#mod_development

1 messages ยท Page 136 of 1

wide oar
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my weapon is invisible in game and i have cvhecked eveyrthing

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the weapon has all transforms reset in blender., the texture linked in blender is the same exact one linked in my files, there is no typoss in any of my ifles, the fucking thign is just inviisbler

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its making me really mad because everything that usualyl works isnt

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and theres zero errors in the log so I KNOW ITS SOMETHING SIMPEL

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but it wont FUCKING WORk

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or even give me an error so ic an figure out wtf the problem is

rancid panther
#

what types of timed actions can you make besides recipes?

frank lintel
#

there a keyword or something that will always reference the player regardless sp/mp for the client? this.. self.. ??

drifting ore
#

I was trying to make a virus like a cold and with custom moodles but i don't know where to start. Can someone tell me where to start.

wide oar
#

help me please

#

god
we4ghrbjni90omosdkm,

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iu cant fuckign do this anymore its making me so upset

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finally it gives me a fucking error

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MeshAssetManager.loadCallback> Failed to load asset: AssetPath{ "rengokunichirin" }.

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whta the hell does this mean

#

ModelScript.check> no such model "rengokunichirin" for Cosplay.rengokunichirin.

#
{
    model rengokunichirin
    {
        mesh = Weapons/2handed/rengokunichirin, 
        texture = Weapons/2handed/rengokunichirin,
        
        attachment world
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
}
#
{
    item rengokunichirin

    {
        MaxRange    =    1.4,
        WeaponSprite    =    rengokunichirin,
        MinAngle    =    0.65,
        Type    =    Weapon,
        MinimumSwingTime    =    3.5,
        KnockBackOnNoDeath    =    TRUE,
        SwingAmountBeforeImpact    =    0.02,
        Categories    =    LongBlade,
        ConditionLowerChanceOneIn    =    25,
        Weight    =    1.3,
        SplatNumber    =    3,
        PushBackMod    =    0.7,
        SubCategory    =    Swinging,
        ConditionMax    =    130,
        MaxHitCount    =    5,
        DoorDamage    =    10,
        SwingAnim    =    Bat,
        DisplayName    =    Rengoku Kyojurou's Nichirin Katana,
        MinRange    =    0.80,
        SwingTime    =    4,
        KnockdownMod    =    2,
        SplatBloodOnNoDeath    =    FALSE,
        Icon    =    rengokunichirin,
        BreakSound  =   BreakMetalItem,
        TreeDamage  =   1,
        CriticalChance    =    45,
        CritDmgMultiplier = 6,
        MinDamage    =    11,
        MaxDamage    =    12,
        BaseSpeed = 1,
        WeaponLength = 0.4,
        DamageCategory = Slash,
        DamageMakeHole = TRUE,
        AttachmentType = BigBlade,
        Tags = CutPlant;SharpKnife,
    TwoHandWeapon = TRUE,
    RunAnim    = Run_Weapon2,
        DoorHitSound = MacheteHit,
        HitSound = MacheteHit,
        HitFloorSound = MacheteHit,
        BreakSound  =   MacheteBreak,
        SwingSound = MacheteSwing,
     }

  recipe Kyojurou's Katana {
    keep WeldingMask,
    keep BlowTorch,
    keep Sledgehammer/Sledgehammer2,

    BlowTorch=10,
    SheetMetal=10,
    SmallSheetMetal=2,
    WeldingRods=4,
    LeatherStrips=1,
    Stake=1,
    Woodglue=1,

    Result:rengokunichirin,
    OnGiveXP:Recipe.OnGiveXP.MetalWelding25,
    SkillRequired:MetalWelding=6,
    Time:360.0,
    Category: Sankese,
    Sound:BlowTorch,
    NeedToBeLearn:FALSE,
  }

}

    ```
#

media\models_X\weapons\2handed\rengokunichirin.fbx

rain iron
#

Is there a way to detect when a player performs shout but only when the player starts shouting?

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I cant use detecting Q keypress since it doesnt work well in case of holding Q and it doesnt work when I use shout from radial menu

modern hamlet
#

Ok, I noticed something more interesting. When I read the health of the door damaged by zombies with getHealth() on the server side, it shows wrong, but when I read it on the client side, it shows correct. I'm more confused lol.

clear jackal
#

Does anyone think it's possible to make trains work in this game?

rancid panther
#

i think it is possible

tardy wren
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Looking for where the car takes damage when colliding with stuff

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Mainly when running over a zombie on the ground

ancient grail
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Its determined by the tile property

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Its tile related not vehicle related which is weird but it makes sense

drifting ore
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Guys does editing mods from workshop completely stop them from working? I added one line to one mod and i wasn't working so i deleted that line and it didn't start working again

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I guess it has something to do with steam verifying files but idk

ancient grail
drifting ore
#

But that means that if I want do edit someone's mod to suit my playthrough i need to post it on the workshop and then subscribe?

fast galleon
#

search for -nosteam, it's an option that might suit you

tardy wren
teal lake
#

sorry my first (shit) question, does a recipe name NEED to be relevant to the ingredients when making "item"Recipes.txt script. Example taken from FWolfe git guide.

recipe Open Box of Nails ///*** Would it matter if this said recipe Random Shiitt///***
{
NailsBox,

Result:Nails=20,
Sound:PutItemInBag,
Time:5.0,

}

warm prawn
#

Can someone help? I literally CANNOT get my mod to work

#

It doesn't load.

warm prawn
#

No, the recipe name does not necessarily need to be directly relevant to the ingredients when creating a recipe in the Recipes.txt script. The recipe name is mainly used as a way to identify the recipe in-game and to display it in the crafting menu.

#

Hope that helps

rancid panther
#

is there no way to derive from or require the ISHealthPanel file so i don't have to copy a bunch of different sections and make it incompatible with other mods that use the health panel?

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i cant even add a context menu option

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p much what i got from other mods is that there is no way to avoid copying the entire section of BaseHandler

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so i did that, but after adding the functions for inspecting a bite, it still doesnt appear as an option

tardy wren
fast galleon
#

I wonder if anonymous finished his vehicles events. If he had you could use those.

rancid panther
fast galleon
#

This is how to grab it and then derive from it. Just an example.

rancid panther
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ah, well i think i have that part then, cuz that's sorta how it was written in the vanilla code

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i'll experiment with that tho

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thanks

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i'll have to go with a recipe and script for now. it seems way beyond me to add to the health panel

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maybe in build 42 they'll add modding support for first aid

rancid panther
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can i chain timed actions using functions that lead to functions?

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like a recipe that will do a short timed action, followed by a long timed action if criteria is met

chrome egret
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Yeah, I kick off an ISInventoryTransferAction at the end of search actions in my mod.

rancid panther
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how would you do it? is there a statement that calls a timed action?

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is there even a function for a timed action? or the function is always the result of a timed action?

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when i was attempting to make a health panel context menu option, i gave up after too many hours, but i learned there was a function that gave out the definitions of a timed action for health actions. would it be similar to how i would make any other timed action?

kind fossil
#

Hello everyone do you know what is the code linked to the crouched zombie camouflage?
I would like to give this feature to a certain animation (crawl) so when it's triggered the character benefits from the same camouflage as if he was crouched

neon bronze
chrome egret
# chrome egret I would presume so. I simply derived my action from ISBaseTimedAction: https://g...

I use this chaining with my own action as well, to make the character search not just one room container, but all of them: https://github.com/TheCrimsonKing92/pz-item-searcher/blob/master/media/lua/client/TimedActions/SearchRoomContainerAction.lua#L188

GitHub

Contribute to TheCrimsonKing92/pz-item-searcher development by creating an account on GitHub.

ancient grail
kind fossil
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Insane thanks

fading horizon
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i'm really new to modding. How do I set how long it takes to eat an item?

#
    {
        DisplayCategory             =   Junk,
        Count                        =    12,
        HungerChange                =    -3,
        StressChange                =    -3,
        UnhappyChange                =     -3,
        Weight                        =    0.001,
        RequireInHandOrInventory    =    Matches/Lighter,
        Type                        =    Food,
        DisplayName                    =    Clove cigarettes,
        Icon                        =    cloves,
        Tooltip                =             Get lung cancer in the edgiest way,
        CustomContextMenu           =   Smoke,
        CantBeFrozen                =   TRUE,
        OnEat                       =   OnSmoke_Blunt,
        StaticModel                 =   Blunt,
        EatType                     =   Cigarettes,
        WorldStaticModel            =   Blunt_Ground,
        CustomEatSound              = ,
    }```
#

this is what I have so far. I just want it to take longer than smoking a regular cigarette

warm prawn
#

Can someone PLEASE help, I can't get my mods to work.

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I enable them, but they don't DO anything.

fading horizon
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new or existing save

warm prawn
#

I enable it IN the save.

fading horizon
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when you go to load the save, click "more" then click "mods"

warm prawn
#

Before I load it.

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I know.

fading horizon
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okay, what about your console.log file

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is it throwing errors

warm prawn
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But it just doesn't work, no matter what I do.

warm prawn
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I looked.

fading horizon
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how many mods? did it just happen suddenly after installing a new mod?

warm prawn
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No, no, I make my own mods, and they just don't work.

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I can't get them to do anything.

fading horizon
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so they show up in the mod enable / selection screen

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but they don't do anything

warm prawn
# fading horizon i'm really new to modding. How do I set how long it takes to eat an item?

