#mod_development

1 messages Β· Page 403 of 1

earnest quartz
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have you seen anything to suggest multiple models (at same time) for a vehicle might work? ie tank + turret

nimble spoke
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No

drifting ore
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Anyone has a link to Jab's Blender scripts?

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I wanna try to edit some of the existent vehicle models for making something random :v

quasi geode
drifting ore
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Thanks.

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The devs should make a specific channel for the modding tools and their tutorials.

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That would make some stuff easier when people joins here.

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Wait, You can make animations wit Jab's Scripts?

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Ok, I leave that apart lol

quasi geode
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@cursive bramble IsoGridSquare.haveElectricity(), IsoGridSquare.setHaveElectricity()

cursive bramble
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OH must have missed those.

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i was exceptionally tired when i scoured using jdgui

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ty

nimble spoke
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Found the lua that creates the oven button

cursive bramble
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[java.lang.ArrayIndexOutOfBoundsException: 8465]
getting this on game startup - usually can decipher whats wrong but i dont hve any line errors to work with.

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sounds like im messing with the arrays the lua to java manager works with?

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hangon....

quasi geode
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well...kahlua exposes java arrays, not everything gets converted to a lua table...for somethings instead of having to do mytable[index] like normal in lua, your using the java arrays myarray:get(index)

cursive bramble
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does the tables/arrays defined (say {"hello","bye"} become arrays that start from 0 or 1?

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ah alright.

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never worked with kahlua before.

quasi geode
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if you define that as a table in lua....it starts at index 1 like normal lua

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but alot of the exposed class methods will return java arrays instead

drifting ore
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When animations comes out, These will have their interiors and transparent windows?

cursive bramble
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alright. seems my error comes from this :
newX = (from.x or from[1])

this allows me to let specify vectors as indexed by keys .x, .y) or int (1 and 2)

quasi geode
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that works if 'from' is a proper lua table

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not so much if its a array

cursive bramble
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^ though wont allways be kahlua arrays so adding :get("x") or get(0) wont work - so id have to test prior (probably a helper function then)

nimble spoke
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@drifting ore Yeah they are empty boxes for now

drifting ore
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The only model I like, is the SUV.

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It looks very well done.

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Don't wanna offend, but the others are just so weird when I look them in Model Editor.

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Nah forget it, this one is also strange

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Thanks for the answer anyway

quasi geode
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@cursive bramble i wont bother lecturing on the 'best coding practice' of not passing a consistant data type to your function so you dont have to handle specific types (since i break that rule often myself)....if type(variable) == "table" then

cursive bramble
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derp didnt think of using type() was trying to do a if table["get"] but that obv fails too... ty

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i prefer many typed in, but standardised out (ie spit out a {1,0} for vector. but expect any vector in)

quasi geode
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you can be really cheap if you want and KNOW the value will return true... local x = type(from)=="table" and (from[1] or from.x) or from:get(0)

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heh...i should probably be shot for typing that last line of code there LOL

cursive bramble
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thats almost what id do tho XD

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raking a code break tho

fleet dawn
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Is it possible to remove or alternate jumpscare sounds?

nimble spoke
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I managed to make all containers in a vehicle show the turn on/off button, now I'm having a hard time trying to check if it is an oven or not lol

cursive bramble
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question, is it preffered for PZ mods to line end with ; or no preference (since lua doesnt care either way)

nimble spoke
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HA! I just ate a TV Dinner cooked in my van, it was burnt but it was the best TV Dinner ever!

quasi geode
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personally i dont use ; because its not traditionally done in lua

nimble spoke
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damn thing burns too fast

quasi geode
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so its kinda a mixed bag archangel...if you look at the base game files like 80% of the lines have them, but the other 20% dont lol

drifting ore
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Do you guys know if MapZoid works for custom vegetation images for importing them to WorldZed?

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Or if there are other kinds of programs wich can make Terrain images alot more faster and easier?

quasi geode
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no idea dont do mapping stuff

nimble spoke
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Snake is the guy to help you Cupa

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Now that van is mostly functional, I wonder how I should balance it. Energy usage for fridge/oven and propane tank?

cursive bramble
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^ cant store delicates loosely? i dunno eggs and such should break if you drive van fast ?

nimble spoke
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Nah, I won't go that far

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battery and propane use should be enough

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If your battery is down you can't turn the oven or keep the fridge working

earnest quartz
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maybe 2 kinds of ovens, propane and electric, just as theres 2 kinds of seats heh

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propane is more common, but electric do exist

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and would bring the next exploration-into-vehicle-making step of 2 diff items that fit same slot πŸ˜„

quasi geode
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most good ones have a toggle switch

earnest quartz
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but not all πŸ˜›

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valutech vs premium hah

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oh and oven running, bit of the heat bleeds out and heats car as if heater running πŸ˜„

nimble spoke
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My idea was to use propane so it isn't that easy to have an oven running after everything went to shit. I mean, you can stockpile propane tanks but not forever

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I think making it electric is far easier to keep using

earnest quartz
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eh i dunno, b/c electric ovens use mad amounts of power, and would drain battery quick

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meaning you gotta run car alot, to keep it charged

drifting ore
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just added a fire truck

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the fuck is wrong with me

earnest quartz
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working hose that sprays fire right?

drifting ore
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nah

earnest quartz
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πŸ˜„

drifting ore
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its starts fires

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lol

earnest quartz
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......right thats what i was saying, shoots out fire

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lol

drifting ore
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lol

earnest quartz
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burn the hordes πŸ˜‰

drifting ore
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what is one vehicle

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almost everyone

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would love to see in zomboid

earnest quartz
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tank

drifting ore
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well

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fuck

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i would love to add an apc

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because it has wheels

earnest quartz
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heli, plane, SAMs to shoot down the fucking heli......

drifting ore
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lol

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since zomboid doesn't have a vehicle armor system

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or at least im just stupid

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i cant add an apc

nimble spoke
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having a system is subjective

earnest quartz
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can mimic armor with stronger parts

drifting ore
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yeah

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but someone with a 22lr could blow your head off through glass

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lol

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im making a consumers car pack

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of real cars

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something that gives zomboid flavor

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like orgm

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i think i might take a dip into the modding market with that

earnest quartz
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soul would prolly like the help πŸ˜„

drifting ore
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if i have problems ill ask

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its my frist time

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hi

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but yeah

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it'd be nice to kill someone with a nice sports car ingame

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and just blow it up

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or have a race car

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that goes really fat

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fast

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and you ram a tree at 300 mph

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or some stupid shit

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lol

nimble spoke
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Yeah, I want to add a fast car too, but not my priority

earnest quartz
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engineer can make bombs......with remotes.....these should be attachable to cars as any part is πŸ˜„

woeful bridge
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Bill add in a Semi - Truck with like 200 storage capacity even if you cant make the trailer turn it would be cool πŸ˜›

drifting ore
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i will

woeful bridge
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Also someone needs to make a working garage door so we can replace the garage on houses with it

earnest quartz
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@drifting ore i was saying you & soul could just work on 1 mod, you both seem to have he same goals

drifting ore
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sure

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ill help

nimble spoke
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Funny how it started with adding items to the vehicle loot and now I have a working camper van. I can't stick to simple stuff

drifting ore
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same

earnest quartz
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πŸ˜„

drifting ore
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i attempted to add a rocket launcher]

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but i wanted a 22lr rifle

nimble spoke
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lol, a rocket launcher? Snake could use that for his militery base

drifting ore
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lol

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i need some free, 3d car, lowpoly models

earnest quartz
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........or we use it to blow up his military base for sending out effin helis

nimble spoke
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yeah

drifting ore
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fuck it

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im adding a bus

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hell yeah

nimble spoke
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My progress will be slow on adding new cars because I don't want to use downloaded models

woeful bridge
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make the storage big on the bus

earnest quartz
drifting ore
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the bus will fly through walls

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and bring the community to its knees in awe of its

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uh

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bus

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yeah

quasi geode
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renderosity is usually high poly stuff

earnest quartz
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ya but can turn into low poly easily

drifting ore
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omg yes

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the bus only has one texture

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no need to bake

earnest quartz
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atleast gives a base to work on rather than scratch πŸ˜„

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new bus, 10-20 seats? πŸ˜„ carry my npc army

drifting ore
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yep

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lol

woeful bridge
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bill

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we need this

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xD

drifting ore
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-hits one tree and character fucking dies-

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lol

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"hey, who's that outside our base"

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"FUCKING TONKA"

