vamp008 Posted February 3, 2016 Share Posted February 3, 2016 take your time jab we love you long time lol Link to comment Share on other sites More sharing options...
Rathlord Posted February 3, 2016 Share Posted February 3, 2016 Jab how mad are you the day you decide to fix the model loader they release 33.20 and most likely break it again? Sorry dude that has to be so frustrating. Im sick of these patches that dont add anything to the game but break the mods that actually do add to the gameI'm sure our GoG players appreciate this sentiment. I'm sure they don't even exist yet, but you're right i'm a terrible person because I want some stability before they focus on peddling the half finished game elsewhere They certainly do exist, and as soon as we sell one copy on a platform we owe them the same service we owe anyone else who's purchased the game. Customers are customers regardless of where they've bought it. And if what you want is stability? That's what the patches are for. To make the game stable. The devs have a responsibility to the game first and modders second. While we understand that you're frustrated and certainly understand Jab's frustration, that's not an excuse to be rude on our forum. Please stop derailing Jab's mod thread with this. Thanks. vamp008 1 Link to comment Share on other sites More sharing options...
tommysticks Posted February 4, 2016 Share Posted February 4, 2016 These aren't the droids you're looking for. Move along. Strong work Jab. Link to comment Share on other sites More sharing options...
EnigmaGrey Posted February 4, 2016 Share Posted February 4, 2016 Had some complaints with the model loader breaking compatibility with Redboid. Taking a look, I see with your latest update, 33.20, you're shipping a Lua overwrite. Any chance this could be removed, possibly to the example mod? Anyone playing on Redboid will have overwrite only the stuff in the /zombie/ directory, not the /media/ directory. RicoUK 1 Link to comment Share on other sites More sharing options...
Fuji Posted February 4, 2016 Share Posted February 4, 2016 I haven't looked much at it yet, but does the update include support for existing clothing/packs, or just items? Link to comment Share on other sites More sharing options...
Jab Posted February 4, 2016 Author Share Posted February 4, 2016 Had some complaints with the model loader breaking compatibility with Redboid. Taking a look, I see with your latest update, 33.20, you're shipping a Lua overwrite. Any chance this could be removed, possibly to the example mod? Anyone playing on Redboid will have overwrite only the stuff in the /zombie/ directory, not the /media/ directory. The Lua GUI menus for right-clicking items are Lua driven. This is the ONLY reason I touched this section. If a global object can be managed, we can push our code to it. I will not ship a mod in 2 parts, only because it means more work for the player, ontop of the work required to get ModelLoader up and running. I have also marked where modifications were made to those lua files inside the lua files. This means code can be copied over possibly, depending on what's being modified. Link to comment Share on other sites More sharing options...
Jab Posted February 4, 2016 Author Share Posted February 4, 2016 I haven't looked much at it yet, but does the update include support for existing clothing/packs, or just items? It should work for items. Equipping them does not do any weight adjustments (unless the weight system queries the items for isEquipped(), which in this case does return true). There's more work to be done to fully integrate this new mechanic. Link to comment Share on other sites More sharing options...
EnigmaGrey Posted February 4, 2016 Share Posted February 4, 2016 Had some complaints with the model loader breaking compatibility with Redboid. Taking a look, I see with your latest update, 33.20, you're shipping a Lua overwrite. Any chance this could be removed, possibly to the example mod? Anyone playing on Redboid will have overwrite only the stuff in the /zombie/ directory, not the /media/ directory. The Lua GUI menus for right-clicking items are Lua driven. This is the ONLY reason I touched this section. If a global object can be managed, we can push our code to it. I will not ship a mod in 2 parts, only because it means more work for the player, ontop of the work required to get ModelLoader up and running. I have also marked where modifications were made to those lua files inside the lua files. This means code can be copied over possibly, depending on what's being modified. Does that mean I'll continue to have to explain why your mod loader results in players getting kicked for mismatched lua files? Link to comment Share on other sites More sharing options...