Here are the steps to do it:

Navigate to the "media" folder in your Project Zomboid directory.
Locate the "items" folder and open it.
Find the .txt file for the item you want to adjust the eating time for. For example, if you want to adjust the eating time for a can of beans, you would look for the "cannedbeans" file.
Open the .txt file in a text editor.
Locate the "EatTime" parameter in the file. This should be expressed in seconds.
Change the value of the "EatTime" parameter to the desired value.
Save the changes to the .txt file.

After adjusting the "EatTime" parameter, the item will now take the specified amount of time to consume in-game.

#

I was writing that out.

fading horizon
#

oh wow thank you i really appreciate that

warm prawn
#

But for modding, it's slightly different

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Let me explain it better.

fading horizon
#

i just made my first mod yesterday so now i'm wanting to learn more

fading horizon
#

its been fun

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first mod ive ever made for a game

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already got 40 subscribers too so i'm happy lol

warm prawn
#

It looks cool.

frigid juniper
#

can anyone recommend me client sided quality of life mods

warm prawn
royal latch
#

Key!

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How to get key guys

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On PZ SCRIPT STRONGMUSCLE

warm prawn
#

@fading horizon

item CloveCigarettes
{
DisplayCategory = Junk,
Count = 12,
HungerChange = -3,
StressChange = -3,
UnhappyChange = -3,
Weight = 0.001,
RequireInHandOrInventory = Matches/Lighter,
Type = Food,
DisplayName = Clove cigarettes,
Icon = cloves,
Tooltip = Get lung cancer in the edgiest way,
CustomContextMenu = Smoke,
CantBeFrozen = TRUE,
OnEat = OnSmoke_Blunt,
StaticModel = Blunt,
EatType = Cigarettes,
WorldStaticModel = Blunt_Ground,
CustomEatSound = ,
EatTime = 2, // set the EatTime to 2 seconds
}

royal latch
#

Guys how to get key

warm prawn
#

You can adjust the EatTime, it's been added to the bottom.

fading horizon
#

that's exactly what I needed

#

thank you so much!

warm prawn
#

I think it's in seconds.

royal latch
#

On Project PZ strong muscle guys help

warm prawn
royal latch
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can i ask?

warm prawn
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This is for modding.

fading horizon
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now i have to learn 3d modeling woozy

warm prawn
royal latch
#

can i get key

warm prawn
#

A steamkey?

royal latch
#

FROM STRONG MUSCLE

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Game script

fading horizon
#

what are you asking for

warm prawn
#

Okay, tell me EXACTLY what you need.

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Not just "key"

royal latch
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I ASK FOR STRONGMUSCLE GAMES SCRIPT KEY

warm prawn
#

Alright/

royal latch
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can i have the key

warm prawn
#

But I don't know what strongmuscle is...

fading horizon
#

crediting you in the mod file for your help @warm prawn

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its dumb but ive been searching the documentation for like an hour trying to find that

warm prawn
#

lol

warm prawn
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Thanks, though.

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The most I'll let you do is add it to the changelog if you have one.

fading horizon
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hasnt been uploaded to workshop yet

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only the mod i made yesterday has

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my eventual goal for what I want to make that I think would be a cool mod is a diabetes mod

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managing insulin ratios dependent on the carb count in what you eat

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idk how hard that will be, but I think it would be a cool mod

warm prawn
#

If you need help with it, ask me. I'd love to help.

fading horizon
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will do. I have a ton to learn before I can get to that point so i appreciate the help

#

i'm used to making websites, not this type of coding lol

warm prawn
#

I tried to learn HTML, failed miserably.

fading horizon
#

unfortunately HTML is the easy part ๐Ÿ˜ญ

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imo at least

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I just like using CSS to make things look pretty haha

warm prawn
#

There's a tool called ChatGPT that can help you with development on most coding languages.

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Like if you need a basic design template, too.

fading horizon
#

bless god bless chatgpt

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when will the mods start making themselves

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chatgpt could get NPCs here in a day

warm prawn
#

lol

red tiger
#

My work just tossed me a Samsung tablet to work with.

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neat.

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Also, good morning.

frank lintel
#

I'll stick with my AW laptop for work.

red tiger
#

Oh I have a beefy laptop from work too.

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It's also cool to see 3 installs for my first VSCode extension. =)

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Will need to post it on the forums when I get a chance.

twilit rune
#

What is the max texture resolution that zomboid vehicle can use?

frank lintel
#

thats okay I just was visiting the worst first 2/3rd of that name VS....

twilit rune
#

I heard something about 512. I really hope, that 4k is reality

red tiger
#

This game doesn't scale well with UI with large monitor resolutions..

red tiger
frank lintel
#

dont count on Ultrawide either.

warm prawn
#

Jab, would you be able to help?

red tiger
#

I was commissioned a moodle mod to make it support 4K.

twilit rune
#

Thx

red tiger
#

Just scale in halves from 4096.

twilit rune
#

Any result that won't blow my computer is fine

red tiger
#

I wouldn't see PZ being something AI could chomp.

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I'd rather do manual code templates and push them through an extension.

warm prawn
red tiger
#

Most code in PZ is terrible.

warm prawn
#

Do you know much about modding?

red tiger
#

I do but my time is increasingly limited.

warm prawn
#

My mods won't work.

red tiger
#

I help with small questions here and post too much about my own work.

warm prawn
#

They're enabled, both mainly, and on individual saves.

red tiger
#

Are these yours, as in you wrote them?

warm prawn
#

However, they don't seem to launch properly.

warm prawn
red tiger
#

Does your code initialize through event functions?

warm prawn
#

But it doesn't work if I add code after that.

#

I just can't get it to work.

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The print function works until I add code.

red tiger
#

You need to take some time and study what your trying to do and which events to hook. Perhaps find similar mods that displays a GitHub repository for their code and see what they're doing to perform tasks similar to what you're trying.

warm prawn
#

Yes, but, it SHOULD be working, but it doesn't.

red tiger
#

It sounds like logical / syntactic error.

warm prawn
red tiger
warm prawn
#

I don't know why it's torturing meeee

red tiger
#

But on a serious note, I don't know your level of expertise in programming in general so I can't honestly help you any further.

#

All I know is it doesn't work. ;P

warm prawn
#

I'm generally okay at Lua.

red tiger
#

Study what people do with PZ.

warm prawn
#

Alright.

red tiger
#

There's a guide I can pull up.

warm prawn
#

Sure.

red tiger
#

Why we don't have bookmark command bots here I don't know...

#

This one should be !modguide

fading horizon
#

my media/items folder only has a single .xml file with very little in it, too

warm prawn
#

Alright, one moment

red tiger
#

Even if you somehow end up using TypeScript to mod PZ (As there is an alternative that I wrote since I'm not a major Lua programmer), You'll need to understand what Lua is in PZ's environment, which is very different in a lot of scenarios.

fading horizon
#

do i need to make it a recipe instead so I can use the time parameter?

red tiger
#

Good luck, though.

warm prawn
#

dumb question, but still

fading horizon
#

just this one .xml file

warm prawn
#

Good.

#

Alright.

#

Okay, I noticed a problem.

fading horizon
#

contents

warm prawn
#

Mk.

#

And you have the item's assets imported?

fading horizon
#

wdym

warm prawn
#

Nevermind.

#

Was it working before?

fading horizon
#

it works fine, models show up and everything

#

i'm just trying to change the action time

warm prawn
#

Alright.

fading horizon
#

basically it uses the default eat cigarettes action

#

i want it to do that but just make the action like 10 seconds longer

#

like how when you eat some big items, you eat them slower

warm prawn
#

{
DisplayCategory = Junk,
Count = 12,
HungerChange = -3,
StressChange = -3,
UnhappyChange = -3,
Weight = 0.001,
RequireInHandOrInventory = Matches/Lighter,
Type = Food,
DisplayName = Clove cigarettes,
Icon = cloves,
Tooltip = Get lung cancer in the edgiest way,
CustomContextMenu = Smoke,
CantBeFrozen = TRUE,
OnEat = OnSmoke_Blunt,
StaticModel = Blunt,
EatType = Cigarettes,
WorldStaticModel = Blunt_Ground,
CustomEatSound = ,
EatTime = 2
}

#

Maybe it was the // that caused problems.

fading horizon
#

testing now

warm prawn
#

There's also a possibility EatTime is no longer supported, but we'll find out soon enough.

warm prawn
fading horizon
#

i couldn't tell if it slowed down or not

#

so i'm restarting

warm prawn
#

lol

#

ok

fading horizon
#

changed it to eattime = 240

#

lol

warm prawn
#

damn

fading horizon
#

that should make a difference

warm prawn
#

Only slightly!!

fading horizon
#
function ISEatFoodAction:new (character, item, percentage)
    local o = {}
    setmetatable(o, self)
    self.__index = self
    o.character = character;
    o.item = item;
    o.stopOnWalk = false;
    o.stopOnRun = true;
    o.percentage = percentage;
    if not o.percentage then
        o.percentage = 1;
    end

    o.maxTime = math.abs(item:getBaseHunger() * 150 * o.percentage) * 8;

    if o.maxTime > math.abs(item:getHungerChange() * 150 * 8) then
        o.maxTime = math.abs(item:getHungerChange() * 150 * 8);
    end

    local hungerConsumed = math.abs(item:getBaseHunger() * o.percentage * 100);
    local eatingLoop = 1;
    if hungerConsumed >= 30 then
        eatingLoop = 2;
    end
    if hungerConsumed >= 80 then
        eatingLoop = 3;
    end
    
    local timerForOne = 232;
    if o.item:getCustomMenuOption() == getText("ContextMenu_Drink") then
        hungerConsumed = math.abs(item:getThirstChange() * o.percentage * 100);
        timerForOne = 171;
        if hungerConsumed >= 3 then
            eatingLoop = 2;
        end
        if hungerConsumed >= 6 then
            eatingLoop = 3;
        end
    end

    o.maxTime = timerForOne * eatingLoop;
    
    -- Cigarettes don't reduce hunger
    if hungerConsumed == 0 then o.maxTime = 460 end
    if item:getEatType() == "popcan" then
        o.maxTime = 160;
    end```
warm prawn
#

My only beef with zomboid modding is that it takes forever to boot.

fading horizon
#

just found this while i'm waiting for it to load

#

can i do something with this maybe

warm prawn
#

Hm.

fading horizon
#

ISEatFoodAction.lua

warm prawn
#

Okay, now I know what I'm looking at.

fading horizon
#

and just tested

#

didn't work

#

looks like eatTime isn't supported anymore then

warm prawn
#

Hm, alright.