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"Demolishes base and kills everyone"

woeful bridge
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lol

drifting ore
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OK

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so tonights plans

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are a bus

woeful bridge
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oh dude

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thats good

drifting ore
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and giant fucking vehiclle

woeful bridge
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it fits with the game

drifting ore
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perfect

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now where the hell are these going to spawn

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the bus

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i got it figured out

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but the giant ass

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construction vehicle

woeful bridge
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Gas station for bus

drifting ore
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lol

woeful bridge
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xD

drifting ore
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im worried about it glitching through walls

woeful bridge
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the dump truck should spawn outside industrial warehouses

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here is another truck that fits into the game

drifting ore
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ok

woeful bridge
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i just look for vehicles that look like they would fit in terms of looks the dump truck was a meme but if its added then all i can say is lol

earnest quartz
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forklift

drifting ore
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lol

earnest quartz
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tanker truck

woeful bridge
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i personally dont like the ambulance in game now

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that would be cooler

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oh btw i know how to find the cure in PZ

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Can you help me implement it @drifting ore

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lmao

cursive bramble
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MOTHER OF ALL ANNOYING THINGS!
copy pasted (shameless i know) some math code and modified it to fit me. code kept freaking out at one line. turns out the text i copied used some hyphen (-) instead of 'minus' (-) for the math and i couldnt see the difference except in some color coding subtleties.... spend 3 hours hunting this down (and this. kids. is why we retype code and not shamelessly copy pasta)

earnest quartz
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πŸ˜„

drifting ore
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I kind like the actual ambulance of PZ more than that one.

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we need a scud

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It feels kind of apart from the game's world.

woeful bridge
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i mean its cool but i think there should be more than one

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same with cop cars

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like suvs n stuff

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wow

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this website steals models...

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thats from arma 2...

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pretty sure thats illegal.

earnest quartz
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or they got it from that site

woeful bridge
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Bohemia makes their models themselves

earnest quartz
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a lot of places 'make themselves' but really dont XD

woeful bridge
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Trust me bohemia make everything

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themselves

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every page i go down i see more models from arma 2

drifting ore
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this is scaring me

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someone who knows cars

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please help

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meplaese

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the model looks easy

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but the script file

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that is no script file i know

earnest quartz
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less script style, more config node style

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just use base game as example πŸ˜ƒ

drifting ore
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ok

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ok

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phew

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big deep breath

earnest quartz
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ever modded kerbals?

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its close to that πŸ˜›

drifting ore
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ik

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ok

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phew

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i got the item in

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the journey of a thousand miles

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begins with one bus

woeful bridge
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is there any zombie trap mods?

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id love to put like spikes around the outside of my base

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that would be so cool.

drifting ore
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how do you spawn cars

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Using Necroforge

woeful bridge
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i guess there are no trap mods?

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for zombies

earnest quartz
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@woeful bridge i dunno if independant mod exists, i seem to remember HC mentioning about traps and zombies though

nimble spoke
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@drifting ore you can also spawn them in multiplayer as an admin

drifting ore
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hi

woeful bridge
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hmm

drifting ore
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whats the command

cursive bramble
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issue with lua math
Im very familiar with using math.cos(<rads>) for my math.

yet the following
[code]
print("cos(90deg) : " .. math.cos(math.deg(90)));
print("cos(90rad) : " .. math.cos(math.rad(90)));
print("cos(90) : " .. math.cos(90));
print("cos(1.5707963268) : " .. math.cos(1.5707963268));
[code]

produces :
cos(90deg) : -0.2995153947555356
cos(90rad) : 6.123233995736766E-17
cos(90) : -0.4480736161291702
cos(1.5707963268) : -5.1034119672569625E-12

seems none of these are right, or am i just too damn tired again?

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the line [math.cos(math.rad(90)));] should be the correct one ?

earnest quartz
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90rad is.......alot of circles πŸ˜›

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cos is typically rad input, not 100% sure for java/lua but most languages are

cursive bramble
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just being confused by lua cos function, since it works in rad i use (math.rad(90)) to convert 90deg to radians -> plug into cos to get result. but sites online differ in result to what i get

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could the java mess with the lua conversions?

earnest quartz
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cos(90 degrees) should return 0, cos(0 degrees) = 1, so if the output doesnt match that, then the input is rads, cos(0 rad) should be 1, cos(pi/2) should be 0, the latter you tried in your final line and isnt 0, so i dunno πŸ˜„ another reason to avoid java

cursive bramble
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probably some type shananigans i swear...

earnest quartz
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ah.....your 4th line, E-12, thats effectively 0, so my bad, cos(pi/2) = 0, its rads input, and you typing in decimals + floating point issues πŸ˜„

cursive bramble
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then is it possible to fix? basically tryin to rotate a vector by 90 degrees quickly (allways 90)

earnest quartz
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try cos(math.pi) (i assume math.pi exists) and you get -1

stuck helm
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@quasi geode Thanks for clarifying. So if I do not want to "double multiply" then I should change FirearmSpawnModifier (and Ammo, Magazine, Repair and Component) to for example 0.5 but keep everything else (CivilianFirearmSpawnModifier, CivilianBuildingSpawnModifier, etc) set to 1. Then if I want more or less I can move 0.5 up or down as needed

earnest quartz
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never rotated vectors in code sorry πŸ˜„

cursive bramble
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@earnest quartz i get -1. so yes it works and my lua is sound, i suspect some precision nonsense is happening :/

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guess ill just have to use lookups sigh

earnest quartz
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yep

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is the tiny bit of decimals gonna kill it though? πŸ˜›

stuck kayak
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It is probably floating point issue.

cursive bramble
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seems to kill it, isntead of 1 i get 0.9998 etc

earnest quartz
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most things dont usually need the insane precision >.>

stuck kayak
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It resolves to float type rather than double it seems. That could cause some precision issues.

cursive bramble
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seems this hates me for it. probably just too tired to see my issue myself. in past lua projects using Love2D i never had this issue with plan math

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would using the fun devide by 1.0 work maybe?

queen veldt
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Oooh a bus

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Will be perfect for when Louisville comes to be

earnest quartz
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or round πŸ˜›

cursive bramble
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rounding is unsafe though ?

earnest quartz
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if its always 90 deg, and you expect -1, 0, 1, then round works XD unsafe? idk

stuck kayak
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I don't remember how it is rounded but that odd behavior sux.

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Plus expect some bugs as that lua is outdated

earnest quartz
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since you said always rotate by 90 degree, could also add a function to call, you only have the 4 values in, return whats expected

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but again, is the precision needed πŸ˜›

stuck kayak
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Varargs are kinda bugged a little too.

cursive bramble
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urgh...

earnest quartz
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no clue about java, but c# for ex has multiple, math.cos(float rads) math.cos(double rads) prolly decimal too, maybe passing in an accual type would help πŸ˜›

quasi geode
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in love2d your dealing with pure lua...any number in PZ's lua file is actually a java double, as jianmingyong said

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@stuck helm up to you how you want to do it, i just provide as many options as i can so you have choices πŸ˜‰

stuck kayak
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Sometimes you have to trick lua by doing 90.0

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That would guarantee a 90 when converting to double. "90" itself could be 89.99999999999999

cursive bramble
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all above is not working :/ seems lua is itself VERY finnicky about the math and i believe Love2D which im familiar with adds special hardcoded values then for these cases? guess ill just use a lookup...

quasi geode
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dont blame lua...blame kahlua πŸ˜„

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remember your not dealing with real lua like love2d

cursive bramble
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actually tested on Lua:demo, and even python is doing this...

