Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Re-evaluate your approach. Programming, at its heart, is taking a really complex problem and breaking it into a lot of little manageable steps. You're not doing that. You're making it really complicated, really involved, really dependent on other people providing you the information that you can easily learn by just picking one small class and fixing it yourself. Get that one file to compile. Go from there. Grep the mess, pick the one you need -- and only the one you need. Repeat. (Just in case) And no, you do not need to have the entire project decompiled and fixed in order to compile a single class and use it. If you think that, you need to go back to the basics of Java. Go right back to the command line, work through the Sun tutorials. Play around with the java compiler: Get intimate with paths and flags; learn how to build a class w/ only other classes and single java source file. Also find a better decompiler (hint: there's a huge clue in my last message and it's not AndroChef). Stop trying to teach grandma to suck eggs. Ain't going to work.
  3. Is there a "manual" or any specific explanation of what each option means? I know that some are self-explanatory by name, but even so I see tiles from the original game that should have some of these options activated and don't, that's what confused me. I'm creating a map, I need to add a lot of new objects and walls and I need to know which options to use on each of these new tiles. I'd be grateful if anyone could help me!
  4. Today
  5. Steam Workshop::Better Automatic Movement (steamcommunity.com) Just in case anyone finds this thread near the top of the Google results like I did.
  6. As said before, I am not in the habit of decompiling and nabbing other people's code, normally I compile my own code, or compile code that has been intentionally made public (E.G. open source). And I have been busy over the last few weeks. I recently posted a thread where I had uploaded 53 AI generated sound files and the software did not write itself (this is coupled with another project for SQLite data management I was also working on). Of course I will try the front door by asking (after doing searches, which I have done), rather than forcefully smashing in the backdoor. One usually does it the hard way after exhausting more appropriate options. I'm sorry if my mentioning my prior experience seemed rude or arrogant. I only thought I was bringing up relevant aspects. I do not think I asked you to do the work for me. I think I asked for a guide? There's a difference between passively looking at individual class files via decompilation (which is what I was doing earlier), and actually getting a working executable. Usually one compiles the unaltered code first to make sure the base code runs (I.E. compilation works fine) before one tries to implement tweaks. And Intellij did not successfully compile the code (it unhelpfully pretends the builds have succeeded but doesn't actually produce anything), and does not a bulk export for the decompiled code (meaning I can't try to use something other than Intellij to compile it). And I'm not trying to create a fork of Project Zomboid where I implement a hacky workaround for compilation. What I'm trying to do is keep the code as close to original as possible, so if I end up improving something, I can offer the appropriate code segment. Yes, I could write some Python code to scour the entire folder structure using a lightning strike search (or a glob, I guess, but would still need filtering), and then run each filename through a piped command to a single-file decompiler, recreating the entire structure but decompiled, but I feel like there ought to be an easier way, I.E. one that already exists. The last time I decompiled a Java project was a single small jar 6 years ago and it was purely to extract the very limited list of API calls in a discontinued prototype that had no documentation - and the documentation was searched for first. The scope isn't the same, and I wasn't required to recompile it. The 'zombie' folder alone has a reported '3,122 files', and it is daft of me to try to implement my own decompilation/recompilation approach if documentation for the right approach already exists. Nearly all the examples online presume a single jar. If there are no pre-existing solutions, then it is fine for me to implement my hacky approach. The folks who are interested, if they have the knowledge, did not make it public. Most report symbol errors, and none mention the fixes. And, maybe it is the text, but I'm genuinely not trying to argue with you, I am trying to ask questions, learn whilst offering my viewpoint. I am supportive of PZ, though I do feel criticised and maybe that is impacting my tone. A trial by fire, very well. I will go find my proverbial fire axe and go smash in the proverbial backdoor.