#

I'll see what I can do with what you provided

#

I think I can do it.

#

@fading horizon TRY this.

function ISEatFoodAction:new (character, item, percentage, eatTime)
local o = {}
setmetatable(o, self)
self.__index = self
o.character = character;
o.item = item;
o.stopOnWalk = false;
o.stopOnRun = true;
o.percentage = percentage;
o.eatTime = eatTime or nil;

if not o.percentage then
    o.percentage = 1;
end

o.maxTime = math.abs(item:getBaseHunger() * 150 * o.percentage) * 8;

if o.maxTime > math.abs(item:getHungerChange() * 150 * 8) then
    o.maxTime = math.abs(item:getHungerChange() * 150 * 8);
end

local hungerConsumed = math.abs(item:getBaseHunger() * o.percentage * 100);
local eatingLoop = 1;
if hungerConsumed >= 30 then
    eatingLoop = 2;
end
if hungerConsumed >= 80 then
    eatingLoop = 3;
end

local timerForOne = 232;
if o.item:getCustomMenuOption() == getText("ContextMenu_Drink") then
    hungerConsumed = math.abs(item:getThirstChange() * o.percentage * 100);
    timerForOne = 171;
    if hungerConsumed >= 3 then
        eatingLoop = 2;
    end
    if hungerConsumed >= 6 then
        eatingLoop = 3;
    end
end

if o.eatTime ~= nil then
    o.maxTime = o.eatTime;
else
    o.maxTime = timerForOne * eatingLoop;
end

if hungerConsumed == 0 then o.maxTime = 460 end
if item:getEatType() == "popcan" then
    o.maxTime = 160;
end
#

If that doesn't work, I don't know how to help.

distant fractal
#

On a scale of 1-10, how difficult is it to make an addon for True Music to add 2 songs as someone who has never made a mod before?

distant fractal
#

Alright

warm prawn
#

I'd say 4

#

Directly to the game file, or in a mod

distant fractal
#

Iโ€™ll come back here in about 7 hours to get started when I get home

warm prawn
#

ok

#

@fading horizon Did it work?

fading horizon
#

taking a break for a minute honestly

#

my eyes are super tired

warm prawn
#

Okay.

#

I don't guarantee the code will work, I'm not that good at the project zomboid engine

#

Oh, yeah, uhm

#

My knowledge is from build 40

#

So, implement the code with caution.

#

Keep a backup of the script

fading horizon
#

i was reading through some guides and found this and remembered your message

#

idk if you're still looking for resources but maybe this will help

frank elbow
fading horizon
#

wow I didn't know discord had syntax highlighting. I knew about code blocks

#

that's awesome

warm prawn
#

I just don't do it, because it looks so strange to me

frank elbow
#

It looks much better to pretty much everyone else, but to each their own I suppose

fading horizon
#
<div class = "test"></div>
#

baller

#

thanks for the tip

twilit rune
#

Have anyone faced error: steam failed to create workshop item, result=15?

humble oriole
#

So, quick question, does a grid square only need a roof to be considered inside???

fading horizon
#

depends on what you're trying to do i think

#

for plumbing, no, you need walls

humble oriole
#

self.exterior = isoObject:getSquare():isOutside()

#

just doing an isOutside() check

keen silo
#

Alright @abstract raptor @hot patrol I Finished my automation script for my Voiced Radios and TVs mod, and Im satisified with the results
The first woodcraft episode was done by hand, the following Exposure Survival and cookshow were completely done by my automated script with little to none intervention from my part (I Just told it where to add certain sound effects)

Right now I have 5647 characters left on my ElevenLabs account, so I guess I'll be able to make the transcript of 10 more Life and living episodes (Im skipping the adds)

I will also record a video showing how to use the automation script, And once it is done I'll Upload the mod + automated script, so that the community may help with this project.

(The automated script is capable of overwritting already edited lines so If you don't like certain voices or want to change them, you can)

fading horizon
#

wow that's awesome, great work

#

really cool idea in general

stiff radish
ancient grail
stiff radish
#

emmm,may be i didn't think that when i pick a image๐Ÿคฃ

ancient grail
fading horizon
#

my first mod got up to 50 subs in a day i'm so hype rn

ancient grail
ancient grail
fading horizon
#

working on the second mod is not nearly as easy lol

#

i thought it would be simple

fading horizon
#

also if there's a better way to swap textures than just straight up replacing them or there's a better way to just do this in general, please let me know

ancient grail
#
if getPlayer():isSpeaking() then
queen sail
#

does anybody know if anybody has been working on or made progress on a fix/mod for the VOIP over walkie talkies being broken?

brave ruin
#

Hey guys!

#

I uploaded a mod but I cannot see the Mod name? Is it the same as the folder? Because if it is the server cannot find it.

queen sail
#

I believe it is set somewhere in one of the files in the folder, let me check

#

so in the mod folder you should have 3 items

#

you can edit the name of the mod in the Workshop text file

brave ruin
#

What?

queen sail
#

Does that answer your question?

brave ruin
#

I don't have a workshop file?

queen sail
#

How did you upload a mod?

brave ruin
#

I uploaded it in the game?

#

Through the game?

queen sail
#

Generally mods you upload will go into C:/Users/(You)/Zomboid/Workshop , even if you upload them through the game and you can now see what the name is there

brave ruin
#

Ohh I see it now

#

Could it be because I just uploaded it and the server could not find it? It takes a bit before mod is uploaded? @queen sail

queen sail
#

there are a few things it could be that i know of did you add both the title and the mod id to the server? I'm guessing you're running the server through the in game client rather than editing the INI

#

I believe steam does have to like check it for malware before it will distribute the mod

brave ruin
queen sail
#

which message and also what

wide oar
#

it gives me a error
MeshAssetManager.loadCallback> Failed to load asset: AssetPath{ "rengokunichirin" }.
whta the hell does this mean
ModelScript.check> no such model "rengokunichirin" for Cosplay.rengokunichirin.
module Cosplay
{
model rengokunichirin
{
mesh = Weapons/2handed/rengokunichirin,
texture = Weapons/2handed/rengokunichirin,

    attachment world
    {
        offset = 0.0000 0.0000 0.0000,
        rotate = 0.0000 0.0000 0.0000,
    }
}

}
module Cosplay
{
item rengokunichirin

{
    MaxRange    =    1.4,
    WeaponSprite    =    rengokunichirin,
    MinAngle    =    0.65,
    Type    =    Weapon,
    MinimumSwingTime    =    3.5,
    KnockBackOnNoDeath    =    TRUE,
    SwingAmountBeforeImpact    =    0.02,
    Categories    =    LongBlade,
    ConditionLowerChanceOneIn    =    25,
    Weight    =    1.3,
    SplatNumber    =    3,
    PushBackMod    =    0.7,
    SubCategory    =    Swinging,
    ConditionMax    =    130,
    MaxHitCount    =    5,
    DoorDamage    =    10,
    SwingAnim    =    Bat,
    DisplayName    =    Rengoku Kyojurou's Nichirin Katana,
    MinRange    =    0.80,
    SwingTime    =    4,
    KnockdownMod    =    2,
    SplatBloodOnNoDeath    =    FALSE,
    Icon    =    rengokunichirin,
    BreakSound  =   BreakMetalItem,
    TreeDamage  =   1,
    CriticalChance    =    45,
    CritDmgMultiplier = 6,
    MinDamage    =    11,
    MaxDamage    =    12,
    BaseSpeed = 1,
    WeaponLength = 0.4,
    DamageCategory = Slash,
    DamageMakeHole = TRUE,
    AttachmentType = BigBlade,
    Tags = CutPlant;SharpKnife,
TwoHandWeapon = TRUE,
RunAnim    = Run_Weapon2,
    DoorHitSound = MacheteHit,
    HitSound = MacheteHit,
    HitFloorSound = MacheteHit,
    BreakSound  =   MacheteBreak,
    SwingSound = MacheteSwing,
 }

recipe Kyojurou's Katana {
keep WeldingMask,
keep BlowTorch,
keep Sledgehammer/Sledgehammer2,

BlowTorch=10,
SheetMetal=10,
SmallSheetMetal=2,
WeldingRods=4,
LeatherStrips=1,
Stake=1,
Woodglue=1,

Result:rengokunichirin,
OnGiveXP:Recipe.OnGiveXP.MetalWelding25,
SkillRequired:MetalWelding=6,
Time:360.0,
Category: Sankese,
Sound:BlowTorch,
NeedToBeLearn:FALSE,

}

}

media\models_X\weapons\2handed\rengokunichirin.fbx

queen sail
queen sail
red tiger
brave ruin
#

Can't I made a mod hidden without server be able to find it ?

red tiger
brave ruin
#

The mod I uploaded .. can I just upload it to my server and put it there?