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python `print(math.cos(math.radians(90)))
gives
6.123233995736766e-17

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same as PZ lua and lua:demo

earnest quartz
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that E-17 means move decimal left 17 digits lol

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so 0.000000000000000006123233995736766

cursive bramble
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yeah

earnest quartz
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curious, what does cos(0) return? πŸ˜›

cursive bramble
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python or lua XD

earnest quartz
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pz πŸ˜›

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or whatever idc

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point being you pass in 0, a whole number, and should get back 1, a whole number, no fl;oat precision crap πŸ˜› maybe, but again just a curiosity lol

cursive bramble
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1.0

earnest quartz
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πŸ˜„

cursive bramble
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thats lua:demo let me try PZ
edit :
i get 1 (whole)

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ah python [round(math.cos(math.radians(90)))] seems to be happy, so rounding should work? ill try that (apologies for the math spam to all...this just really bugged me)

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that did the trick it seems... the values i get out test correctly :/ godamn flooring issue.

proud spruce
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I've noticed you can use <br> tags to line break in things like tooltips. Are there any other tags? Colors, perhaps?

earnest quartz
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must be colors, cuz food

nimble spoke
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Uhhhhh, it seems that VanSpecial only spawns in "test cases" or when if fails to determine spawn type for the area? Weird, I've seen it spawn in parking lots

fleet dawn
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How to disable jumpscare sounds? Deleting stab1, stab2 and stab3 yields no results.

queen veldt
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I thought those were unused

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Wait, unless you’re talking about the sounds that happen when you’re character suddenly encounters a zed

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Maybe try replacing them which silent ones?

white sun
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i hate that noise so much, still gets me when i have the volume up

woeful bridge
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Lol it doesn’t bother me too bad

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Sometimes I jump

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Honestly it’s one of them things that once you disable it you will miss the sound

cursive bramble
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I think its more nice to have for initial jumps scares. Ie of you are actually as jump scared as your character. But if say you are mentally aware of the zombie but the character isnt and gets jumped scared... then its an annoyance

cursive bramble
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Have there been any decent magic like mods? Wondering on a few concepts i want to twckle beside my mechanical mod concepts.

placid delta
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someone please where is the list of events? I can never find it when i go looking for it

cloud bridge
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"Fenris_Wolf: uh only a very outdated page..easier to use something like JD-GUI and look at the code in LuaManager.class"

placid delta
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.links

quaint nightBOT
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Usefull Links

		[projectzomboid.com/modding/](https://projectzomboid.com/modding/)

		[List of Events](https://pzwiki.net/wiki/Modding:Lua_Event)

		[Official PZ Wiki](https://pzwiki.net/wiki/Main_Page)

		[Item & Crafting List](http://undeniable.info/pz/wiki/itemlist.php)

		[Character Planner](http://undeniable.info/pz/CharacterPlanner.php#unemployed,)

		[Forums](https://theindiestone.com/forums/)

		[Bug Tracker](https://theindiestone.com/forums/index.php?/forum/85-bug-reports/)

		[PZ Reddit](https://www.reddit.com/r/projectzomboid/)
placid delta
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can anyone tell me when exactly does OnContainerUpdate fire?

river plinth
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@placid delta I recently looked into this but it just can't recall it right know

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I think it was only when a new item is spawned/transfered to the container, but back then I tried so much stuff to make my cooling box work I might have this wrong

nimble spoke
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I tried using it recently with my custom icon problem, but I need more tests with it to be sure the event was firing when I thought it was

nimble spoke
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Don't love love it when everything works? I can install/uninstall my custom parts in my camper, and it fixed the container size issue

quasi geode
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nice

drifting ore
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God bless you modders

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:3

nimble spoke
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Now.... should I add the items somewhere else? They'd be useless until you find a camper van so I don't know what to do

quasi geode
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ah i'd probably just leave them in there

nimble spoke
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I mean in mechanic shops, garages? As a way to replace them if ever

proud spruce
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It's amazing seeing all those working in the mechanics window. Great job.

quasi geode
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make them work for it...its going to be a high value item due to the usefulness

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so if they need to replace, go hunt down another camper XD

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gives them a mission..something to do πŸ˜„

nimble spoke
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Hmmmmm makes sense

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Now I feel I can add wahtever weird part and function I want, as long as there's no need for visual changes in the model

drifting ore
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Modelling is generally hard for some of you?

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Or it's easy to handle with the passing of the time?

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Or scripting is alot more harder?

nimble spoke
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Modelling a PZ car isn't hard even with my short experience in modelling, it would take me a long time though

quasi geode
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modelling a pain in the ass for me....the coding is easy for me

nimble spoke
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But we can't change parts of the model in game, each vehicle type has a set model

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So no metal spikes or any of that

drifting ore
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What do you think about it?

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Always having thaat dream of driving those mega things with their containers...

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Looting all Rosewood and March Ridge.

nimble spoke
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What kind of truck is it? I say your dream is possible

drifting ore
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I'm trying to find the Image lol

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Something like this

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It's not the right one.

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But I don't want to make you wait alot of timne :p

nimble spoke
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Ohhh I see that'd be nice to have

drifting ore
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Those contaiiinnerrss...

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But, I'm not sure if PZ would detect those, because they are actually apart from what the real vehicle is.

nimble spoke
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You will need to make it a big static model

proud spruce
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Yeah, the model would move more like a bus, but it would be an alright compromise on the visual to make it playable.

nimble spoke
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Maybe try smaller trucks? I don't know I'd have to research the best option

proud spruce
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I'm actually curious if it's possible to make more than 4 tires on the vehicle.

drifting ore
nimble spoke
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As parts installed probably, as additional wheels I'm not sure

proud spruce
drifting ore
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THat's a good one actually.

proud spruce
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UHaul's are usually one static thing

nimble spoke
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That would be perfect

nimble spoke
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Similar to what I've seen for larger camper vans, but I decided to go for the simple model change I made

proud spruce
nimble spoke
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Ghost Recon found a good "Franklin" truck

proud spruce
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(These are all four wheelers, too)

nimble spoke
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I could probably make that one using the franklin van as a base

drifting ore
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Ok, gonna try this one.
Thanks for the recommendation.

nimble spoke
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Which one?

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You know what, I want to add your suggestion @lusty dagger

ember orchid
quasi geode
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thats cool

nimble spoke
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Look at that lowrider

ember orchid
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Thanks man.

quasi geode
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i could see myself doing driveby's on hordes in that <.<

nimble spoke
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And catch some undead bitches

quasi geode
#

lol

ember orchid
#

Haha.

nimble spoke
#

Bitch don't bleed in my car

#

You said working windows, care to explain?

ember orchid
#

I got the mapping right so they don't just open random parts of the car, haha.

#

Before, I think the drivers side opened a sliver of the trunk.

quasi geode
#

lol

nimble spoke
#

lol

lusty dagger
#

that nice muscle car

nimble spoke
#

Are the colors in your texture or game-defined?

#

I've been unable to create proper textures to use the game colors

ember orchid
#

They're mine.

#

I think I know how to get them game defined, but since I kinda went at this haphazardly, it was too much for me to want to get it working on it.

#

If you open up the game's car shell textures in something like paint.net and use the color sample tool on one of the empty areas, it's actually colored, but just set to a transparency of 1.

#

So whatever you want the color to change on, just set the layer to a transparency of 1 before you save it as a png.

nimble spoke
#

That's the thing, I use photoshop, and I faced these transparency issues with other games

#

I have to learn how it is done in photoshop

ember orchid
#

You might have to save it as 8bit also, instead of auto.

#

I'm gonna try making a 1990 suburban next. I know more what I'm doing now, so I'll be able to test that out better.

#

Also, I wanna upload it to the workshop, but the model isn't being loaded when I make it as a mod. The texture is, but just not the model.

nimble spoke
#

You need a loader function in lua

ember orchid
#

That's way above my head, haha, but I'll check it out.

nimble spoke
ember orchid
#

Does it still need that if it's replacing a current model?

nimble spoke
#

No

#

Only if you want to make it a new model

ember orchid
#

I've got it replacing the taxi.

#

I've got the path as FR1971impala(modname)\media\models\Vehicles_CarTaxi.txt

#

I've double checked to make sure I didn't accidentally toss the original taxi model in there.

nimble spoke
#

Make sure the name inside the TXT is also Vehicles_CarTaxi, I don't know if that changes anything

ember orchid
#

I'll try that real quick.

#

No luck.

nimble spoke
#

Weird, I had no problems when trying to replace a model

ember orchid
#

I'm having a friend test it now to see if it's just something on my end. Who knows?

#

@nimble spoke You had the replacement set as a mod, not in the game's model folder, right?

nimble spoke
#

Right

#

And I replaced the taxi too

ember orchid
#

It's gotta be something with how I'm packing it into the mod folder, then. I tried replacing the carNormal model with LuxuryCarBurnt and it appeared normal.

#

Did you have the script folder in the mod, too?

nimble spoke
#

You need the same folders you see in /media/ to store the files that will be replaced

#

If it is working for a model and not the other there's something wrong with the file

ember orchid
#

It's not working for any vehicle models, but the textures are working.

#

I tried making a new mod real quick to just replace a few vehicles with the offroad model and no dice.

nimble spoke
#

Double check all folder names, including Capitals

#

As far as I remember it should work

ember orchid
#

Alright.