Jab Posted February 4, 2016 Author Share Posted February 4, 2016 Had some complaints with the model loader breaking compatibility with Redboid. Taking a look, I see with your latest update, 33.20, you're shipping a Lua overwrite. Any chance this could be removed, possibly to the example mod? Anyone playing on Redboid will have overwrite only the stuff in the /zombie/ directory, not the /media/ directory. The Lua GUI menus for right-clicking items are Lua driven. This is the ONLY reason I touched this section. If a global object can be managed, we can push our code to it. I will not ship a mod in 2 parts, only because it means more work for the player, ontop of the work required to get ModelLoader up and running. I have also marked where modifications were made to those lua files inside the lua files. This means code can be copied over possibly, depending on what's being modified. Does that mean I'll continue to have to explain why your mod loader results in players getting kicked for mismatched lua files? If both sides have the same lua files, this shouldn't be an issue, correct? Link to comment Share on other sites More sharing options...
EnigmaGrey Posted February 4, 2016 Share Posted February 4, 2016 Had some complaints with the model loader breaking compatibility with Redboid. Taking a look, I see with your latest update, 33.20, you're shipping a Lua overwrite. Any chance this could be removed, possibly to the example mod? Anyone playing on Redboid will have overwrite only the stuff in the /zombie/ directory, not the /media/ directory. The Lua GUI menus for right-clicking items are Lua driven. This is the ONLY reason I touched this section. If a global object can be managed, we can push our code to it. I will not ship a mod in 2 parts, only because it means more work for the player, ontop of the work required to get ModelLoader up and running. I have also marked where modifications were made to those lua files inside the lua files. This means code can be copied over possibly, depending on what's being modified. Does that mean I'll continue to have to explain why your mod loader results in players getting kicked for mismatched lua files? If both sides have the same lua files, this shouldn't be an issue, correct? I'm not installing your mod server-side. There's no need for it. Link to comment Share on other sites More sharing options...
Jab Posted February 4, 2016 Author Share Posted February 4, 2016 Had some complaints with the model loader breaking compatibility with Redboid. Taking a look, I see with your latest update, 33.20, you're shipping a Lua overwrite. Any chance this could be removed, possibly to the example mod? Anyone playing on Redboid will have overwrite only the stuff in the /zombie/ directory, not the /media/ directory. The Lua GUI menus for right-clicking items are Lua driven. This is the ONLY reason I touched this section. If a global object can be managed, we can push our code to it. I will not ship a mod in 2 parts, only because it means more work for the player, ontop of the work required to get ModelLoader up and running. I have also marked where modifications were made to those lua files inside the lua files. This means code can be copied over possibly, depending on what's being modified. Does that mean I'll continue to have to explain why your mod loader results in players getting kicked for mismatched lua files? If both sides have the same lua files, this shouldn't be an issue, correct? I'm not installing your mod server-side. There's no need for it. Not sure what your issue is, then. As for RedBoid, I'll need to sit down and look at ways to help fix the checksum thing. Link to comment Share on other sites More sharing options...
EnigmaGrey Posted February 4, 2016 Share Posted February 4, 2016 You fix it by not overwriting those Lua files. Link to comment Share on other sites More sharing options...
Jab Posted February 4, 2016 Author Share Posted February 4, 2016 You fix it by not overwriting those Lua files. Well there are *other* ways but this would be the most respectful way to fix it. Isn't there an option to not checksum enforce for now? Link to comment Share on other sites More sharing options...
EnigmaGrey Posted February 4, 2016 Share Posted February 4, 2016 You fix it by not overwriting those Lua files. Well there are *other* ways but this would be the most respectful way to fix it. Isn't there an option to not checksum enforce for now? No, that really isn't an option. Link to comment Share on other sites More sharing options...