#

I tried it with solo mode on PZ and it worked

#

But I cannot get it to work on my server

red tiger
brave ruin
#

So how do people do with custom made mods?

red tiger
#

Well how I've made server-exclusive mods is through creating a server-side provider for Lua code that is executed on the client to complete the mod from a workshop.

#

Also, it's funny how I posted my template here and two people were eager to test yet never got back to me 2 months later.

#

So yeah, you can definitely set a mod to be server-exclusive, but it requires some boilerplate framework to do.

#

I think that's what you're after?

brave ruin
#

Well yeah

#

But was hoping it could be easier

#

So for a mod to work from steamworkshop, it needs to be visable? = public

red tiger
#

Well I wrote one so it can be easily done.

#

It's funny that people who were interested in doing the same thing then never got back to me.

#

@brave ruin Check out these two repositories.

brave ruin
#

So this is what you put on the server host?

red tiger
#

This is my implementation.

#

I haven't heard of anyone else in the past ten years do it. I think I'm the only one who did.

#

So if someone grabs the workshop item for a mod implementing this approach for loading, it wouldn't work in single-player and any other server that does not have the loader in place.

fading horizon
#

im a little new to this

#

am i understanding correctly that basically what that does is like

#

workshop mod is visible but only part of the actual mod, the rest of the mod is delivered to the user when they join the server via your custom lua provider?

#

that's cool as hell

#

honestly really smart workaround

red tiger
#

I used to do a lot of commissions and run a server that had people stealing our works.

#

Also, there's some security to my implementation. It's all run anonymously so there's no file overriding.

fading horizon
#

running a server seems fun. I've only ever played single player because i like having full control over the mods

red tiger
#

2 layers of loading and executing code.

#

Boot loading basically.

#

Anyone can fork this and modify it to have custom security.

fading horizon
cyan lantern
red tiger
cyan lantern
red tiger
#

So if I'm a server and I paid for custom content and mods and say not to use my works on other servers, how am I going to stop that from happening?

fading horizon
#

your implementation definitely seems like the logical way to go about it

#

i just don't wanna step on any toes or anything. I've seen some drama on the workshop before

red tiger
#

My solution simply serves part of the code for the mod that otherwise doesn't exist on the workshop item so even if someone tried to use it, it wouldn't work.

tawdry solar
#

can somone help

#

my mod has been broken for a while

#

oh hey again

red tiger
#

What's funny is that I rewrote this solution for a server admin who asked for it as comm work and then vanished.

#

Then I had a couple people here who wanted to try / use it and then did nothing with it.

fading horizon
#

typical

red tiger
#

People always bitch about workshop drama.

#

Yet they can't even run code that works out of the box.

fading horizon
#

if I had more knowledge on the subject / ran a server, I'd test it out for you

red tiger
#

This is why I don't care about the drama.

fading horizon
#

but idk any of that stuff

red tiger
#

They love it.

#

They love to bitch and moan and even when they have a solution they choose to keep bitching and moaning.

fading horizon
#

i'm just sad bc apparently there was a bicycle mod that got removed before I came back to the game over some dumb stuff

red tiger
#

That's somewhat why I work on tools now.

fading horizon
#

but bikes sound perfect

#

skateboard mod is too buggy for me

cyan lantern
#

it didn't help me much because I don't use any sound files and names of my files were generated by worlded but thanks

fading horizon
#

ive been reading lua documentation all morning ; my eyes hurt

brave ruin
#

Giving me the uguUEHDASH .. Why does the mod work on a solo start up but not when adding the mod name and ID to a server -.-' angry noises

red tiger
#

Anyways, I should probably write a guide for it.

humble oriole
#

Anyone happen to know if the game tracks when a players last death was?

#

So, like they died at x date and started a new character?

#

Trying to prevent people from rerolling characters too quickly.

bronze yoke
#

i think you'd need to record it yourself

humble oriole
#

yea, I was afraid of that

#

probably not worth the trouble and we'll just have to police it via admin

wide oar
#

the code is
{
model rengokunichirin
{
mesh = Weapons/2handed/rengokunichirin,
texture = Weapons/2handed/rengokunichirin,

    attachment world
    {
        offset = 0.0000 0.0000 0.0000,
        rotate = 0.0000 0.0000 0.0000,
    }
}

}
module Cosplay
{
item rengokunichirin

{
    MaxRange    =    1.4,
    WeaponSprite    =    rengokunichirin,
    MinAngle    =    0.65,
    Type    =    Weapon,
    MinimumSwingTime    =    3.5,
    KnockBackOnNoDeath    =    TRUE,
    SwingAmountBeforeImpact    =    0.02,
    Categories    =    LongBlade,
    ConditionLowerChanceOneIn    =    25,
    Weight    =    1.3,
    SplatNumber    =    3,
    PushBackMod    =    0.7,
    SubCategory    =    Swinging,
    ConditionMax    =    130,
    MaxHitCount    =    5,
    DoorDamage    =    10,
    SwingAnim    =    Bat,
    DisplayName    =    Rengoku Kyojurou's Nichirin Katana,
    MinRange    =    0.80,
    SwingTime    =    4,
    KnockdownMod    =    2,
    SplatBloodOnNoDeath    =    FALSE,
    Icon    =    rengokunichirin,
    BreakSound  =   BreakMetalItem,
    TreeDamage  =   1,
    CriticalChance    =    45,
    CritDmgMultiplier = 6,
    MinDamage    =    11,
    MaxDamage    =    12,
    BaseSpeed = 1,
    WeaponLength = 0.4,
    DamageCategory = Slash,
    DamageMakeHole = TRUE,
    AttachmentType = BigBlade,
    Tags = CutPlant;SharpKnife,
TwoHandWeapon = TRUE,
RunAnim    = Run_Weapon2,
    DoorHitSound = MacheteHit,
    HitSound = MacheteHit,
    HitFloorSound = MacheteHit,
    BreakSound  =   MacheteBreak,
    SwingSound = MacheteSwing,
 }

recipe Kyojurou's Katana {
keep WeldingMask,
keep BlowTorch,
keep Sledgehammer/Sledgehammer2,

BlowTorch=10,
SheetMetal=10,
SmallSheetMetal=2,
WeldingRods=4,
LeatherStrips=1,
Stake=1,
Woodglue=1,

Result:rengokunichirin,
OnGiveXP:Recipe.OnGiveXP.MetalWelding25,
SkillRequired:MetalWelding=6,
Time:360.0,
Category: Sankese,
Sound:BlowTorch,
NeedToBeLearn:FALSE,

}

}

brave ruin
#

If I make a custom item, do they automatic spawn into the games and zombies?

#

On a multiplayer server

wheat kraken
#

@thick karma or someone that knows about controller support on context menu

how do i confirm option on context using controller?

thick karma
#

If you add options to a context menu they are automatically controller compatible

#

The function for the menu entry gets fired when a player presses Cross / A while that entry is selected.

wheat kraken
#

true, i bought a controller logitech f310, to improve my controller support,
i think the same, automatically controller compatible, but when i go try it, it doesnt works x.x

dont catch when i press confirm button on controller

#

it works when i try sit on ground, and other options (on main menu), and teleport on submenu works too,

but @thick karma when im on my created submenu, my options doesnt works

#

i discover that maybe is because the ISBuildMenu.cursor

wheat kraken
#

thanks! i solved

#

there was a line that was not allowing controllers o0
if Firetrail.playerObj:getJoypadBind() ~= -1 then return end

fast galleon
#

are you making a cursor?

#

Burryaga told the are bad by default. I still tried though.

wheat kraken
#

:3 :)))

#

did you manage to make it? someday i will need it

when im going to try do a mini RTS using zomboid hahaha

fast galleon
#

Mine is on ISA GitHub if you need it.

wheat kraken
#

i imagine that is possible to do rts using superb survivors or the vanilla npc update, it will be funny to play age of empires like, in zomboid xDD

wheat kraken
#

aah immersivesolararray!

#

nice

fast galleon
#

Put campfire: blocks square
Light campfire,
Put out campfire

place object on campfire!

now to do the commands to replicate this wonder

wheat kraken
#

uuuh i find out now that you are the dev from ISA, wow! well done! @livid gale

#

i want to do a wind energy, inspired on William Kamkwamba
Netflix's 'The Boy Who Harnessed the Wind' is a True Story

#

i saw some people working in windturbine too, on 3d

thick karma
wide oar
#

can anyone help me

#

MeshAssetManager.loadCallback> Failed to load asset: AssetPath{ "rengokunichirin" }.
whta the hell does this mean
ModelScript.check> no such model "rengokunichirin" for Cosplay.rengokunichirin.

boreal garnet
keen silo
#

Im so angry. I would have finished my mod today, but I lost internet access to my house for the last 5 hourspain

My pc doesnt have a wifi port so I cant use 3G/4G + hotspot with my phone to continue

#

And to develop my mod I need internet access to Eleven Apps, so im stuckded

frank lintel
#

is crusin' in his 64, for a six four is what'de got.

trail bloom
#

Does anyone have a list of shaders to use for vehicles, If not does anyone know which ones provide transparency? I've been searching for a good few minutes and don't have any ideas, and I'd want to leave making my own shader as a last resort

bronze yoke
#

none of the vehicle shaders support transparency

trail bloom
#

Welp, Darn. Guess I'll have to figure out out to make a transparent shader

glass basalt
#

does anyone have the permanent invite link to this discord server? I want to embed it in my mod descriptions

queen sail
#

would anybody like to give me a quote for a mod commission? i think its pretty small but idk

boreal garnet
#

btw, Pano, i managed to find the files i was looking for the last time i asked you spiffo

glass basalt
frank elbow
rancid panther
#

we totally need to unite a bunch of qol modders to make one massive qol mod

wraith path
#

would it be theoretically possible to impliment a CCTV camera mod?

cosmic condor
keen silo
#

does anybody have experience with adding community versioning to your mods?