#

This is my first time messing around with this, so I appreciate the help.

#

I'm gonna go through step by step what I did.

#

I'm trying to just replace any model right now, so in my mod folder, I made a folder called "modelrepalcementtest".

#

It's god the mod.info, poster, and I added media\models

#

Then I copied over kate.txt, the offroad vehicle.txt (whatever it was), weapons_fireaxe.txt.

#

So just to test this, I changed kate to male.txt, copied the the offroad a few times and changed it to a few different vehicles, and changed fireaxe to weapons_baseballbat.txt

#

I started the game, enabled the mod and tested it, and everything's normal.

#

I've got all other mods disabled, too.

nimble spoke
#

Where is that folder located?

#

It should be Workshop/YourSteamItem/Contents/mods/YourModName/media

#

Workshop can be found in User/YourUser/Zomboid/

ember orchid
#

I have it in C:\Users\My Name\Zomboid\mods

#

I can enable and disable the mod in game.

#

There's just no change when I do.

nimble spoke
#

I didn't try that folder

#

I don't know iif the folder structure is right

quasi geode
#

it is

#

thats where all my mods go

#

i know khaos uses it for testing beta orgm versions that arent on the workshop

#

so works for steam users too

proud spruce
#

How do you handle working in \users...\mods\ ?

#

When I go to play with friends using my mod, I have to sub to my own mod and usually move my working copies out of the /mods/ folder

quasi geode
#

i dont think if your playing MP its a valid directory for steam players

#

but fine sp

#

i dont use steam myself, so i cant verify, but i asked khaos a while back his process for installing orgm beta versions

#

he unsubs from the workshop and uses C:\users....\Zomboid\mods

proud spruce
#

Yeah, that's what I have to do while developing.

#

I use Steam so /mods/ works alright for me testing even MP, it just has version mismatches when trying to play with friends since theirs are from Workshop

quasi geode
#

ya i get that lots every time i want to connect to our server i have to move my dev version

proud spruce
#

Okay, it's not just me then.

quasi geode
#

but think i'm just going to make a cheap script to do it before launching zomboid πŸ˜„

#

that way i can just run the script and tell it to go MP mode or dev mode....getting tedious doing it manually

#

cant believe i let it slide this long

proud spruce
#

Hmm, good idea

quasi geode
#

really not like me to do things manually...usually if i do a task twice, and know i'm going to have to do it more i automate it lol

#

i been slacking 😐

ember orchid
#

Alright, I FINALLY got it.

#

I couldn't just overwrite the model file, I had to change the name, then change what model it loaded in the car script, then add the model loader.lua.

nimble spoke
#

πŸ€” I don't remember if that's what I did

#

Probably was

ember orchid
#

Lookin good, though.

vapid stag
#

^^^

ember orchid
#

Do I need new textures in the modelloader.lue, or just models?

nimble spoke
#

you can set any texture in the line that loads the model, it doesn't matter

ember orchid
#

Alright, thanks.

quaint nightBOT
inland gull
#

you'll be able to do custom zone for vehicle in the next patch (or edit current zones to add your vehicles)

royal chasm
#

you mean, in game RJ? like, you'll be able to make a sort of parking stall?

cursive bramble
#

Loving this community.... and Uhauls would make epic scavangers... sleaking of which. Bycicles and Moyor Bikes maybe? Is that even possible

woeful bridge
#

everything is possible it just depends if modders and the devs want to

nimble spoke
#

Motorcycles are kind of possible if you don't mind seeing them without a pilot, or having a generic pilot on them all the time. I think TIS will fix that when animations arrive

#

@inland gull Are we getting one today?

cursive bramble
#

Worthy sacrifices for small vehicles i guess. Additionally i want sbopping trollys... cause who doesnt want to shop for the dead. If i ever get my mod in any state to share ill consider adding small vehicles cause i think the transportstion would be welcomed.

#

Really looking forward to uaing the 'players buildings can be properly determined by thr game' addition from yesterdays notes. Gonna make my ideas more doable

nimble spoke
#

I'm trying to set it apart from vans as much as possible

quasi geode
#

nice

drifting ore
#

Oh my god

#

My dreams of looting all March Ridge and Rosewood are becoming truth.

#

How much storage that truck has?

nimble spoke
#

I still haven't changed stats, I just copied a van for now. There are several stats I don't even know what the values should be. I had to tweak front wheels offset several times to get then in the right position

pallid matrix
#

well, keep up the good work. β˜•

earnest quartz
#

i loot all of a city every game, its just a slow process XD

#

esp with such small trunks ;x

#

@nimble spoke perhaps a vehicle making tool is needed, with an ingame UI to adjust to just click arrows to move bits around πŸ˜„

#

how hard is it to texture the vehicles? just photoshop + uv mapped template?

nimble spoke
#

Yeah

#

I've been using the game's models and textures as a base, way faster to get them working

queen veldt
#

That actually looks like it fits right into PZ’s style

#

Nice!

earnest quartz
#

i wouldnt mind helpin on a texture πŸ˜› i get a fair bit of idle time at work recently, downside casnt directly test in pz heheh photoshop yes games no, and whats more odd? they dont even care if i photoshop boobs, but killing a zombie? yep care o.O

nimble spoke
#

lol

quasi geode
#

well not everyone enjoys violence against zombies...they are a minority group you know its just not appropriate workplace behavior

earnest quartz
#

minority? bullshit, i seen tons of jobs full of zombies πŸ˜›

nimble spoke
#

Overriding trunk capacity in the vehicle stats does nothing, setting a capacity in the part's data also doesn't seem to work properly, you have to use item's capacity, so if I want a huge trunk, I need to create a new item

quasi geode
#

pft, when was the last time you saw a zombie as a CEO of a major corporation? and soon as someone becomes a Z they get fired...thats why theres so many unemployed zombies with nothing to do but wander the streets

earnest quartz
#

sounds like a bug

#

would explain why i never got trunks to get bugger heh

quasi geode
#

probably...most vehicle parts have actual inventory items attached

#

it tend to pull properties from the inventory item when it installs the part

earnest quartz
#

wish we could remove seats to have a bigger cargo spot πŸ˜›

#

and wheres them SUVs with the fold down back seats to convert to cargospace πŸ˜‰

#

wonder if those even existed in 90s

quasi geode
#

those fold down seats dont actually increase the volume you can store in there...just make it so you can fit more awkward stuff in

earnest quartz
#

dont remember commercials for em til 2000s i think? but then i uit watchin commercials since so ;x

#

no, they decrease volume, to add seat

#

sittable location πŸ˜›

quasi geode
#

lol just saying folding down the seats doesnt change their size just their shape

earnest quartz
#

ya, total space doesnt really change

#

just max size of a single item

#

but pz ignores that bit

quasi geode
#

damn video games, always ignoring the laws of physics!

nimble spoke
#

Capacity for that trunk? Dash bulldriver has 90, how about the others?

river plinth
#

in modern cars there are foldable seats, that greatly enhance the storage room

lusty dagger
#

with the organized trait its 116 capacity for the dash bulldriver

earnest quartz
#

can mods add skills that gain xp?

quasi geode
#

skills/perks are hardcoded in the java

#

sadly

earnest quartz
#

😦

nimble spoke
#

My custom models don't show the overlay images, but my car types with custom base textures do. What in the nine hells controls that? @ember orchid

ember orchid
#

@nimble spoke I'm having the same issue. It's showing the shell just fine, but not the overlays. Gonna try to sort it out tonight.

