Hydrocraft 3D weapon PATCH v0.2 for zomboid v34.x
3 3

25 posts in this topic

Recommended Posts

Hello, 

I create a "patch" for hydrocraft 5.7, that include 3D weapons for the mod. I need help on debugging and testing.

I create a lot of the models, but some of them are based on free/without licence files that I found online. If someone think that I can't use some specific model, LET ME KNOW.
To cheat all the weapons, read the instructions (you can enable and disable the cheat mode via config files).

Some examples (not all weapons are in the picture, but all of them are in the patch :-D ):

3d%20weapons.jpg

 

Required:

 

I think that I finished ALL the weapons. Please test this patch and let me know if I forgot to pack some texture or something is missing.

 

** DOWNLOAD LINK **

 

  1. How to install: Just unzip and replace your hydrocraft mod folder with the hydrocraft folder in the zip file.
     
  2. What did I change on original Hydrocraft files?: I only replace the WeaponSprite variable with my custom models (named exactly like their item):
    for example:
    Quote

       item HCTireiron
        {
            .....
            WeaponSprite    =    HCTireiron,   

            .....
        }

    all this variables are changed using lua code, in the file 3DWeaponInjector.lua.
     
  3. What files did I ADD?: lots of model and textures, and 2 lua scripts:
    - client / 3DWeaponLoader.lua: It load all the models on memory.
    client / 3DWeaponLoaderCHEAT.lua: It contain a way yo cheat ALL the weapons for testing. To enable the CHEAT, edit the "local CHEAT_MODE = false" to "true", and then pressing the key END (ingame) and all the weapons will appear on your inventory.
    - server / 3DWeaponInjector.lua: Inject all the new WeaponSprite values using my 3d models instead of placeholder objects. This guarantee compatibilities with future Hydrocraft versions.
     
  4. Current "problems": 
    - The longbow looks funny when walking (PZ modding limitations, not my fault)
    - All the FLAILS looks funny because I can't animate the CHAIN.
    - There's lots of official bugs on animations, for example, if you walk strafing with A or D using something similar to a pistol, the weapon turn to the right looking awful... or when you walk the weapon will be rotated to the right. I can't fix that, it's PZ devs job :-( 
    - Maybe I forgot some weapon or some texture

 

Changelog:

Spoiler

v0.2:
Lots of new internal code. Now the mod does not override any vanilla Hydrocraft files. If you run this patch without ModelLoader, you will see default placeholders instead of 3d weapons. NOTE: If you have installed v0.1, you must DELETE all hydrocraft files and REINSTALL it again, before installing this patch.

v0.1:

Initial version.

 

Edited by francogp

Share this post


Link to post
Share on other sites

Until there is a way to get Mod Loader to install automatically through steam I think i will have to keep this as a separate patch rather than including into the mod. I am very torn between adding these and not. Since its soo awesome!But i also know that lazy people will not get mod loader unless its automatically done for them.

 

EDIT: However the better thing would not to need mod loader at all and have TIS support new weapons sprites without it! :D

Edited by Hydromancerx

Share this post


Link to post
Share on other sites

You could use ModelLoader. I don't see any issue using it in the meantime. I have no idea or have heard whether or not TheIndieStone plans to implement their own model system. Not hearing it means it's not a priority or on the back burner, as other features are being introduced and have been requested for a long time.

 

Who knows. We'll see how that rolls out. 

Share this post


Link to post
Share on other sites
7 hours ago, xXSly_WolfyXx said:

Will this work with mash's art overhaul?

They are 3D models, not 2D art... they should work just fine... BUT modelloader is not compatible yet with 34.x so....

Edited by francogp

Share this post


Link to post
Share on other sites
8 hours ago, Jab said:

You could use ModelLoader. I don't see any issue using it in the meantime. I have no idea or have heard whether or not TheIndieStone plans to implement their own model system. Not hearing it means it's not a priority or on the back burner, as other features are being introduced and have been requested for a long time.

 

Who knows. We'll see how that rolls out. 

Can you add a variable defined in your lua files so we can use something like "require ModelLoader" on our mods? because if you don't have ModelLoader, it would be easier to know what's is missing in the console log (the actual error is confusing)

Share this post


Link to post
Share on other sites

New version 0.2: 
Lots of new internal code. Now the mod does not override any vanilla Hydrocraft files. If you run this patch without ModelLoader, you will see default placeholders instead of 3d weapons. NOTE: If you have installed v0.1, you must DELETE all hydrocraft files and REINSTALL it again, before installing this patch.

Share this post


Link to post
Share on other sites
On 3/9/2016 at 1:23 PM, francogp said:

Can you add a variable defined in your lua files so we can use something like "require ModelLoader" on our mods? because if you don't have ModelLoader, it would be easier to know what's is missing in the console log (the actual error is confusing)

 

Not sure how to go about that, considering my mod is not lua. I could define a placeholder file outside of the checksum folder tree and try loading an object there.

Share this post


Link to post
Share on other sites
1 minute ago, Jab said:

 

Not sure how to go about that, considering my mod is not lua. I could define a placeholder file outside of the checksum folder tree and try loading an object there.

You can simply do that on the MOD folder, with a new lua file dedicated to that.

For example, in my new code, I detect your mod using this:
 

if (getDir ~= nil ) then
 --load models

but it's not too elegant (and safe)

Share this post


Link to post
Share on other sites
Just now, francogp said:

You can simply do that on the MOD folder, with a new lua file dedicated to that.

For example, in my new code, I detect your mod using this:
 


if (getDir ~= nil ) then
 --load models

but it's not too elegant (and safe)

 

Lua here doesn't support try catch which frustrates me, honestly.

 

I'll look into it with a couple other things I've built up as a list fr ModelLoader, while I work on ZIRC.

Share this post


Link to post
Share on other sites
19 hours ago, Reblar said:

Is this up in the workshop?

This is a PATCH, not a mod. Short answer: nop. You have to patch it manually (is very easy.... copy/paste).

Edited by francogp

Share this post


Link to post
Share on other sites
3 hours ago, Queen Glory said:

Is that new hydrocraft update out yet because i need this in my life, it's a necessity.

This patch is included in Hydrocraft since 2 or 3 versions ago

Share this post


Link to post
Share on other sites
28 minutes ago, Lord Gonfalon said:

I believe a dev is integrating model loader in to the base game.

He is! It's more the linking between Hydrocraft / ModelLoader will need updating as the new way of loading models changes

Share this post


Link to post
Share on other sites
On 4/1/2017 at 1:22 AM, Hydromancerx said:

I am getting reports that the Crossbow won't let players run. They kinda just float. Any idea on how to fix that?

I can't test it until GOG version of the game reach v36.x... I'm on v34.x :-( 

Share this post


Link to post
Share on other sites
On 4/1/2017 at 1:22 AM, Hydromancerx said:

I am getting reports that the Crossbow won't let players run. They kinda just float. Any idea on how to fix that?

I tried.. and it work fine on my 36.4.. did it get fixed on your end?

Share this post


Link to post
Share on other sites

Hello francogp,

I'm sorry to bothering you but I just want to know if I can use your bow and crossbow model in another mod than Hydrocraft? because I want to publish a new mod with archery, something simplier than Hydrocraft in recipe, and with a new Compound Bow I made myself, take a look:

 

20180613132458_1.jpg

edit: it doesn't render so nice, forget to zoom before taking this screenshot ^^ but normally you can see crossing rope and the shooting rope behind, for compound system to work... I have add 2 better screenshot on Hydrocraft page

Edited by link8dragon
bad screenshot

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
3 3