BodyDamage): And once it is determined to be a hit (for scratches, lacerations, and bites), after you know the attack got through the protection, the hole is created again: The reason this seems repetitive is because inside of addHoleFromZombieAttacks (IsoGameCharacter) it already creates a hole if it has been determined there should be a hole: This also means that a body part's clothes can get a hole, then get hit (because of the reduced protection from the hole), then get another hole in another piece of clothing. I'm not sure if that is intended or not. I have a pastebin of the section of BodyDamage I am talking about (only the part where scratches are resolved, but it also applies to the laceration and bite sections). https://pastebin.com/sQCjfMKW
  10. In EN/IG_UI_EN.txt line 40 IGUI_ContainerTitle_corn = "Corn", Is that mean ? Or something container I never seem?
  11. Just gained half a carpentry level for no reason, 5 minutes into a fresh run. Read a fishing and a cooking magazine and a few seconds later it happened. Then while looking at my skills window, I got MORE xp in carpentry which put me to level 1. All of this seems to have happened for no reason.
  12. First of all, I have everything working pretty much, so please don't think I want someone to do the work for me. I'm only a beginner in Lua, so please bear with me if I ask some stupid things or use incorrect terms. I have searched beforehand for a couple of days, but have to ask you anyway. So, I have a mod, that modifies 'media\lua\client\TimedActions\ISScavengeAction.lua' file. The mod is basically done by a copy of existing with a small change. Example: ISScavengeAction = ISBaseTimedAction:derive("ISScavengeAction") [.. snipped ..] function ISScavengeAction:perform() -- x5 increase from 20 actions to 100 per 'fatigue day' self.character:getStats():setFatigue(self.character:getStats():getFatigue() + 0.01) -- needed to remove from queue / start next. ISBaseTimedAction.perform(self) end As I understand, if I create and load another mod that has the same file overridden, the mods will be incompatible (because of how modloader works). Is there a way to do something similar to Java's 'extend' for the function? I presume that's what the 'derive' keyword is for. What's the best approach here? Remove everything standard except the changed functions and definitions from the mod and use 'derive'? Will everything work? Or is there something else I should know? Ideally I'd like to go as low as changing only 1 variable in a function so that cross-mod compatibility is the highest. Any advice from experience is welcome! Thank you.
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