#

@nimble spoke It all works fine when you move the textures and models directly into the game's folders, but not when you have them as a mod.

nimble spoke
#

At first I thought it could be an issue with my textures, but the hearse , army pickups and vans work fine. It is something related to the use of custom models

ember orchid
#

I'm messin around with it now, I'll let you know if I can figure anything out with it.

nimble spoke
drifting ore
#

Yes

nimble spoke
#

I had to redo a lot of the geometry and change uv layout, so I decided to make it easier to add variations later

drifting ore
#

So, It will contain orange sodas, apple juice boxes and bottles of water?

nimble spoke
#

And pop cans

drifting ore
#

oki

nimble spoke
#

But I'll add other variations, probably one moving furniture and things like that

quasi geode
#

need one with a lua script...first time the rear door is opened, a dozen z's spawn right there πŸ˜„

earnest quartz
#

random any door

#

but if one spawns for that seat row, other side wont

#

could prolly even time it, spawn 1 per sec for n seconds

nimble spoke
#

@quasi geode That is something I want to add to every car actually. A chance to spawn a token zombie item, if anyone opens the car remove the token and spawn a zombie at the open door location. Can you help me with that?

earnest quartz
#

pickup trunks no spawn

nimble spoke
#

And maybe add a thumping sound to the car when there's a token inside, much like traps do with animal sounds

earnest quartz
#

car trunks tiny tiny chance cuZ people mightve hid

quasi geode
#

shouldnt be too hard

earnest quartz
#

ambulance trunks high chance of 1-2

#

cuz dude they carrying likely infected already

nimble spoke
#

Fuck yeah, do you want those MEDS? Come try your luck!

earnest quartz
#

im evil πŸ˜„

nimble spoke
#

I don't want to add a code that fires every time a player opens a door, that's my first concern

#

Imagine a dozen fuckers coming out of the truck.... I can imagine people raging in the mods comments

#

But maybe that specific type could have a warning, like something painted on the doors

ember orchid
#

Or you could throw on some bloody textures, like hand marks on the inside of the windows.

nimble spoke
#

That's a triple awesome idea!

#

hmmmmm I wonder if we can add new overlay texture slots

ember orchid
#

I'm not having any luck getting those masks and overlays working, man.

#

I can only get them to work if I copy the textures, models and scripts directly to the game.

nimble spoke
#

Ok, my turn to do some research then

ember orchid
#

And even then, it'll only work if I rename the model from Vehicles_CarImpala to Vehicles_CarTaxi.

#

But that doesn't work when I set it as a mod.

nimble spoke
#

There may be something buried in java

#

It might be related to the texture we set in the model loader function, I'm not sure, just something that hit me right now

ember orchid
#

I was thinking that.

#

At least when you have the model replacing another.

#

I think it's something else when you've got an entirely new one.

quasi geode
#

you guys are setting textureDamage1Overlay, textureDamage1Shell, textureDamage2Overlay, and textureDamage2Shell in the script file?

nimble spoke
#

Yes, my camper van uses standard van textures right now, but they don't show in game

#

As Filibuster said it only happens for a model added through a modelloader function

#

not for the same model when it is used to replace a model in the game files

#

So, either an issue with how we load it, or something missing in java code

#

I'm checking IsoSprite now, and there are references to it, but I don't understand them

quasi geode
#

i cant follow the entire logic flow cleanly, BaseVehicle.LoadAllVehicleTextures() doesnt decompile right in jd-gui

nimble spoke
#

@inland gull It would be great to have some help with this issue

#

Maybe there's a list with all the models in java that is needed to load the overlays? That would be a bummer

quasi geode
#

doesnt look like it

nimble spoke
#

search for modelslot in IsoSprite

#

maybe it will help understand

inland gull
#

yeah, don't think currently you have a way to add your own models to load, i'll add a lua function for that

nimble spoke
#

what's the method for spawning a zombie? I tried createZombie and spawnHorde but I'm getting an error

quasi geode
#

theres several methods

#

public static IsoZombie createZombie(float x, float y, float z, SurvivorDesc desc, int palette, IsoDirections dir)

#

public static void spawnHorde(float x, float y, float x2, float y2, float z, int count)

#

public static void createHordeInAreaTo(int spawnX, int spawnY, int spawnW, int spawnH, int targetX, int targetY, int count)

#

public static void createHordeFromTo(float spawnX, float spawnY, float targetX, float targetY, int count)

nimble spoke
#

I've tried those 2, what are x2 and y2? can I use x and y for those?

quasi geode
#

x, y, x2, y2 defines a box area

nimble spoke
#

Ok, so if I use x and y for x2 and y2 there won't be a box

quasi geode
#

idk maybe, might choke didnt look...just set x2 and y2 one off

nimble spoke
#

lol, it worked.... and I died, because it spawned 10 of them even if count was 1

#

I think I have to use createZombie then

quasi geode
#

dont see anything in the code that multiplies the count

nimble spoke
#

Hmmmm then it was me calling the function way too many times along the chain links

quasi geode
#

sets Horde.count = count, then does a for (int i = 0; i < this.count; i++)

nimble spoke
#

Ok, it is working now, but I entered the car as the zombie spawned. I think it should prevent entering it, right?

quasi geode
#

maybe give it a random chance? nothing quite as awesome as getting away with jacking a zombie for its ride πŸ˜„

#

open the door...grab the z and pull it out..then hop in and drive away πŸ˜„

nimble spoke
#

Well, you can always press E again as it spawns

#

Now I need to fix trunk spawning, I found an ambulance, the trunk is open, there's the corpse inside, but I don't need to do anything to access it, so I can simply see the corpse and walk away

nimble spoke
#

And how should I handle entering the car from another door? Right now you can be in a car with the "living corpse" in it

quasi geode
#

automatically give the player a bite or scratch? πŸ˜…

nimble spoke
#

I'm not that evil

quasi geode
#

dont worry...spend a few more years coding you'll join the darkside like the rest of us 😐

nimble spoke
#

Ohhhh I just thought if you have a zombie in your damaged trunk and it is dropping items it has to spawn a zombie, not the item on the floor

#

Evil question, how can players potentially trap zombies in trunks?

quasi geode
#

i think the real evil question...how can zombies potentially trap players in trunks? πŸ˜„

nimble spoke
#

I was thinking about bringing a truck full of them to someone's doorstep and open it, walking dead style

earnest quartz
#

the big cargo vans would be only practical way

#

and putting a noise making item (watch, clock, radio, noisemaker, etc) in the 'trunk' could bring zombies near, so just a matter of getting nearby zombie to 'climb in'

nimble spoke
#

yeah, I'll have to think about that

earnest quartz
#

maybe if noisemaker item is within the green square area of trunk, and zombie enters square, move zombie into truck

nimble spoke
#

But first I have to fix spawning from trunk

earnest quartz
#

or nvm noisemaker can be in trunk der, just zombie enter square

#

dont even need insta spawn, delay spawn by 1-2 sec πŸ˜›

#

and rather than on player, find coords of the green square for the door, spawn there? πŸ˜›

nimble spoke
#

I'll have to learn how to do that

#

it would be ideal in the case of the trunk

#

right now I have no idea how I'll handle the token item spawning in a trunk that is open

proud spruce
#

Is there a similar method to createZombie for spawning a vehicle?

nimble spoke
#

No

proud spruce
#

Damn. Gonna have to hold off on one mod idea then.

quaint nightBOT
nimble spoke
#

Driving around with the thumps from a zombie in the trunk is scary

nimble spoke
#

I need to get the square where the part is, using player or vehicle imposes a serious limit

quaint nightBOT
drifting ore
#

this is for REDBOID

#

not a reupload

quaint nightBOT
ember orchid
#

Can we change the sizes of the tires?

nimble spoke
#

There's a radius value for each wheel, but I haven't tried it without changing model's scale. I know model scale also changes the wheels

ember orchid
#

Cool, thanks dude.

#

I'm thinking large, slow construction equipment with a lot of pushing power to clear out those congested highways.

nimble spoke
#

I just tested some very large radius and it causes weird physics, be careful lol

#

wheels didn;t look that much larger though

ember orchid
#

How large are ya talking?

#

Oh, gotcha.

nimble spoke
#

I tried up to 35 radius

ember orchid
#

Haha.

nimble spoke
#

Car started jumping as soon as I spawned it, and trying to drive it make it all worse

ember orchid
#

Yeah, that's a bit larger.

nimble spoke
#

If you want wheels to look larger, maybe reduce car model size in blender, then increase vehicle scale in car script

#

I'm going to test it

ember orchid
#

A'ight.