Jab Posted February 4, 2016 Author Share Posted February 4, 2016 You fix it by not overwriting those Lua files. Well there are *other* ways but this would be the most respectful way to fix it. Isn't there an option to not checksum enforce for now? No, that really isn't an option. Considering this is a game that mostly runs inside a Steam VAC environment, I would think that this would become a option, alongside whitelist. Since the server simply interprets events via packet protocol, i don't see lua desync to be bad. If something were off via game-logic, the server should see enough to boot the player. Good option to have possibly, regardless of not being in the bell-curve of the common customer / curator. Link to comment Share on other sites More sharing options...
Jab Posted February 4, 2016 Author Share Posted February 4, 2016 If there's a way I can inject menu options through Java, then this would not be an issue. Link to comment Share on other sites More sharing options...
EnigmaGrey Posted February 4, 2016 Share Posted February 4, 2016 I think we both know the way PZ does server/client logic is, at best, imperfect.Installing your mod serverside, disabling the Lua checksum, and adding a whitelist isn't going to happen. It would kill the server; we've already been there/done that. Don't really get why you decided to do this. These menu options are just for equiping/removing attached models that may or may not exist without a compatible mod? They should be shipped as part of the mod that uses them, rather than overwriting the base game files. Link to comment Share on other sites More sharing options...
Fuji Posted February 5, 2016 Share Posted February 5, 2016 Could very well be something on my end, but I can't seem to figure it out, textures seem to be showing up slightly off center in-game compared to in Blender Link to comment Share on other sites More sharing options...
Jab Posted February 5, 2016 Author Share Posted February 5, 2016 Updated to version 1.15. This fixes the problem with the Lua checksums. I made a mod to solve this issue, so the custom equipment feature requires it to run properly. The original mechanics work without this extension. Workshop Link:http://steamcommunity.com/sharedfiles/filedetails/?id=616177013 Could very well be something on my end, but I can't seem to figure it out, textures seem to be showing up slightly off center in-game compared to in Blender The images are broken. :/ EnigmaGrey 1 Link to comment Share on other sites More sharing options...
Fuji Posted February 5, 2016 Share Posted February 5, 2016 Could very well be something on my end, but I can't seem to figure it out, textures seem to be showing up slightly off center in-game compared to in Blender The images are broken. :/ Yeah, dunno why that happened, you can still right click to open them, though. Link to comment Share on other sites More sharing options...
Jab Posted February 5, 2016 Author Share Posted February 5, 2016 Yeah, dunno why that happened, you can still right click to open them, though. Send me the .blend file. I'll take a look. Link to comment Share on other sites More sharing options...
Reblar Posted February 5, 2016 Share Posted February 5, 2016 This new update is absolutely beautiful, can't wait for more clothing options. Could very well be something on my end, but I can't seem to figure it out, textures seem to be showing up slightly off center in-game compared to in Blender Out of curiosity, where did you get the original player model? Link to comment Share on other sites More sharing options...
Fuji Posted February 6, 2016 Share Posted February 6, 2016 This new update is absolutely beautiful, can't wait for more clothing options. Could very well be something on my end, but I can't seem to figure it out, textures seem to be showing up slightly off center in-game compared to in Blender Out of curiosity, where did you get the original player model?http://theindiestone.com/forums/index.php/topic/12864-blender-3d-model-import-export-scripts-275-wip/ Link to comment Share on other sites More sharing options...
francogp Posted February 6, 2016 Share Posted February 6, 2016 Cant use it on multiplayer, it said checksum fail Link to comment Share on other sites More sharing options...
Jab Posted February 6, 2016 Author Share Posted February 6, 2016 Cant use it on multiplayer, it said checksum fail Do a validation check (Right click game in games library on Steam, and File Validation), and go to media/Lua/client/TimedActions/ folder and delete ISModelLoaderWear.lua (This is why most likely). Only copy the zombie folder. The lua contents from the last version have been crafted into a workshop mod. Disable that before joining if that kicks you still. francogp 1 Link to comment Share on other sites More sharing options...
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