#mod_development
1 messages · Page 410 of 1
It holds 40-42 120mm M256A1 rounds
So if you wanma be accurate, find the area of those rounds
X 40
The inside of a tank is about like 4 fit by 8 ft
You will get the full capacoty
That said, having seen the inside of a tank
Its really cramped...
I didn’t mention all the other items I shove in it like computers and such so ur space is cut in half by all that shit so yeah it’s rlly cramped
I have friends in armored battalions rolling around in leopard 2A6s
And its pretty cramped
I’m an optimist so conserving space I’d say about 10 cups of Ramen noodles
Especially the driver seat
But if you empty out the ammo rack you could probably get more space
So about 45 cups in total
Plus a 24 pack of botttled water
And now that’s pushing it lol
A 120mm round is HUGE
Ok
And so is the Roman cups
Wait just one rack or all
HUGOZ
@drifting ore
1 M1 has 40 of those
Have fun
Wait is he Russian
they've added some kind of invetory limited stack system for avoiding much more inventory benefits (limiting items on containers specially scattered)
but i think it got removed with these lasts builds
Wdym
@drifting ore russians use 125
Thats a 120
Black beret so probably UK
Wait so no memes dang it
i always noticed that the russians used different calibers to the nato types
100mms
125mms
etc
while the natos used 105s and 120s
@brazen pilot so thT during a war, the enemy cant use your ammo against you
fair enough
I think it's more that their tech tree went down a different path, you could say.
Way back when a lot of countries had different ammunition because nothing was really standardized, since it was all relatively new.
And were frequently developing for themselves due to a lack of any real market.
Then nato formed and got their stuff standard to help with logistics, then you've got the warsaw pack standardizing their stuff.
So it's probably more just because of isolation.
Yeah wedge, that too.
And once you have weapons using a certain size of ammo, changing that is a bigger deal than building a new gun around that existing ammo.
^ which is why nowadays you have ar platforms chambered in 7.62x39
woo woo 🙌
Nice one Fil
How does it work? WIll you update your preview mod, or will it be bundled into orgm and in the next orgm update?
Hey Rhymes is it possible to edit player models noww?
@ember orchid
i.e when you put on a piece of armor, it will show on the player model
Im not familiar with the engine that P.Z uses
I think we'll have to wait for the animation update.
that could take years though
You might be able to edit it so you have a piece of armor on all the time, but I dunno.

that could take years though It is literally the next update 😂 🤔
yea
next year
😛
hopefully when i read a book, i dont actually eat the damn book
because why does a book vanish when you read it....
You should probably feed your character then, bro.
did your character eat it or something....
They hungry.
Would be a waste of time/effort to make some kind of armour mod now.
You'd be fighting uphill, for one,
And then anims update has a bunch of tools etc to help modders do exactly this
I gurantee you
we'll get some weird ass mod
that allows you to dress up as a pink slenderman thing
or other stupid stuff like that
Does dressing up like the Spiffo mascot count?
is there no longer any monday news
If so, it's already done before it's even been released 😂
i was waiting for this week's monday news
It's been on Thursdays for a good while now.
that should give you an idea to how long ago i played it
Last time there was Monday news was probably close to a year ago 😛
@ember orchid just a suggestion could you add the AK-74N?
I was thinking of adding a few extra as a separate mode, and I do like the 74, so there's a pretty good chance.
you updated ORGM?
I wonder if the new post processing affects are moddable - and if NVG could be added
There are all those little zombies inside your GPU, so what did you expect?
@ember orchid it seems that your models overrides Hydrocraft models too
all my hydrocraft models are gone
That's weird.
Try restarting the game, if you haven't yet.
If it still doesn't work, disable the orgm model replacement and restart again.
ok it isnt the model replacement mod
time to single out the conflicting mod