  7. In that case, can you share your logs.zip file found in C:\Users\YourUserName\Zomboid?
  8. Guys, I am not able to set up a dedicated server. Whenever I run dedicated server and try to join via my public IP, it says failed to connect. Also it says server is not responding. I never struggled this much trying to set up a dedicated server in any game, just so I can play public with random people and with my choice of mods. I am not interested in inviting people via steam, all i want is to host a server for 16 ppl and play may type of game, but all PZ gives me is frustration. I've read every single guide (even the outdated ones) and watched every tutorial on youtube. none of it worked and I am not the only one here. I've tried everything like: - Port forwarding in router+modem combo (192.168.1.1), ports forwarded: 16261 UDP and 16262 UDP (even with TCP) for every devices I have, I've also tried older ports, but those are not used anymore. - I forwarded both UDP ports (incoming and outbound) in Windows firewall as well. - I added exceptions for PZ game and PZ dedicated batch file on windows anti virus - I disabled UPnP (universal plug and play) in router, disabled it in map .ini setting as well. - Tried to enable Upnp in router and inside ini setting. - tried to use static IP instead of DHCP - disable DMZ - restarted router countless times - set PZ and dedicated server beta setting to none - deleted old saves - asked my ISP if ports are closed, but they said it should be fine - checked my port on some websites, it says it is closed - I created a custom map via host game and added -servername in the batch file - I tried to use cable instead of wifi - I reinstalled game - I tried the steamCMD method, didnt work, and removed it - I then downloaded the dedicated server on steam, did not work either - unchecked steam relay in-game can someone help me with this? pls INDIE STONE, make hosting a public game easier!!! this reminds me of hosting game back in 2004 like Warcraft 3 etc.
  9. Yes, it has mods and yes, I have tried other modded servers and the same thing happens.
  10. Fellow, you popped up, lectured us on programming and game design, and yet you've been unable to find a way to do any of this yourself in a few weeks now? You're a programmer or someone with programming experience. This shouldn't be a problem. You're not going to get anywhere being so dependent and I'm not your Mom. Java -is not remotely- hard to decompile, repair, and rebuild even back when it was just AndroChef ( that program produced terribly broken code; that's how I got started modding PZ. Really, why are you trying to tell me the basics of what I learned the hard way and just worked through myself a decade ago? Get on with it. You can do this. ) let alone now that you can do it in an IDE, 13 years later. Google how to do thIngs. If you get stuck, identify your weaknesses and fix them before asking others to do it for you or trying to argue. Seek out others who are actually interested in this sort of thing -- I'm not it. I'm out.
  11. That's okay, it's why they're suggestions. We can always adjust the ideas or ignore them. I'm not suggesting visually distinctive zombies, but behaviourally different, and they're intended to address what I think is player cheese, they're not meant to be specialised classes. So the climber zombie is still a standard zombie - it's just one capable of climbing ropes. In theory, you could give a climbing trait to all zombies, but I feel like it would result in swarmed ropes. Does that include Brook's work in World War Z, which follows on from his survival guide? Perhaps I have misremembered, but weren't zombies capable of 'stack-climbing' (they could climb on each other unintentionally to scale even tall walls)? I don't know the proper term for it. Perhaps my rope climbing suggestion is maybe too sophisticated for a mindless zombie, although I tried to keep the suggestion functionally simple from a coding standpoint. You could have the zombies mindlessly stack up on each other, which would be Brooks consistent? But I imagine that would be coding hell to implement. I'll rethink the fire suggestions if it is pure mindlessness zombies. Perhaps the zombies could extinguish the campfire flames as they walk over it instead? It would still mean the cheese is partially viable, but if you had a low ignition rate, it would be more likely the campfire would get extinguished (by treading/disruption/oxygen removal from sheer quantities of zombies). I like this suggestion as a variant to the 50/50 mechanic, and it is what I thought would have happened if I had my back turned to an open window with a zombie behind it when I first started playing. Also seen in Resident Evil (whilst yes, I know they're a games series, it was also turned into movies).