#

Worst case scenario, could just hide the wheels behind a bulldozer type tread.

nimble spoke
#

Yeah

#

I tested a model down to 1/4 the original size and multiplied model scale by 4, I couldn't enter the car

earnest quartz
#

so no clown cars? 😦

nimble spoke
#

LOL

#

Tweaking cars stats is a nightmare

#

Who made the genius decision of having in-game stats being calculated with visual model size?

quasi geode
#

make sense...saves alot of hassle...just like most of orgm's weapon stats are calculated by weapon weight...well other things too but weight is the primary factor lol

nimble spoke
#

No no.... weight is a virtual number, you can set it to whatever you want

#

model scale should affect the visual model, and nothing else, define you car dimensions elsewhere

#

Imagine if the visual model size affected the stats of your weapon

quasi geode
#

that be perfect...if i could calculate the volume of a model and determine its weight from that πŸ˜„

#

dont work so well though...some materials are denser then others

nimble spoke
#

No, from a game design that isn't perfect, because it forces your model to have a very specific size so your weapon stats would be correct, and also eliminates the use of said model in other sizes for purely visual purposes

#

No goldeneye's DK mode lol

quasi geode
#

lol

nimble spoke
#

Really, I'm tweaking stats to no end here because each one I tweak causes weird in game effects

#

when the idea was just bigger wheels visually

quasi geode
#

its only non-perfect when someone wants to come along and hack it for a purpose you didnt intend....damn modders <.<

#

πŸ˜„

nimble spoke
#

lol

quasi geode
#

ya well...tbh i'm glad your doing the wheel experimentation and not me..i wanted to make a lift kit and larger wheels for my suv lol

nimble spoke
#

This is harder than making fridges and ovens work in a van

#

sometimes the car simply won't move, sometimes it becomes bouncy even to the point it tumbles

#

or just veeery slow like right now

nimble spoke
ember orchid
#

Hahaha, beautiful.

#

How'd you get the wheels bigger? Did you scale the truck model down in blender, then scale it up in the stats?

queen veldt
#

I assume the wheels are seperate objects

ember orchid
#

Yeah.

queen veldt
#

So they'd have to be rescaled, followed by the position of the truck's frame being moved up to accomadate the wheels

ember orchid
#

We (at least I) can't find a way to just rescale the wheels, though.

#

Not in the vehicle's scripts, at least.

#

I'm thinking we might be able to make a new, alternative wheel object, though.

#

Have it use a larger model, then have the vehicles we want to use larger wheels call on the new one or whatever.

nimble spoke
#

Yeah, scaled model down to 40% in blender, then compensated in the stats, spent a few hours tweaking several stats to fix the result and it still isn't working properly

nimble spoke
#

I didn't even move the model up, its position is an interaction of stats and physics and changed a lot when tweaking

#

I just found that wheel model is defined in the wheel template script

#

I'll try to add new Tire items that use a separate template and check if I cen get the other wheel textures working

quaint nightBOT
quaint nightBOT
earnest quartz
#

@placid delta can survivors be rescaled? ie kids? be interesting to run into families πŸ˜› you wanted to add the whole pat down bits other day, maybe a cell to keep their kids so parents play slave πŸ˜„

pallid matrix
#

That would actually be interesting.

scenic elbow
#

someone mentioned survivors on a server. is this true? can we use them on servers now?

pallid matrix
#

Β―_(ツ)_/Β―

woeful bridge
#

You arent allowed to add kids into games and allow them to be killed @earnest quartz hence why there is no kids in gta

#

so if they added kid zombies or survivors they would need to be invincible

earnest quartz
#

the sims πŸ˜›

#

your arguement just died

woeful bridge
#

not an argument its a fact.

earnest quartz
#

and yet the sims has them lol

woeful bridge
#

good for them

#

its not allowed well it is but the developers get lots of hate from media so its not worth it hence why not many game devs add them

earnest quartz
#

kerbals has em, and actively kills them πŸ˜„

woeful bridge
#

did you read anything

#

i said.

#

i wont discuss this further if you wont listen.

earnest quartz
#

i've seen 0 hate in media against kerbals killing children lol

quasi geode
#

its irrelievent anyways...the intial discussion was about modding, not the base game. same rules dont apply. devs already said they wont add them to the base game, and you cant scale down the survivors models...so none of it makes a difference lol

earnest quartz
#

aw

woeful bridge
#

agreed @quasi geode

quasi geode
#

lol not much to agree with its not opinion, just facts XD

woeful bridge
#

im saying you are right.

#

im agreeing with your statement since it was correct.

#

is that not what agreeing is for?

quasi geode
#

lol...once the new animations system gets in though it maybe possible to mod that stuff in

woeful bridge
#

personally i think it would be stupid to add into the game even with mods but thats my opinion

quasi geode
#

well not something i'd waste my time doing but to each their own i guess

queen veldt
#

The Walking Dead game had a child zombie at one point

#

The issue is that people are uncomfortable with killing children

#

Oh, No More Room in Hell had child zed as well. It’s not illegal, just VERY controversial.

#

At least in the states it isn’t illegal. For other countries, I’m not sure.

woeful bridge
#

it isnt illegal thats not my point my point is its not allowed in games because the devs dont want negativity from the media and fans

#

regarding the killing of children

#

and as for modding it in the game i say respect the developers by leaving it out of the game if they rejected it then respect their decision

queen veldt
#

I’d be all for a mod involving children. It’d be an interesting challenge to help guide them through a horrific and hopeless world and teach them how to survive. But I can understand why’d people would feel uncomfortable about it.

earnest quartz
#

"not allowed in games because the devs' the devs make the game, and decide what goes in it, thus company policy to exclude, which is by their choice, thats like saying you're not allowed to eat meat, because you're a vegan this week, thats your choice, nothing stopping you but you

woeful bridge
#

it makes perfect sense the developers dont want it in the game and if they wont allow it it wont be added.

#

stop trying to be smart by repeating my statement that makes perfect sense and start trying to bash it.

queen veldt
#

Won’t stop a modder from making it though, even if it isn’t allowed on Workshop.

#

If you don’t want children in game, I can understand that.

woeful bridge
#

grey a modder can make it but my point is i wouldnt personally because id respect the devs decision to not add it in.

queen veldt
#

That’s cool, that’s cool

woeful bridge
#

i agree with your point too

#

πŸ˜ƒ

#

you see its nice to debate things in a positive atmosphere isnt it @queen veldt shame others cant do the same...

earnest quartz
#

good for you, and thats your choice & opinion, nowhere did devs state mods couldn't do it, just they wouldn't themselves, they also won't be adding ORGM or hydracraft depth of guns & other items to the game, so by your words we should 'respect their decision' and delete such mods lol

woeful bridge
#

I never said that. i said i personally would respect their decision to not add it.

#

learn to read before being a smart arse.

#

sorry trying to be a smart arse..

#

i dont know where you got the idea i said it shouldnt be allowed at all.

earnest quartz
#

i do read, stop making personal insults rather than talking just because other's views dont match yours

woeful bridge
#

I just said i agreed with greys opinion and saying you are trying to be a smart arse isnt an insult its an observation.

queen veldt
#

It’d be an interesting challenge to care for children. Playing a game them while holed up in a house for a bit increases your survivor’s happiness, you’d teach them how to defend themselves or hide, maybe get them to help with gardens or scavenging, and of course, the emotional trauma of losing a child. But again, I understand if the devs don’t want them added.

woeful bridge
#

agreed

#

id like that grey i think it would be fun

earnest quartz
#

Cameronrhys: learn to read before being a smart arse.

woeful bridge
#

but he is saying making zombie children to kill

queen veldt
#

Yeah, kind of like a more in-depth version of This War of Mine’s β€œThe Little Ones” dlc

earnest quartz
#

i asked nicely, you refused, welcome to ignore πŸ˜ƒ

woeful bridge
#

judging by the way he structures his sentences his first language isnt english.

#

no wonder he keeps trying to catch me out and fails every time.

#

grey it would also be cool if the kids grew up over time too

queen veldt
#

There would be zombie children, of course, but they’d wrack your survivor with guilt from possibly just seeing them, and killing them would β€œharden up” the survivor over time, making them used to doing something like it. Unless they were a, say, veteran profession.

woeful bridge
#

and learned to do more as they grow up

queen veldt
#

It’d be interesting as well to have them grow up over time

woeful bridge
#

yeah like i think killing kids if you are to add it make it a negative thing that is fine.

earnest quartz
#

many games have had kids dying in them, and no comments from the devs wishing they wouldn't be for mods. kids dying is no less 'horrific' than other people'

woeful bridge
#

Is this guy still trying to argue when we are talking @queen veldt ? lol

queen veldt
#

Yeah, unless you got a trait like β€œsociopath” that makes them immune to feeling guilt

woeful bridge
#

yeah

queen veldt
#

Several games do have kids dying in them, anx

earnest quartz
#

thatd be nice

#

i see NPCs eventually having kids, protect and grow a colony

queen veldt
#

Fallout did, though with negative consequences, Dying Light had zombies implied to be infected children, No More Room in Hell had two variations of child zombies (one that looked like the young girl from Night of the Living Dead, a classic), etc.