#

I want to allow the community to be able to run a couple of py scripts to help develop the mod faster

#

Here is a video of me showing how the automation script works. I had an issue with a 429 TooMantyRequests error from the API but I kinda patched (Just put a sleep(2) after a try catch : P)

In the end it shows the final result of running the script, and how it looks like on PZ

glass basalt
#

and people can then pick and change based on their preferences and priorities

#

although I guess this is kinda already a thing with mod collections lol

rancid panther
#

im wondering if for my immunity mod i should get rid of the waiting period altogether and just make players have to do a really long timed action so they have to check on their bite while they have downtime

#

other idea was a self inspection would produce an item that they do a test with

glass basalt
#

for scalability, better to have it tied to the time in-game than with timed actions. Some timed actions do scale with the length of day, but others don't.

#

unless you want it to be the same amount of time regardless of how fast the day is ๐Ÿคทโ€โ™‚๏ธ

rancid panther
#

by timed action i just meant the recipe

glass basalt
#

recipes are special timed actions technically

rancid panther
#

but also, is there a way to let a recipe time scale with a skill level?

glass basalt
#

you mean having different recipes per skill level? probably

rancid panther
#

oh just have a dif skill level requirement per level?

glass basalt
#

actually, making it a timed action to scale it with skill level would be easier to implement

rancid panther
#

i was hoping so

glass basalt
#

because Lua vs Java Zedscript crap

#

just a simple check of what a character's certain level is to do different functionality

rancid panther
#

but the recipe time is in the script, not the function

glass basalt
#

you can change it to be a context menu action to activate the timed action (as an alternative to doing a recipe)

rancid panther
#

when i was trying to make it work through the health panel i saw how to make a timed action scale with skill level that way, but i gave up cuz of how uncooperative the health panel is

glass basalt
#

i dont think health panel uses recipes

rancid panther
#

i know

#

i was doing all the health panel stuff

#

and then i changed to a recipe

glass basalt
#

I'd continue trying to make it work with the health panel. it can be done with a generous amount of patience

#

it's the best fit for the mod tbh

#

no rush to update the mod too

rancid panther
#

it would be but i realized you have to copy the entire base handler and then some other stuff

#

and it was just stressing me out

#

i was trying for like 12 hours yesterday

#

like until 5 am. not healthy

glass basalt
#

you need to copy the entirety? doesn't seem right, especially if its lua

rancid panther
#

yea i even read another conversation between Burryaga and sioyth when they were working on the Replace Bandage mod

#

they copied the entire BaseHandler

#

and the really popular health mod Immersive Medicine copies the entire BaseHandler section of the health panel as well

#

those are the only 2 mods that i have seen that directly add new context menu options to the health panel

glass basalt
#

if they all copy the entire base handler, how are the medicine mods compatible with each other? one mod would have to overwrite the other's

rancid panther
#

The Only Cure adds a button which leads to its own UI

#

and, Replace Bandages is not compatible with The Only Cure

glass basalt
#

hmm alright

rancid panther
#

i dont think my mod could be compatible with other health panel mods unless someone made a framework that all health mods united under

#

since BaseHandler is local in the ISHealthPanel file

#

so im just gonna give up on that until they either change the health panel or someone makes a framework for all health mods to use

#

do you think it makes sense to have to wait a couple hours before confirming if a bite is infected or not?

#

to me it makes sense in a way, but it makes me unsure of what to do if someone is infected from a laceration

fading horizon
#

i finally got my mod in a working alpha state

#

what a pain in the ass it has been

rancid panther
#

like if they get bitten they know for a fact that they should be infected
but if they get a laceration, then if they have symptoms they would probably know for a fact that they are really infected, unlike getting a fake infection if you are bitten and immune

#

should i keep it that way? does it make sense in your perspective

fading horizon
#

Personally I like the anxiety of having to wait a little

#

yeah it will piss you off a little bit like playing mario kart and getting blue shelled before the finish line, but that's part of the game imo

rancid panther
#

and how do you feel about relatively quickly knowing from a laceration?

fading horizon
#

i would say knowing within 12 hours would be a good time estimate

#

but i also only play SP so idk how that will mesh with MP

rancid panther
#

like if ur bitten and ur feeling symptoms, then u could have a fake infection, and you wait for 8 hours until you can test it

fading horizon
#

yeah I don't think you should be able to tell immediately

rancid panther
#

but if u get laceration and start feeling symptoms, you know it is real, since it wasnt from a bite, if that makes sense

fading horizon
#

gotta let it fester

#

does the middle icon look too squished / bad?

#

i think it looks kinda too wide

#

idk

#

i'm not great at this

rancid panther
#

it looks nice, but it could probably not touch the borders

fading horizon
#

that's really good advice, thank you

rancid panther
#

np

glass basalt
fading horizon
#

i still keep it 32 x 32, just add margins, correct?

glass basalt
glass basalt
#

i can do it with yours and show what I did as an example

wheat kraken
#

heey people, if server spawn a vehicle, how do i send or get the vehicle object on client?
local vehicle = addVehicleDebug(args.model, args.spawn_direction, nil, sq)
sendServerCommand(player,"RTR", "ReceiveSpawnedBus_fromServer", data)

rancid panther
#

im just thinking how i could balance the laceration and scratch infections

should i just give immune players a chance of getting a fake infection from zombie damage? i feel like if ur immune you wouldnt even feel anxious over a scratch, even if you dont know you are immune

#

since you could just think you got lucky again

glass basalt
rancid panther
#

many ppl get lucky too many times from lacerations

glass basalt
#

tbh i'd keep the fake infection to bites

fading horizon
rancid panther
#

i was thinking that too. so should i just let players who get infected from lacerations and scratches immediately know based on their symptoms?

fading horizon
#

if you want to

wheat kraken
fading horizon
#

I've got it open in photoshop rn

rancid panther
#

should i let the self test even produce results if you aren't bitten?

glass basalt
#

i don't remember how to center it in photoshop, but i'll use piskelapp.com

glass basalt
rancid panther
#
function ISInspectBite(items, result, player)
    local testData = player:getModData()
    local playerBody = player:getBodyDamage()
    local testtime = SandboxVars.TomaroSOAT.TestTime
    if testData.testStatus == "ready" and testData.immune == true then
        print("You are immune.")
        player:Say(getText("IGUI_Say_ResultImmune"))
        playerBody:setIsFakeInfected(false)
        if not player:HasTrait("Immune") then
            player:getTraits():add("Immune")
        end
        testData.testStatus = "tested"
    elseif testData.testStatus == "ready" and testData.immune == false and playerBody:isInfected() then
        print ("You are infected.")
        player:Say(getText("IGUI_Say_ResultInfected"))
        playerBody:setIsFakeInfected(false)
        testData.testStatus = "tested"
    elseif testData.testStatus == "untested" and playerBody:isInfected() then
        print ("You are infected.")
        player:Say(getText("IGUI_Say_ResultInfected"))
        playerBody:setIsFakeInfected(false)
        testData.testStatus = "tested"
    else
        print("Criteria not met.")
        if testData.testStatus == "testing" then
            print("Hours Since Bite: " .. (testData.testStage))
            player:Say((testData.testStage) .. (getText("IGUI_Say_HoursSince1")))
            player:Say((getText("IGUI_Say_HoursSince2")) .. (testtime - (testData.testStage)) .. (getText("IGUI_Say_HoursSince3")))
        end
    end
end
fading horizon
#

new vs old

#

i think that should be a little better

glass basalt
#

ah, if the new one is 32x32 then you should be good

rancid panther
#

although a bit blurry, the size is better

glass basalt
#

should be fine, icons are blurry as shit anyways

rancid panther
#

isnt there a way to change the type of anti-aliasing on resizing?

fading horizon
#

i might just try to find a new reference photo altogether

rancid panther
#

true

#

i just shrink down item icons for my traits and not even care about them

glass basalt
#

in GIMP you can choose to resize it directly, without filtering or scaling

wheat kraken
glass basalt
rancid panther
#

the bitten trait is just antibiotics shrunken down

wheat kraken
#

aah ok

glass basalt
#

relative to the player

rancid panther
#

okay i think i'll keep it this way then, with the recipe.

#

it'll be my last update for the immunity mod until i figure out the health panel

glass basalt
#

pain.

rancid panther
#

but i also figured out the translation for IGUI

#

the string names are "IGUI_"
but the file name is "IG_UI_" ๐Ÿ˜‚
that's why it didnt work before

glass basalt
#

hmmm, the file name and string names can still work while different

#

lemme pull up a translation file that I confirmed works

rancid panther
#

it works now

#

the first time i tried a few weeks ago it didnt work cuz the file was named "IGUI_EN"

glass basalt
#

oh now I understand

bronze yoke
#

all that stuff is super hard coded, so slight mistakes like that break it

rancid panther
#

so i thought the names were the problem but it was the file itself

fading horizon
#

may I please get opinions on which is better?

glass basalt
#

the old one tbh

#

well, actually, what is it

rancid panther
#

e-cigs?

fading horizon
#

i feel like left has a better contrast between box and cig

rancid panther
#

a mini organ

fading horizon
#

they're clove cigarettes

glass basalt
#

i thought it was an electronic device ๐Ÿ˜‚

glass basalt
#

yeah def the newer, slim icon

rancid panther
#

the left looks nicer

fading horizon
#

although now i want to make an elf bar mod

#

lol

rancid panther
#

yes, one mod leads to more mods

fading horizon
#

don't even get me started

rancid panther
#

i wonder how many ppl get annoyed when i completely change how my mod works

fading horizon
#

game runs fine btw

glass basalt
#

the game runs fine with 700 ๐Ÿ˜

glass basalt
fading horizon
#

700?