  12. I have not encountered such documents. To be clear, I understand how to write Lua code, but this isn't what is meant by code documentation - I would like to learn what API calls are possible. Successful decompilation does not always mean successful recompilation, and is dependent on the decompiler successfully interpreting the Java bytecode (which it may not do). I have exhausted the Wiki's links (assuming you mean the ones found on https://pzwiki.net/wiki/Modding). Yes, these guides include the Github one I mentioned, however they are not typically complete, and besides the very basics (E.G. item additions) often don't have working examples. To be clear, I'm not looking to simply copy-paste another mod and then drop in replacements, I would like to try to write custom code from scratch. Respected, but I am confused - you did suggest I mod, and aired support for the modding community - do I not count? I suggest changing the base game and you disapprove. I adjust to modding the game and you disapprove. Why?
  13. Are you able to join other servers? Does the server have any mods enabled? If it does, can you try logging in with a different username as a test?
  14. Try also going to your Zomboid folder and delete the "mods" folder found there. If that does not help, then unfortunately it looks like a rare bug that affects hosted servers at this moment, I do not have any other workaround for it. The only other way to host servers would be installing the dedicated server on your PC.
  15. Hello, I am having an issue with the game where after I finish creation a character, the screen just goes black--none of the normal text/loading stuff happens. The music does play though. I have connected to this server just fine before--like 2 days ago. The only difference has been that the server switched hosts during this time. I have restarted computer/router and reinstalled the game and disabled firewalls. Not sure what my next steps might be.
  16. Hey there thanks for replying. I Tried with Alternate Launch today, but still having the same issue. I don't know what is causing this eternal black screen using standard config on server and no mods. Here is my Newest Log With this try logs.zip
  17. Try using the "Alternate Launch" option when you start the game from your Steam Library. See if that helps solve this issue.
  18. got it in the end, not even entirely sure how. I think the general gist of it is to local distributionTable = { yourcontainer = { rolls = 1, items = { "youritem", 200, "youritem", 200, "youritem", 200, }, junk = { rolls = 1, items = { } } }, } table.insert(Distributions, 1, distributionTable); --for mod compat: SuburbsDistributions = distributionTable;
  19. Struggling to replicate Gun case behaviour in a mod. As far as I understand it, Gun Cases are distributed via ProceduralDistributions. This part I managed to get working. But the second part, getting items to then spawn WITHIN those Gun Cases completely escapes me. In Vanilla that seems to be handled by Distributions but I can't replicate it, the case always comes out empty, anyone know how to make container items spawn specific loot?
  20. Yesterday
  21. Single Player Works Fine, Multiplayer Servers too, but when i Host the problem shows, this happens after creating a character and selecting map. no white text showing loading anything. I tried to Updated the drivers (Nvidia), Disabled Windows Firewall, Reinstalled the game, seeing for corrupted files, reset my router, Running game as Administrator, but nothing works. Im not using mods and sorry for my bad english Windows 10 X64 Game Version: 41.78.16 Thanks for Help. logs.zip
  22. :/ The lua scripting is largely self documenting, the game is in an easily decompiliable and recompiliable language; the modding sections have links to guides; the wiki contains yet more guides and links to the javadoc; the Discord has an extremely active modding channel. You have everything you need. I have already told you I'm not comfortable helping with this. Please respect that.
