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  1. Today
  2. 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?
  3. Yesterday
  4. :/ 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.
  5. 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.
  6. 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.
  7. Imagine the character's fear as rats scatter, adding depth to gameplay. Refinement could further elevate the experience
  8. Last week
  9. Большое спасибо за подсказки, буду тестить пробовать разные варианты. Кстати 23.04 я обновил драйвер видеокарты и вылетов пока не было.
  10. Unless you activate every single chunk in the game by being present near each one, this is unknowable. Can't count what doesn't exist. You'd have initialize the entire map: teleport through all the points of a grid made up of 20x20 tiles, wait until all chunks fully initialize around you and only then jump again, throughout the entire ingame world. It'll take a very long time, generate hundreds of thousands of files, and use a few gb of disc space. It's doable, but it's not practical. (I've done this before to generate the entire map for servers so that we didn't have to force users to download the map packs. it's worth it in this scenario if you have a couple gigabytes of maps.) otherwise you're left with just guessing based on the existing pop in each cell in debug, as suggested above. But it's likely to be wildly inaccurate.
  11. EnigmaGrey

    Zaumby Thursday

    Sometimes "a massive improvement" just has to be good enough. There's no need to overdo it, imo -- but you never know what might come up in the future.
  12. Yes, it seems to point to nvoglv being the cause of the crash, which is the Nvidia OpenGL driver. I can only recommend reinstalling your drivers fully to see if that helps fix the issue, you can see about similar problems in the links below with other OpenGL apps; https://forums.developer.nvidia.com/t/bug-random-nvoglv64-dll-crash-after-driver-update/185612 https://www.autodesk.com/support/technical/article/caas/sfdcarticles/sfdcarticles/Faulting-module-nvoglv64-dll-when-launching-AutoCAD.html
  13. Как я понял сбой по одной и той же причине был.
  14. This is still happening as of 41.78.16. Any updates on this?
  15. They may fork their current save file (somehow), create a copy of their current save file, and then use debug mode on the forked copy to avoid having debug mode "contaminate" their save file.
  16. Nazarito22

    Zaumby Thursday

    About grass. Grass is nice. But ground under grass is terrible. I think it must be mixing green noise with a little brown , gray noise together for realistic ground under grass. Like pieces of ground + green tiny grass. Not everything green. And in place of transition pieces of ground must be more etc.
  17. Nazarito22

    Zaumby Thursday

    Hallelujah, you've finally fixed this fucking green carpet. I already thought this would never happen. Grass was the last thing that burned my eyes. I hope that someday we will also see smooth transitions between sand and earth, earth and grass, sand and water, etc.
  18. The logs seem to point to it being a graphics driver issue, but just to confirm that, can you check the Windows Reliability monitor for any ProjectZomboid application crashes there? If you do find any, can you share a screenshot of the Technical Details section so we can check the errors that show up there? https://www.computerworld.com/article/3575353/troubleshooting-windows-10-with-reliability-monitor.html https://www.dell.com/support/kbdoc/sk-sk/000178177/how-to-use-windows-reliability-monitor-to-identify-software-issues
  19. We've always recommended creating private servers instead of public servers -- they are by far what most of our users use. It's the easiest way to prevent cheating. It's quite unlikely we'll ever truly be able to lock down the game entirely short of using something like Goldeneye or doing a total rewrite (like minecraft bedrock edition). We can only do the best we can with what we have, otherwise. Some of this will likely improve with build 42 though I can't speculate on this specific issue -- I believe it might be the first time it's been reported. We'll take a look.
  20. Beard

    Game Disk Crash

    The game itself cannot cause system crashes, since a system crash is always either hardware related or a problem with the Windows. You should see a blue screen with information about the crash when it happens. Can you check the Windows Reliability monitor for any ProjectZomboid application or any hardware crashes there? If you do find any, can you share a screenshot of the Technical Details section so we can check the errors that show up there? https://www.computerworld.com/article/3575353/troubleshooting-windows-10-with-reliability-monitor.html https://www.dell.com/support/kbdoc/sk-sk/000178177/how-to-use-windows-reliability-monitor-to-identify-software-issues
  21. Tonight on my server the cheaters became so insolent that they wrote a bot that scanned the map on the server and saved a addSafeHouse scanned chunk, you can see in the screenshot. I think if you don’t solve this problem in future patches of the game, you won’t have any players left, because cheaters already have more opportunities than server admins. 'Cause there's no way to stop it... it's sad
  22. Updating the AI to act a bit smarter around fences would add a really fun way to weigh risk versus reward around fences and windows. If the player is within a certain small radius to where the zombie may vault over that window or fence, then the zombie will go for a grab over the fence and attempt to bite the player. Similar to the scene in Shaun of the Dead where the guy gets grabbed through the window of the bar and ripped to shreds. This would still fit the mindlessness of Brook's zombies. Gameplay wise, this would balance the instakill cheese over windows and fences where players are just waiting with their backs against the fence/window for zombies to vault over. Instead this would make it a matter of timing/skill to keep distance to not get grabbed before the zombie vaults and not getting tripped when the zombie lunges after the vault. High risk, high reward for the instakill. I think that this would be a welcomed change given the new updates to breakable chain link fences and could be linked in to the WIP in regards to updated zombie fence AI.
  23. While editing the wiki page, I found out about An Unnamed Gas Station near the military surplus store in Doe Valley. Since it wasnt resembling any theme of the main Gas Station chains, nor had any clear signs on it, I thought that its a new, undocumented gas station. However, upon closer investigation with debug menu showed that zombies within it will spawn like in Gas2Go Zombie type. There is clearly something amiss, since there are no Gas 2 Go theme anywhere around nor within it, apart from gas pump style. I think it either should be either rethemed to fit its category, since it ruins overall theme consistency within the Gas 2 Go chain. Or renamed officially with a new logo clearly visible somewhere. Coordinates of the Unnamed Gas Station: 5473x9709|
  24. Vlnnas

    Game Disk Crash

    Upon starting the game disk usage goes to 100% and then crashes the entire pc into a forced reset. I've checked I have the hardware requirements, drivers are fully updated across the board, event viewer is not giving me any further information. Gave my game logs to chatgpt and it found no reason and that the game is initialising successfully. Checked my temps when starting the game all are normal. Just seems to be the disk usage goes straight to 100% and the system crashes. Any help would be appreciated, I've been trying all day. console.txt 23-04-24_16-48-38_DebugLog.txt
  25. The server has a nice mix of mods, we are currently on a 10 years plus setting and the RP here gives lots of possiblities for plots. Check us out!
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