#

impressive

#

how many fps do you get when driving in a vehicle while zoomed out

#

๐Ÿ’€

glass basalt
#

i don't play with 700, but i've seen people with that many

#

my current modlist stutters a bit when im fully zoomed out (default values) driving 60mph in a vehicle through new cells

#

but playable

fading horizon
#

i ran out of mods to find / download so now i've started making them

#

lol

rancid panther
#

i use 100

frank lintel
#

how does one control where like table:save or getfilewriter... saves.

fading horizon
#

random side question but does anyone else have issues with sapphs cooking / arsenal ( i think ) & MREs?

When I open the MRE and choose "heat MRE" or whatever the relevant option is, the MRE disappears and I get nothing.

I haven't had time to delve into debugging it yet because it doesn't bother me really

#

figured it was worth an ask tho

rancid panther
#

it's a patch to punish MRE enjoyers ๐Ÿคฃ

fading horizon
rancid panther
#

goodbye scuffed checking system, now it is a recipe just like every other health mod that ended up using scripts because the health panel is nigh unmoddable

#

i am now a victim of the same fate

frank lintel
#

Im tracking something down like that. seems options for this mod get saved as a lone file in the main folder but then you have all your different save folders for game table lua files written in there but I see nothing saying oh this goes here this goes there only the filenames..

bronze yoke
frank lintel
#

and also like to fix this because having one lone options setting for the mod not per save sucks.

bronze yoke
#

you can use subdirectories etc and you can use modfilewriter or sandboxfilewriter to get some different directories but overall you don't control it

frank lintel
#

I just wanna jump into the save folder Im already using for the options file

bronze yoke
#

getfilewriter saves to Zomboid/Lua

frank lintel
#

well this seems to be saving to the mod top folder. and like I said the tables then going into a folder named after the savegame to store all the NPC data (in the mod folder)

fading horizon
#

idk the other one might be more readable

rancid panther
#

i would highlight one cigarette poking out of the box

fading horizon
#

not really enough room

#

unless i tilted the whole image like the default cigs

#

i guess

glass basalt
#

you could try recoloring the vanilla cigarette box to match the cloves ones

bronze yoke
#

there's a modfilewriter but it's used less often

fading horizon
#

but that's probably the move

glass basalt
fading horizon
#

thank you v much

frank lintel
#

still not seeing how the tables know to get put in teh savegame folder lol. wonder if I can do the options as a table to bypass this problem.

glass basalt
#

Smoker has good icons too. I think they are different though

fading horizon
glass basalt
#

i haven't seen pixelated cigarettes in a long while

fading horizon
#

i'm lost

#

i can't find the icon?

glass basalt
#

lol what

#

it might be in a PACK file

#

thats how I do it

frank lintel
#

table.save(tabletoSave,"SurvivorGroup"..tostring(self.ID).."metaData") ded

fading horizon
#

u tha best

glass basalt
fading horizon
#

yap i just got it

glass basalt
#

mod hacks ๐Ÿ˜Ž

bronze yoke
#

there's a table.save??

glass basalt
#

if it isn't broken and it works, don't fix it or reinvent the wheel

frank lintel
#

thats what they using...

glass basalt
#

table.save looks Java, but why tf

frank lintel
bronze yoke
#

generally if you want a save-specific persistent table, you use global moddata

frank lintel
#

like I said they saving data... but I cant figure out how they getting the folder...

glass basalt
bronze yoke
#

usually local modData = ModData.getOrCreate("string key")

glass basalt
#

gotcha, so its ModData

bronze yoke
#
function table.save(  tbl,fileName )

    local destFile = getWorld():getWorld()..getFileSeparator()..fileName..".lua"
    --print("table.saving:".. destFile)
    local writeFile = getModFileWriter("SuperSurvivors", destFile, true, false)
    for i = 1,#tbl do
        writeFile:write(tbl[i].."\r\n");
        --print(tbl[i])
    end
    writeFile:close();
end
#

it's part of superb survivors

#

adding to the standard lib like this seems really irresponsible

frank lintel
#

grrr

#

but ty

glass basalt
#

superb survivors has been worked on by at least four different mod devs, the consistency seems likely to be terrible

frank lintel
#

exactly why Im enjoying dicing thru it

glass basalt
#

code archaeology becoming a relevant field? lmao

frank lintel
#

entertainment

#

and being able to somewhat fix it kinda satisfying

bronze yoke
#

at some point you have to know when to refactor

frank lintel
#

oh Im not scared of that cept for like ummm option names saved and renaming them..

#

here prob the most actual changes other then just fixing typos and nonsense..

    
    if(IsoPlayer.getCoopPVP() == true) then
        getSpecificPlayer(0):Say(getContextMenuText("PVPDisabled"));
        IsoPlayer.setCoopPVP(false);        
        getSpecificPlayer(0):getModData().PVP = false;
        PVPDefault = false;
        PVPButton:setImage(PVPTextureOff)
    elseif(IsoPlayer.getCoopPVP() == false) then
        
        IsoPlayer.setCoopPVP(true);    
        if(ForcePVPOn ~= true) then
            getSpecificPlayer(0):getModData().PVP = true;
            PVPDefault = true;
            getSpecificPlayer(0):Say(getContextMenuText("PVPEnabled"));
        else
            getSpecificPlayer(0):Say(getContextMenuText("PVPForced"));
        end
        ForcePVPOn = false;
        PVPButton:setImage(PVPTextureOn)
    end
end```
#

now its...

    local player = getSpecificPlayer(0);

    if (ForcePVPOn) then
        -- PVP is forced.  2 logics 1 check. Regardless of current PVP mode, turn it on.
        IsoPlayer.setCoopPVP(true);
        player:getModData().PVP = true;
        ForcePVPOn = false;
        PVPButton:setImage(PVPTextureOn)
        player:Say(getContextMenuText("PVPForced"));

    elseif (IsoPlayer.getCoopPVP()) then
        IsoPlayer.setCoopPVP(false);
        player:getModData().PVP = false;
        PVPButton:setImage(PVPTextureOff)
        player:Say(getContextMenuText("PVPDisabled"));

    else
        IsoPlayer.setCoopPVP(true);
        player:getModData().PVP = true;
        PVPButton:setImage(PVPTextureOn)
        player:Say(getContextMenuText("PVPEnabled"));

    end
end```
#

btw do I need dem dang semicolons?

bronze yoke
#

nope

frank lintel
#

...

#

wish reformat removed them

bronze yoke
#

unless you're using them to have two lines on one line they do literally nothing

frank lintel
#

now just tracking down why the default pvp option not working

#

Im just throwing my changes up on a git page incase anyone feels like playing with it or the authors actually do something

#

be funny if I put like actual real fixes and get it somewhat working good it be called SSS...

fading horizon
#

okay last time ill ask then ill shut up about it lol

#

which of these looks best?

glass basalt
#

if the bottom one was not as anti-aliased, it'd be good

fading horizon
#

bottom one is a recolor of the OG

glass basalt
#

what does the vanilla cigarette box look like in comparison

fading horizon
#

brush size can't go smaller than 1px so its hard to color it

glass basalt
#

completely? you didn't adjust the anti-aliasing?

#

hmmm

fading horizon
glass basalt
#

let me give you a free tool to use

fading horizon
#

that's vanilla

#

and no, i don't really know anything about graphics

#

i'm new to all this

glass basalt
#

try recoloring in here

fading horizon
#

okay yeah this is a hell of a lot easier

glass basalt
#

I'm glad

fading horizon
#

wait

#

you're the same person

#

you've helped me so much tonight

#

tysm

glass basalt
#

you're welcome

#

at least I can give some knowledge, as opposed to how much I don't understand about this damn game lmfao

drifting ore
#

Is there a recipe command that let's you craft while walking?

rancid panther
drifting ore
#

Thank you!

fading horizon
#

gosh this was so much easier with that tool

#

that's about as good as its gonna get i think

hearty swallow
#

is this a legit bug? I see modulo defined/detected in Kahlua2 with a case for % but when i use it in a lua script i get an error of __mod not defined for operands
in java it would be something like Math.floorMod(v1, v2)

brave ruin
#

If I would create a mod with an axe with a special name and special things added to it. Once I got the mod added to a MP server, does the item appear around the world then and even on zombies? Or do I need to add that item name somewjere else?

fading horizon
#

need to edit the distribution files

bronze yoke
fading horizon
#

@brave ruin

#

like this

hearty swallow
#

local gt = getGameTime() % 18720;

brave ruin
bronze yoke
hearty swallow
bronze yoke
fading horizon
#

when you want to spawn an item into leveled lists, you need a distribution file in media / lua / server / items / yourmod-distribution.lua

#

go check another similar mods files for their distribution lists to see how they've set theirs up

brave ruin
fading horizon
#

i understand the feeling. I only made my first mod yesterday lol

#

its slowly getting easier to understand

brave ruin
#

I tried to make my own mod but getting an error ever day ( only used on solo for testing ) ๐Ÿ˜›

fading horizon
#

mines just a simple texture replacement

#

i'm making a mod that adds new cigarettes rn tho

brave ruin
#

But I think making an item with custom attributes should be a bit easier ๐Ÿ˜› Just need to figure out how to solve the adding item to the world, custom % loot rate and what zombies to put it on ๐Ÿ˜›

fading horizon
#

this is somewhat outdated but its what i used as a reference

brave ruin
#

Thanks, I check that out ๐Ÿ™‚

fading horizon
#

but really if you're not doing any 3d models its pretty easy

brave ruin
#

Yeah

#

I don't wanna do any custom image and that for now.

fading horizon
#

basically you have a texture for the item

you create a text file in scripts to define the items attributes

then you distribute it with a lua file

#

and that's it

brave ruin
#

If I list the things is.