  23. I would be curious what aspects you feel are incompatible. I admit I am using a game design approach and highlighting how some games design themselves to avoid players making things unfun for themselves, I feel like I didn't make any concrete suggestions. I know I gave examples, but those apply to other games (PZ is not HL2 or BotW, which are radically different games). I fully respect disagreement, it's how new ideas emerge. Realistically for me, the best way would be to try to showcase my ideas, however I'm still in a beta-testing phase (I did write up some zombie AI proposals elsewhere but I'd prefer to test those by some means to see how they affect gameplay). This is actually the approach I wanted to take first, but I will confess I am struggling. Documentation for Lua modding is quite patchy, maybe it exists somewhere but I've been struggling to find it - there's a few barebone details on Github that vaguely mention folder structure, and one very slow paced 18 minute long YT video on how to add an item, however I was hoping to find something that documents/lists all the things the Lua scripting is able to access, and the appropriate function documentation that goes with it. I've also attempted to decompile and recompile Build 41. Whilst Intellij IDEA allows me to examine the files, it does not seem to have an option to bulk export them as .java files so I can edit them in the tool of my choice (I wanted to copy it into a separate clone directory for tweaking without destroying my own copy of the game). In-fact it seems most decompilers lack a bulk-export as a feature. I've not been able to successfully compile a cloned copy as a result, and I've got a sneaking suspicion the .so library files (as I'm on Ubuntu) called by pzexe.jar are generated by a C makefile or similar, and I don't have the original copy of the code for the .so Currently, what I would like to be able to do is: Create a decompiled copy that I can then recompile to test code optimisation tweaks and/or show-case gameplay adjustments, and/or Use Lua to tweak gameplay mechanics (zombie AI behaviour, collision detection, speed, etc), with a lower priority eye towards a UI redesign I recognise I'm biting off more than I can chew, but I would really prefer it if I could work in the original Java, or decompiled Java I can recompile (I prefer modifying code directly). I'm just not in the habit of decompiling and nabbing folks code. I wouldn't propose a removal of weight limits. The Breath of the Wild mechanic was simply an example of what I meant by 'protecting the player from themselves' (I.E. preventing them turning into min-max micro-management Excel spreadsheet user doing anally retentive floating point checks). I didn't mean to suggest it as a specific mechanic for PZ to adopt. PZ kinda has a mechanic that already goes some way to solving the micro-management problem - foraging. The fact the picked up food goes stale so quickly forces the player to eat it relatively quickly (sans a freezer) which reduces food hoarding, keeping the inventory space clear. You also have subtle penalties (unhappiness) on items that should be used elsewhere (E.G. maggots for fishing) which subtly encourages players to not 'waste' maggots by eating them. I think zombies having a chance to be carrying food (given there will be those who were shopping or survivalists) would also reduce excess carrying dependency. Player behaviour mechanics don't have to be contrary to the design of the game. In-fact, they're usually tailored specific to the game itself (usually based on playtesting and player behaviours that are undesirable or are unfun). One thing I think PZ could benefit from are objectives. These aren't objectives that 'complete the game', but ones that make the player's life "easier" when completed (fetch quests, lore exploration, item exchange, etc), giving players something to do ('busywork tasks'). I suspect your NPC update might introduce something akin to this. I think the character should be allowed to adapt (unless the player specifically disables it via a negative trait, E.G. cowardice), however I would o.f.f.s.e.t [why does this word change to 'havefset'?] this by suggesting maybe the zombies ought to evolve too. Weaker ones dying out, being replaced by stronger and faster ones as time goes on. After all, the player and the environment will kill off the weaker ones over time, until you get 28 Days Later sprinter zombies. - I really, really want to get into the PZ code so I can start tweaking things - I recognise it might be a bit pointless given I'm on B41 and B42 is in the pipeworks - but I need to start somewhere. A step-by-step guide on getting decompiled B41 code, and then recompiling it to run for Linux would be good. Can DM me if it isn't supposed to be public knowledge.
  24. So the full quote i want to talk about is: Now let me start with saying, i agree, copy and paste medieval armor woudn't really fit, but i think there are ways that could let players have their "knigtly" armor, that also looks post apocalyptic, the answer is "random metal junk", if we look at objects like metal crate or metal wall, we can see that they are made from random metal sheets welded toghether, same could apply for "plate" armour that's just mismatched pieces of metal and/or road signs roughtly shaped to ressemble a picture of an early plate armor we found in some historical magazine, as much as breastplate or helmets more complex than kettle might be out of the picture, i think leg/arm armour could fit, afterall it was shaped like that because it worked as an armor, so i don't see why some survivors woudn't go back to what's tried and tested instead of trying to reinvent the wheel.
  25. Imagine the character's fear as rats scatter, adding depth to gameplay. Refinement could further elevate the experience
  26. Last week
  27. Большое спасибо за подсказки, буду тестить пробовать разные варианты. Кстати 23.04 я обновил драйвер видеокарты и вылетов пока не было.
  1. Load more activity
×
×
  • Create New...