#

Actually, I think having your survivors wake up in the middle of the night with nightmares from traumatic events would be an interesting feature now that I think about it. They’re already in the game i believe

woeful bridge
#

yeah i think killing children in games is ok as long as the devs say its ok personally i would ask before modding it in but its not a terrible idea its just probably not worth the negative attention it brings with it.

queen veldt
#

Yeah, it can bring a lot of controversy

woeful bridge
#

but the kid survivor idea

#

i love it

earnest quartz
#

it just depends how you present them, the sims and kerbals have had kids for a long time, and actively dying, without negatives, because the sims is aimed around family and not psychotic murder, and kerbals....well....when do they not go boom πŸ˜„

woeful bridge
#

you just cant have one without the other.

queen veldt
#

The Little Ones handled children in a similar situation very well

woeful bridge
#

i think maybe kids if they are added start off as survivors with you and if they die they dont get infected meaning your character isnt killing the child

earnest quartz
#

never played it heh

woeful bridge
#

they just simply die

queen veldt
#

That could work as well, even if it does break the rules of the infection. Maybe have the excuse that the infection is β€œtoo powerful” for their young bodies to handle before the virus can even change them.

woeful bridge
#

yeah

earnest quartz
#

TWD has everyone infected, just not zombie mode til they die

queen veldt
#

Yeah, and the survivors responded wonderfully realistic to it.

woeful bridge
#

hmm

queen veldt
#

Kenny couldn’t bear to kill a frail child who starved to death, leaving you,

#

With the option to kill it, make Kenny kill it, or leave it there

woeful bridge
#

hmm

queen veldt
#

So if child zed were modded in game, having them affect survivors mindsets would be a neat challenge.

earnest quartz
#

kinda surprised we can shoot up a school and no kids though XD in media kids in schools die to stabbings and nobody cares, then shootings get reported like ww3 started o.O

queen veldt
#

Same could go for regular zed.

pallid matrix
#

I don't get the whole ''don't put kids in games'' part, I mean for a setting like this it would not only make it realistic but it would give you some feels.

earnest quartz
#

^ agreed

pallid matrix
#

the feels man, the feels.

queen veldt
#

Actually, having survivors develop fears in response to things that happen to them would be interesting as well!

pallid matrix
#

true

earnest quartz
#

getting locked in a closet, with zombies banging on door, gains trait clausterphobic ahah

queen veldt
#

Getting attacked by multiple zed in a dark building makes them afraid of darkness.

earnest quartz
#

need a way to get over the fears too though

queen veldt
#

Being surrounded from all sides by a horde and managing to escape by the skin of your teeth makes you afraid of wide open spaces, etc.

#

Of course.

#

It’d probably be similar to β€œexposure therapy” or whatever it is called

pallid matrix
#

or it just goes away over time.

earnest quartz
#

get chased by a zombie kid, and you don't have the will to hoot it, cuZ HE STILL LOOKS CUTE

queen veldt
#

Survivors facing things that scare them makes them less scared after a while, similar to how your survivor β€œgets used” to facing zed in the base game and gets less scared over time when handling zed

pallid matrix
#

yeah

earnest quartz
#

we need ways to trap zombies lol

pallid matrix
#

And to be honest, what's more fun than hitting the head off a child zombie with a baseball bat? πŸ˜‚

#

HOME RUN!!

#

whacking those little basters.

queen veldt
#

In game, yeah, but not for the poor survivor doing it unless they got a trait that makes them a β€œsociopath.”

pallid matrix
#

the apocalypse makes everyone crazy over time.

queen veldt
#

A sociopath trait would actually be interesting once NPCs come out actually.

earnest quartz
#

speaking of which, riding sahotgun, window down, mailbox approaching, gain entertainment πŸ˜„

queen veldt
#

Okay that’s actually a funny idea

earnest quartz
#

can modders make moodles? could try to make sociopath trait + moodles for super survivors heh

#

HC already has exam tables and slicing up zombies on them........

#

πŸ€”

#

i think id go for the crazy person with his zombie kid chained up in bedroom, and i feed it everyday, then NPCs who visit me freak out πŸ˜„

woeful bridge
#

Anx why do you say heh after every message

#

You say it a lot... heh

#

See what I did there?

lusty dagger
#

poll it doing good so far

#

Franklin All terrain is doing great with the votes

woeful bridge
#

Also as for the sociopath trait you can make it so that your survivor laughs at dead bodies and you can call the trait Logan Paul.

ancient flame
#

Doesn't really matter what he says @woeful bridge I've been told ya'll have had an argument or whatever which is all good and well, so please just walk away and leave him be. Cheers.

novel sable
#
#

so the dev would loose money because of limited sale group

earnest quartz
#

that applies to the base game, not mods, for which the original comment was for

novel sable
#

yea that had corssed my mind after the post, but thats why their not a base thing. That and sometimes things like that lead to boycotts and games pulled. But like ya said a mod doesnt effect the ESRB because its user controlled. If there was the ability to add custom sets i dont see why you wouldnt be able to implement the idea, and who ever is looking fo that would add it in.

earnest quartz
#

if i have mod A installed, how does mod B tweak mod A's recipes?

novel sable
#

load order? is that a thing?

#

i recently just started moding and was looking at some object building.

earnest quartz
#

i'm sure it is, but more after the lua code

novel sable
#

recipies are in .txt format no lua i thought

earnest quartz
#

game loads them in, then i am assuming there is a lua method to access a recipe and edit it

novel sable
#

yea isoItem or somethign

#

i would maube guess that the game loads mods in by dir order, so maybe if mod B was 'Z' in the list it might load after A and write over any conflicts that B changes in A

#

havent tried it though, but just a thought

#

but, and i've seen it before, if the user clicks and re organizes the mods by Z-A it wont work lol

quasi geode
#

can see the load order in the console.txt

novel sable
#

oh sweet, thanks

#

oh, yea but that wont help change it.

#

thats just console dump

quasi geode
#

its primarly alphabetical for lua..by directory/filename

#

scripts will load off the order of the mod id

#

err no sorry scratch that last one

novel sable
#

is it hard coded to do A first or if the user aragnes dirs by Z first will the order change?

quasi geode
#

thats alphabetical too

novel sable
#

ok, so if i want a mod to change A i would name mod B something in the alphebete that comes after A

quasi geode
#

the order your sort your files in your file browser doesnt do anything

novel sable
#

k, i had some issues with it doing that in Ruby, wasnt sure about Lua/Java

#

@earnest quartz - ok so we figured it out, to make Mod B change Mod A have Mod B use a name that alphebetically comes after Mod A's name.

earnest quartz
#

ya....still lookin for lua code to do the change πŸ˜›

novel sable
#

if its a recipie, should be in scripts dir in the mod folder

earnest quartz
#

@nimble spoke you'll hate this vehicle, functional tow truck πŸ˜„

ember orchid
#

Made this to replace the six seater van. Just need to finish up the textures and tweak the settings a little.

novel sable
#

How does one push an object to server save/load event? been looking at it for a while now, got objects to place and interact, they wont load back in on game load.

#

if its a container, it saves the world inventory item though, thats in the place of the isoThumpable

#

but the thump isnt loaded.

lusty dagger
#

it looks like a chevy suburban/GMC Yukon

nimble spoke
#

@ember orchid Don't replace vehicles man, when RJ converts the vehicle spawn system to lua you will be able to spawn your vehicles, no need to replace. That's my opinion, keep dem vehicles coming!

#

I'm using that extra time to test new ideas and polish the existing ones

ember orchid
#

I'm planning to switch 'em over when we can.

#

For now, I'm just replacing the ones I use the least, haha.

nimble spoke
#

ohhhh I see

quasi geode
#

anyone feel like doing up a black 69 charger? πŸ˜‰

#

hint hint

#

that truck looks nice though

ember orchid
#

Thanks man. I was thinking el camino next. Or maybe a half assed bulldozer.

nimble spoke
#

Replacing wheel models in the car script works, I just gave my hearse that tire with a white band, and the monster truck a proper off-road wheel

quasi geode
#

awesome...i was tempted to do up some gold rims for the pimp my ride mod...kinda put that on hold for now though need to concentrate on some orgm stuff

nimble spoke
#

I don't know if we can add new models, but wheel03 is shit and up for replacement right now

ember orchid
#

Oh, nice man. What part did you edit?

nimble spoke
#

After template=Tire, add a part tire that only replaces the model

#

template = Tire,

    part Tire*
    {
        model InflatedTirePlusWheel
        {
            file = Vehicles_Wheel02,
        }
    }
ember orchid
#

Does that automatically replace it, or do you have to do anything in game?

nimble spoke
#

You can pick from 02 to 04 they all work, but 03 is ugly and 04 needed adjustments because the texture was not centered correctly

ember orchid
#

Like switch tires or something.

nimble spoke
#

no, the car will use the new model

ember orchid
#

Alright, cool.