  1. Custom name
  2. Custom attributes like ( a bit stronger or etc )
  3. Custom spawn rate like it's should be more rare
  4. Custom zombies so it only maybe spawns on military zombies and etc
fading horizon
#

yeah that's all easily doable

brave ruin
#

As for an start at least and maybe to be able to craft it later on with a special magazine ๐Ÿ™‚

#

Maybe easier for you but not for me ๐Ÿ˜„ hahah

fading horizon
#

like i said, i only started yesterday

#

idk how to exactly do all that but I know how I would start attacking the problem at least

#

I spent a lot of today just reading .lua documentation though

#

1 & 2 are in the definitions file

#

3 & 4 the distribution file

brave ruin
#

As you said you are also new with this, but would you mind if I could DM you later if there is something I have problem with or seek help? It's okay if you say No ๐Ÿ™‚

fading horizon
#

sure I don't mind at all

brave ruin
rancid panther
#

i'll probably work on adding more new features in my private mod that i will upload as standalone mods until it is done

#

also thinking of making a mod that makes players have a chance to fall if they get jumpscared

amber grotto
#

Hello everyone.

I have a simple repair script for 2 weapons but can't seem to get the repair option in game. I've tripple checked the weapon names and cna't work out why this isn't working. Could anyone help a noob please? ๐Ÿ˜›

{

    fixing Repair Wooden Baton 
    {
        Require : Woodbaton,

        Fixer : Woodglue=2; Woodwork=2,
        Fixer : DuctTape=2,
        Fixer : Glue=2,
        Fixer : Scotchtape=4,
    }

    fixing Repair Plated Baton
    {
        Require : Platedbaton,

        Fixer : Woodglue=2; Woodwork=2,
        Fixer : DuctTape=2,
        Fixer : Glue=2,
        Fixer : Scotchtape=4,
    }

}```
bronze yoke
#

where is the file?

rancid panther
#

tru, that was the reason my script didnt work originally

amber grotto
#

it's in scripts

#

next to weapons, items, recipes etc.

#

TY for responding ๐Ÿ™

rancid panther
#

in your own mod?

amber grotto
#

yes

#

I have the weapons etc. working

#

but this just won't have it ๐Ÿ˜›

#

are there any attributes on the weapon that MUST be set to allow a repair?

#

I didn't notice anything from nosing around core game files

#

I've even checked the file itself in notepad to make sure all the formatting is correct coming out of VS code

#

Oh dear...

#

hang on

#

testing something.

#

SOrry @rancid panther ... ๐Ÿ˜ณ Ty @bronze yoke - Super embarrassing moment. All Fixed ๐Ÿ˜„

#

Blank file extension not txt....

rancid panther
#

๐Ÿ˜‚

amber grotto
#

๐Ÿคซ ๐Ÿ˜„

rancid panther
#

i should update the image for my immunity mod, since the system is probably more interesting than the trait

wheat kraken
wheat kraken
ancient grail
#

@sour island could you make the contextmenu toggle-able
On the community api

Like when u right click it should show
Objects on the tiles right ?
maybe that feature is better if we can turn it off when we are doing our own context menu stuff it gets crowded fast
Or maybe put everything on a submenu instead

Tbh I haven't tested it but i know it has modified aud so yeah

Also you asked me for stuff we can add
Ill send you the code ๐Ÿ™‚

#

Thnx

wheat kraken
#

uuuh i find out that exists a community api now, nice! developed by chuck, aiteron, poltergeistzx, konijima, quarantin, nice to see glytch3r soon there too
thx for listing it Glytch3r!
#1070858800501891172 message

ancient grail
#

Features i will send
-vehicle nudge/flip
-auto fully reload primary equipped firearm
-turn on and off world zed spawning
-add lamp post
-global power and water toggle
-save coordinates to clipboard
-despawn trees and grass
-remove all inventory and equipped stuff
-fully levelup all perks
-get all positive traits (could be improved due to mutual traits thing)
-remove all traits
-toggle non-pvp zone visibility
-spawn random vehicle
-suicide
-Etc

brave ruin
rancid panther
#

it's cuz there r 2 mod folders

#

i put them both in one workshop upload so they can be selected separately

brave ruin
#

Ohh okay ๐Ÿ™‚

rancid panther
#

some modders and users dont like frameworks tho which is understandable

#

but unifying things can be a lot better for UX in some cases

ancient grail
#

Community api is moddong tool not intended to be used as framework

rancid panther
#

oh i have no idea what i was replying to lol

#

mb

ancient grail
#

No worries

rancid panther
#

the true user experience is if the game itself made things easier to modify or debug

#

oh yeah, other mod idea i had: flickering lights

i wanna make it for my shadow sprinters preset

#

need to add ambient light humming sounds with flickers, and make lights flicker or go out occasionally

ancient grail
rancid panther
#

o rly? nice

ancient grail
#

This exact thing youre saying is what i initially suggested nippytime to add to his mod

Imagine dark alley then the vanilla open signage

#

Flickering the code i have is different from this tho but you can take the ticker from that
And replace the set with sprite codes

#

@rancid panther

rancid panther
#

yea i just searched flicker in ur mod and saw that

ancient grail
rancid panther
#

i probably would want to have all light sources around the player be flickering in my case

#

at least street lamps and ceiling lights

#

i can probably also use the vanilla humming sound and power outage noise too

ancient grail
#

That might be heavy tho but when you get working you cn post the code here in hopes of other would help you refactor it to optimize it i guess

rancid panther
#

ofc. i cant do any of that by myself

#

i might settle with ceiling lights and street lamps since those make more sense flickering

#

and better for the overall vibe

#

a hallway with flickering lights, but the vending machine is still on

ancient grail
#

Nippy should know how to get the light
Which i think isnt an obj ? Cuz vishnya had a problem deleting them before

rancid panther
#

also gotta look at the base brightness of lights

#

cuz for always night runs, indoor lights r too bright

#

i think brightness indoors works different from outdoors

ancient grail
#

I suggest make this local only and effects work only for a certain negative trait

Idk im suggesting you keep on doing negative traits
As it adds game balance
Imho

rancid panther
#

i could make it a trait but it is specifically for the shadow sprinters collection

ancient grail
#

Oh right

#

Damn thats intense

rancid panther
#

gotta have the perfect horror experience

ancient grail
#

Also hard to code but you can do it for sure

rancid panther
#

i originally had the power off at the start, but having it on has a better atmosphere

#

i think i need a break from modding, so i'll take a research break and focus on school

#

50 hours in the game these last two weeks and i know none of it was spent playing for real

wheat kraken
#

in mp
if client permanentRemove a vehicle, it got updated to everybody from server?

or similar to spawn, the remove also need to be handled by server?

asking this because server was not able to get vehicle id, if got deleted by client

sour island
#

You'd have to confirm with the java side of things

#

Generally stuff named "remove" or that would cause issues if not syncd -- is probably syncd internally and send out updates to server and other clients

#

And yes im trying to get a community API rolling

#

It's technically already launched -- so far there's just debugging tools

#

It auto uploads to the workshop every Friday, unless there's a push to a branch with hotfix in the name - then it's immediate.

#

I don't really have a strict standard of setting up code as there's just my own work. I just ask that things are modularized when possible.

#

If you have an idea or suggestion you can also slap an issue on the repo -- that's what I've been doing for when I have time.

drifting ore
#

Might be a stupid question but when there's a mod that for example adds the possibility to open cans with a knife, wouldn't it be easier and more mod friendly to write a code that'd get names of all the weapons that are short blade type instead of adding every single one manually?

keen silo
#

can you open a can with a butterknife?

drifting ore
#

Irl yeah at least with the ones that i have

reef karma
#

hey guys! I have a question. Is there a reason why there is no mod to increase the weight of crates, shelfs etc?

#

There are a lot of mods increasing backpack weight and what not but nothing to edit crates holding weight?

wheat kraken
reef karma
#

Okay that is what I have been ending up to as well as a reason why. I have been looking in all the files to search for anything crate or shelf related and I cannot find anything, I can see backpacks etc but no actual container furniture

wheat kraken
#

different from bags (that are items), that is stored in .txt, and can be modified by many forms, like setvariable, or script

reef karma
#

Do we know of any mod that adds adds a new storage with more weight?

wheat kraken
#

in current state, furniture data is stored in "closed" / not modified by lua scripts files

wheat kraken
#

but they are metal shelves with high storage capacity

#

and uses an "custom file" not txt to do it

#

you can read the contents of the file if try to, one notepad++, and there are stored the capacity in decimal number, is readable from notepad (is not true binary, its was a example, or at least you can read on notepad++)

red tiger
#

Hmm..

reef karma
#

yea if i cant find it and download it i am gonna try making something similar. I do have coding experience but nothing PZ related (I am pretty new)

red tiger
#

Are you modifying .txt scripts?

wheat kraken
#

i dont recognize what type of the file is

red tiger
#

is it a .txt file?

wheat kraken
#

its is no extension file

red tiger
#

Ah ok.

wheat kraken
#

i dont remember well, but is not .txt item script format

red tiger
#

Ok np.

