Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Yes, it has mods and yes, I have tried other modded servers and the same thing happens.
  3. 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 apparently 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's how I got started modding PZ ) 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. Seek out others who are actually interested in this sort of thing. I'm out.
  4. Today
  5. 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).
  6. 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?
  7. 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?
  8. 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.
  9. 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.
  10. 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
  11. Try using the "Alternate Launch" option when you start the game from your Steam Library. See if that helps solve this issue.
  12. 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;
  13. 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?
  14. Yesterday
  15. 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
  16. :/ 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.
  17. 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.
  18. 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.
  19. Imagine the character's fear as rats scatter, adding depth to gameplay. Refinement could further elevate the experience
  20. Last week
  21. Большое спасибо за подсказки, буду тестить пробовать разные варианты. Кстати 23.04 я обновил драйвер видеокарты и вылетов пока не было.
  22. 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.
  23. 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.
  24. 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
  25. Как я понял сбой по одной и той же причине был.
  26. This is still happening as of 41.78.16. Any updates on this?
  27. 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.
  1. Load more activity
×
×
  • Create New...