#

Thanks dude.

nimble spoke
#

taxis and hearses look nice with 02

ember orchid
#

Haha.

#

Does it drive now, or still just bounce around?

nimble spoke
#

Right now it doesn't move

#

one of the many options it can have by changing.... anything really

quasi geode
#

.... idc if it doesnt move yet, that monster truck is sooo not a mistake LOL

nimble spoke
#

And for some reason they always spawn using that same color

ember orchid
#

I think the random color thing won't work for mods, just like the car masks.

nimble spoke
#

but it uses the pickup truck texture, shouldn't it work?

quasi geode
#

it should work from what i've seen in the java

ember orchid
#

I haven't checked, but I'll bet the pickup's shell color in it's texture file is that green, just transparent.

nimble spoke
#

I'm also adding more wrecked car textures, like spiffo and fossoil vans, ranger cars....

ember orchid
#

It worked for me if I put all the files right in my game folder instead of a mod, though.

#

So maybe we need to do something different with the model loader?

#

I know pretty much nothing about coding.

nimble spoke
#

RJ said he's going to fix that for us

#

Probably the same issue with our models not showing lights or damage

ember orchid
#

Yeah.

#

Alright dude, we can replace the wheels with new ones.

#

Just replace Vehicles_WheelWhatever with whatever model ya want.

nimble spoke
#

but in a mod?

ember orchid
#

Yessir.

nimble spoke
#

LOL

quasi geode
#

lmfao

nimble spoke
#

Time for square wheels

ember orchid
#

Haha.

nimble spoke
ember orchid
#

Just some fancy rims, that's all.

#

Ridin on 80s.

quasi geode
#

yay orgm finally passed cheat menu on the most subscribed list...next stop new denver πŸ˜„

nimble spoke
#

You don't use steam, stop checking that

quasi geode
#

haha

#

i'll stop checking that once i take HC's crown 😐

nimble spoke
#

Good luck with that

#

Want to make a popular mod? Upload a russian or chinese translation of a mod

quasi geode
#

well...less then 100k to go 😐

#

ha! next upload for orgm has both russian and chinese translations πŸ˜„

#

i'm thinking ahead here lol

nimble spoke
#

Now I believe you can do it!

quasi geode
#

lmao

#

i have 2 russian translators, and idk how many chinese...a few i believe but i only really talk to the one...he said theres a team of them LOL

nimble spoke
#

For every mod subscriber, there will be 2 subscribers for a translation.... Nobody can compete

quasi geode
#

lol

#

are those wheels touching the body?

nimble spoke
#

I don't know, I don't even know if that matters

quasi geode
#

could cause a issue if theres not enough clearance

nimble spoke
#

I'll start changing values for each variation and see how it goes

quasi geode
#

i sooo want that to work so i can see what it like running over z's

#

and other cars πŸ˜„

nimble spoke
#

I don't think it will be able to run over cars

quasi geode
#

i'd imagine it will collide and get some funky airborne physics lol

earnest quartz
#

tow trucks πŸ˜„

#

hmm bulldozer to push corpses that are in front?

ember orchid
#

That would be pretty useful.

#

Save a lotta time.

nimble spoke
#

I know I've been working on some pretty crazy stuff, but that doesn't mean you can go wild

earnest quartz
#

or a bucket that auto picks up corpses, then a button to dump in a pile

nimble spoke
#

Homer's Mr Plow when new weather system comes? lol

earnest quartz
#

eh tow truck is wild, bulldozer i dout is as complex

ember orchid
#

Hey, I'm getting a null pointer exception, could you look over my model loader lua and see if that's the problem?

#

I just copied one and guessed, pretty much.

#

local function loadModel()

loadStaticZomboidModel("Vehicles_Suburban",
"/media/models/Vehicles_Suburban.txt",
"Vehicles_WheelLarge",
"/media/models/Vehicles_WheelLarge",
"/media/textures/Vehicles/Vehicle_SuburbanShell.png",
"/media/textures/Vehicles/Vehicle_Suburban_Lights.png",
"/media/textures/Vehicles/Vehicle_Suburban_Mask.png",
"/media/textures/Vehicles/Vehicle_Suburban_RUST.png",
"/media/textures/Vehicles/Vehicle_SuburbanOverlays_DAMAGED_01.png",
"/media/textures/Vehicles/Vehicle_SuburbanOverlays_DAMAGED_02.png",
"/media/textures/Vehicles/Vehicle_SuburbanShell_DAMAGED_01.png",
"/media/textures/Vehicles/Vehicle_SuburbanShell_DAMAGED_02.png");

end

Events.OnGameBoot.Add(loadModel);

nimble spoke
#

Wait, you shouldn't have all those textures there

#

one loadStaticZomboidModel per model you want to add

ember orchid
#

Alright, cool. Thanks man.

#

I wasn't sure if I needed to manually load new textures or not, good to know.

#

So is this right?

#

local function loadModel()

loadStaticZomboidModel("Vehicles_Suburban",
"/media/models/Vehicles_Suburban.txt",)
loadStaticZomboidModel("Vehicles_WheelLarge",
"/media/models/Vehicles_WheelLarge",);

end

Events.OnGameBoot.Add(loadModel);

nimble spoke
#

From what I've seen the texture there doesnt matter for vehicles, because you set them in the car script

#

Yeah, I didnt test leaving the texture argument out, you may need to add one texture to each just so the code works

#

if you don't remember to remove the last , after txt"

drifting ore
#

Wheels textures look ugly in that size.

quasi geode
#

when your in the drivers seat of something that big it no longer matters how your wheels look <.<

nimble spoke
#

lol

nimble spoke
#

nothing like faster iterations, by comparing the changes to each variation I already got them moving without jumping

quasi geode
#

πŸ˜„

nimble spoke
#

still can't revgear properly and only get to 30mph

ember orchid
#

Yeah? What was the issue?

nimble spoke
#

interaction between wheel height, suspension values and wheel roll influence on car

ember orchid
#

Gotcha

nimble spoke
#

basically wacky physics

ember orchid
#

Good to know.

quasi geode
#

add more horsepower? lol

nimble spoke
#

No, horsepower isn't the issue, it has one of the highest hp values in the game

ember orchid
#

Did you change the mass at all?

nimble spoke
#

probably wheel friction

#

hmmmmm no, same mass as a pickup truck

ember orchid
#

Haha, so basically it's just constantly peeling out?

quasi geode
#

omg...we need smokeshows

ember orchid
#

Hey, so I did some trial and error with the model loader. I needs the vehicle model and the shell texture and nothing else currently.

quasi geode
#

use some of that endless supply of bleach on the rear wheels πŸ˜ƒ

ember orchid
#

But I'm guessing once we can get the masks working, we might need all the textures included.

nimble spoke
#

We will have to wait for RJ's changes, but those are set in the vehicle script, I don't think we will need to add them to the loader method

#

Damn, now fossoil truck is all jumpy again

#

Fire and police can accelerate more, but the go up in the air and then suddenly get back to the ground

#

Green dude is still hanging against a wall and can't rev out of there

ember orchid
#

So I've got the custom tire model loading on there fine, but it's using the texture of the car.

earnest quartz
#

tires are a seperate model from cars....so would it be possible to add other models onto cars?

#

machine gun on back of pickup πŸ˜„

ember orchid
#

I dunno. I doubt we can set animation points or whatever. I think it's probably hard coded. I'm just replacing the tire's model, basically.

woeful bridge
#

@ancient flame that was a joke about Logan Paul not an argument please read before coming to a conclusion of what I said. Cheers.

#

And if you are talking about me commenting on anxcon saying heh I did it so I could make the joke at the end so I can try break the tension between everyone

ancient flame
#

Don’t really care either way tbh, just pretend he doesn’t exist.

woeful bridge
#

Im fine with him if he is with me

#

im fine man πŸ˜›

nimble spoke
#

@ember orchid Try adding the wheel texture in your loadStaticZomboidModel line for it

upper bough
#

What does the "isGoodCar" flag do? On a Chevalier Cerise with perfect condition on all parts it returns false

quasi geode
#

seems its only used in the initial spawning of the vehicle to dermine quality of parts and stuff, it is not saved with the vehicle when you reload