#

I will shamelessly plug my vscode project when the need arises. =P

frank lintel
#

jabs jab

wheat kraken
#

it was 1 mod only that does that, and i cant remember the name

sour island
wheat kraken
sour island
#

?

#

The remove stuff should occur on clientside

wheat kraken
#

yeah its is that one, i check the local files here

sour island
#

Did you manage to find the right-click-remove from debug?

wheat kraken
#

nice approach too

reef karma
#

Thank you!

sour island
#

It should include checks for client / player inventories, and send stuff accordingly

frank lintel
#

wish the game didnt just blow up moment I try and call nil from console... just tell me its nil.

sour island
#

I didn't have time to sit down yesterday :"(

hot patrol
#

Im currently trying to make a profession with a custom trait using Prof framework. can anyone familiar tell me if this looks correct? ```
ProfessionFramework.addTrait('Blade', {
name = "UI_trait_Blade",
description = "UI_trait_Blade",
profession = true,
xp = {
[Perks.LongBlade] = 2,
inventory = {
["Base.Katana"] = 1,
})

ProfessionFramework.addProfession('Weeb', {
name = "Weeb",
description = "anime obsessed degenerate.",
icon = "proff_Weeb",
cost = 4,
xp = {
[Perks.Fitness] = -2,
[Perks.Strength] = -2,
},
traits = {"Blade"},
inventory = {
["Base.Dakimakura1"] = 1,
},
OnNewGame = function(player, square, profession)
local player = getPlayer()
local Hat = player:getInventory():AddItem(" Base.Hat_Fedora")
local Jacket = player:getInventory():AddItem("Base.JacketLong_Random
")
local Shorts = player:getInventory():AddItem("Shorts_CamoGreenLong")
local Hands = player:getInventory():AddItem("Base.Gloves_FingerlessGloves")
player:setClothingItem_Head(Hat)
player:setClothingItem_Torso(Jacket)
player:setClothingItem_Legs(Shorts)
player:setClothingItem_Feet(Hands)
end,

})

wheat kraken
#

here, the capacity is stored in .tiles

that is why cant be modified by mods, this setup is done outside, "precompiled", from tileset modding tools

ContainerCapacity
9000
CustomName
LMetalBox
GroupName
Box
IsMoveAble

ContainerCapacity
1000
CustomName
DropOff
Facing
S
GroupName
Bin
IsMoveAble

reef karma
#

got that already. wanted something for indoor!

wheat kraken
#

if mods handle to modify tiles attributes, can be done changeables furniture, nobody tried it yet, dont know if it is possible, i try to change color of tiles only, and the original color is hardcoded cant be customized, maybe the tiles attributes are too

need to change ContainerCapacity atribbute, from a tile

#

that is the challenge to do mods for that

fast galleon
#

oh you want to take a look at the infamous lightswitches?

wheat kraken
#

is hardcodded or not implemented yet

frank lintel
#

what on or off?

fast galleon
wheat kraken
#

nice! you can :Set("ContainerCapacity", customValue, false) ?

frank lintel
#

did anyone actually create real entries for zdoc-lua and got them like sitting on a git or something?

fast galleon
#

that's a long message ๐Ÿ˜…

frank lintel
#

Im not typing?

wheat kraken
#

i will release that mod in 1 hour or 2

#

or someone? i did test in my dedicated server

frank lintel
#

well maybe thats where I make my niche... actually creating something more useful then...

---@param arg0 String
---@param arg1 boolean
---@param arg2 boolean
---@return LuaManager.GlobalObject.LuaFileWriter
function getFileWriter(arg0, arg1, arg2) end```
wheat kraken
#

and its is working, but im not sure on the remove vehicle part, its working in practice and theory confimed by chuck too, but i need to check if its working with more players

#

at max 6 players

#

im going to release a mod that can tp 6 players at once, on mp, using vehicles

#

it is my bus tp travel mod :))

#

that will be an uber later soon too

#

can you host a mp server @frank lintel ?

frank lintel
#

me? maybe never tried to

#

if my rig can handle it, shouldnt be an issue with a threadripper

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you need to like try and test something on a dedi?

wheat kraken
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it can be the in-game host option too

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its is just a online server with more people, you and me basically, i will see if someone of my lab discord is avaiable

fast galleon
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good luck

frank lintel
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do you need me to like just start up my game and self host or you wanting me to install mod(s) also

wheat kraken
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this mod is listed to friends, but i can set it on not listed too

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the server owner that i test my mp compatibility is not available atm x.x

frank lintel
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yeah I'd have to decline on that mainly because of security reasons. its not like my network is protected.

wheat kraken
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im trying to see if my pc is capable to that 2 clients right now, its really slow but i think it is going

frank lintel
#

that and actually would take work to set it up.... never did yet.

#

gateways routing etc

wheat kraken
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my ram is dying haha

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4% left

frank lintel
#

there settings for that I passed them somewhere

wheat kraken
#

but zomboid can host a steam server too, is that safe right?

frank lintel
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somewhat but still need to do all the networking crap and then that leaves the hole of port forwarding

wheat kraken
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aah, one day i saw a non-advanced code streamer manage to host a server in-game, and i suppose that was easy to setup

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i didnt know that need to deal with port forwarding

frank lintel
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yes but that person is likely not directly tied to an ISP network bridge.

wheat kraken
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aaah get it

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its is your current enviroment too right?

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a extra needed

wheat kraken
frank lintel
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yes? like I said flipped by it. my brain forgets these things because Im too busy digging thru jars that and Im old. :P

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I havent even touched MP/hosting yet for PZ so really dont know anything about that part or where settings are etc

wheat kraken
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:))

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it will be nice, to have a steam guide with it, configs to low specs

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with javaparams and server.ini

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i read on the wiki i think something similar, by telling what args do

frank lintel
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I'd rather have proper javadoc like info other then just oh this is arg1 this arg2... like tell me wtf it does.

wheat kraken
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but it will be a nice to have a guide to just copy paste

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its nice to have both

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i mean to be able to be user friendly too, non-technical

frank lintel
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yeah but if you dont say what the arg does behind a 'exposed' method kinda pointless since I dont know what the arg does.. lol

wheat kraken
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haha true

frank lintel
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so then Im looking up the actual method that isnt exposed to figure out what its doing...

wheat kraken
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i think i manage to do better records on my pc, i was using ffmpeg and the output feels laggy, but that not happens using obs

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is not 4k ultra mega blaster like your video file output

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but manage to do an 1080p or 900p at least xD

frank lintel
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well I'd like to see anyone stream over 1080p anyway when ya limited to a 6meg upload/intake

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I dont stream to anywhere other then twitch cuz it supports surround sound (albeit this game dont?)

wheat kraken
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i need to check if is capable to true 1080p, or is capped by desktop/max resolution note 900p
but my monitor is bigger than that, but i think it doesnt matter to the output... dont know

frank lintel
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bandwidth is everything regarding streaming. thats like ppl saying their 240hz monitor matters for COD online lol

wheat kraken
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xD

frank lintel
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omg you should hear my boss and his discord friends... and I just destroy them by saying divide 1/refresh then look at your ping...

wheat kraken
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xDDD

frank lintel
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but seriously I wonder if thats maybe something I should do is start actually writing up annotations with actual descriptions

wheat kraken
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the only thing i know that in fps games, you need to match your 144hz to your 144fps and more than that is not humanable distinguish

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120hz 120fps is okay too

frank lintel
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well point goes back to ping, if your host isnt responding fast enough no point...

wheat kraken
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xD true

frank lintel
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playing some local game. totally different story but online... no.

wheat kraken
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and have the display response time too 1ms

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but the bottleneck is always your ping

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that you dont live inside the server to get 0ms 1ms 4ms

frank lintel
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local network maybe like at a competition or something...

wheat kraken
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true

frank lintel
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twitch I stream 2560x1080 barely cuz of bandwidth cap.

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anyhoot time to think of how to maybe make this automated so if I change anything that when a new ver comes out it just does a diff and keep the old only add in new entries...

drifting ore
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shoot i can tell the diff between 144 and 165

#

rebuilding my rig with mostly enthusiast parts in a couple days when the 4090 comes in. i'm doing a crap ton of testing to see if the upgrade was even worth it and how noticeable monitor refresh rates are

frank lintel
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my rig can run my HP Reverb in DCS good enough for me...

wheat kraken
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xP

drifting ore
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what is DCS lol

frank lintel
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digital combat simulator a very hardcore VR supporing flight simulator

drifting ore
#

a sim of some sort?

#

oooo

#

ahh that sounds pretty sick too lol

frank lintel
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basically demand wise its same level as MSFS

drifting ore
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oh shiat

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i haven't tested on games but i tested on training AI and that shit takes like 15gb vram and 50-60gb ram

frank lintel
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yeah its basically like MSFS but combat with legit modeled real planes

drifting ore
#

do they have a benchmark in this game?

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i used to use crysis for testing. i dont like regular bnenchmarks

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others use those all the time haha

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i like real example benchmarks like games that people play. DCS seems like it may be the play lol

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watch me get low fps on a 4090 and 7950x3d

frank lintel
#

well msfs just the same

drifting ore
#

ms flight sim?

frank lintel
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yeah

drifting ore
#

damn i never played a flight sim before...

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i have played pilotwings 64 though

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๐Ÿ˜„

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LOL

frank lintel
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both them dope AF in realism, if I want game flying thats Arma for me

drifting ore
#

oh hell yea

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i gta rp a lot so i've come to enjoy flying in that game

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i havent touched arma for years also haha

frank lintel
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I say no on that because GTA's dont support 'sticks' only gamepads

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but I do love gta

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that would be another good one for benching

drifting ore
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you can use a stick with windows ds4 or w/e right