@ember orchid it isnt your mod
Alright, cool.
Hey, thanks man. I do what I can.
went to sleep and i couldnt see the car because it was so dark, went back and saw this
lol, you're better than me
i couldn't do much better so who am i to complain
Do you have my old replacement models in, or are you just using the compilation?
im using the old single-car mods too if thats what you mean
Oh, yeah man, you should disable all of those.
I redid a few of the models, like the suburban there.
So the UV maps are different.
Yeah, no problem man.
All of those replacements are in the compilation.
just wanted to make sure it wasnt a bug you needed to fix either
ok, thanks for the info, ill do that now
Thanks man.
Word of warning
Super survivors is extremely buggy
and i dont recommend anyone use it for now
Next Mod....
Spoilers, nitro, paint to hide from police
😂
Spoiler, you can use Metal Detector from LGEP to find rusty parts, that you can restore with high levels of mechanics, if you don't want a part, can be dismantable to gain some metal scraps, screws and more...
lmao...i've already got a "Pimp My Ride" mod in the works...but i doubt i'll get around to finishing it too many other things to do 😐
Uhh wut
It looks like a rusty break rotor that you can fix with some kinda rust remover.
Pretty cool, man.
knows about physics, chemical reaction components, and engineering
...cant figure out a text in spanish
restoring car parts using clorhidric acid and high levels of mechanics skills results a unidentified part that you need to indentify to know the type (Standard,Commercial or Sport)
There has been a new Mod Published!
has anyone found a way to make an in game map mod?
instead of looking at the websites map?
that would be most amazing
Theres one already
really?
yup
holy hell, thank you!
this will make everyone happy lol
much appreciated @drifting ore !
kek
Not exactly the same thing, and not that detailed, my car mod has a GPS part for cars
@drifting ore are you experienced with that mod?
I don't like the iso style, can you do anything like combine maps (Rosewood, Muldraugh, March Ridge etc etc) to create one larger map - in the vanilla map style?
i never tested it lol
i mean, i just download whatever i find...
and then i forget to play singleplayer and just jump onto multiplayer
We use it on our server pretty cool map mod
Esneic dat luks epik
the pimp my ride mod comes with a custom map :p... Thanks Cupa!
@rocky lynx Wow! That's cool!)
Can I make Java mods for this game?
@loud ember What you mean? Idea?
No, more of if it's possible at all
possible, Nolan did it before, but not really supported, as you have to replace the original files
imagine a race track with this tires in borders of roads :p
that place looks c r a m p e d
I've never seen someone make a base out of a mechanic shop before.
It looks nice.
You can make a base anywhere in this game. It's one of the nice things about it.
I long for the days I can make my base in a shipping container.
i made my base in a gas station so i dont need to make trips to the gas station
infinite gas, infinite power
also since the gas station already has like 3 2-tile refridgerators, im set
There has been a new Mod Published!
So the red ryder BB gun in the ORGM mod
i was messing around with it and found out that....
you can kill yourself with 1 bb to the head
at 100% health
with a SWAT helmet on

Yeah, you're pumping that guy up and pressing it right into your eye.
plus that helmet is clearly defective
well fuck
i didnt actually think i'd die
now i got to trek all the way back to my base in the woods
🤦
lol the "really end your own life?" dialog wasnt lying
Hi every)
Hey Zublu.
anyone good at lua? lol
Not in the scope of PZ modding, but I've used it plenty
@soft glen You wanna give me a hand at something?
Aye
Is this up to date?
The images seem to be missing.
Im trying to get into modding but im not sure if this tutorial will work since the game is constantly being updated.
There has been a new Mod Published!
@quasi geode what is the version number of the ORGM currently on steam ws?
3.09.1
k tahnks
There has been a new Mod Published!
yes, it looks like modding is going to be a bit hard.
yeah I fear that this tutorial is too out of date, I dont think I can spare the time 😕
oh wait
I could just dissect an already existing mod lmao
YO HOLD UP, weapons are 3D?
well I guess ill just use placeholders then
Im going to guess that to make my pistol use 9mm I gotta tell it
AmmoType = Base.Bullets9mm
This lua stuff is confusing, what does what and why is this the way it is.
maybe I should have dissected something easier.
if your disecting orgm its definitly not one to learn basic lua from
Yeah
Im using the katana mod for the lua parts
Katana.Katana is not referenced anywere else
so im not sure how to make this spawn a revolver instead
would it be Revolver.[Filename]?
Since the weapon referenced as Katana is located in a text file named Katana
I thought it might be so, but im not fully sure.
its module, not filename
backwards lol
almost
nice
(Just double checking)
Im gonna test out the mod ^^
Now
I was expecting it to crash upon starting a game
but I didnt expect it to not show up at all
strange.
the mod.info file looks like its valid so I cant put my finger on it
Very rare that you'll actually see it crash.
not showing up at all would be more common than anything 😛
You mean it's not showing up in your mods panel?
Yeah
also oh shit I think I know why
I placed it in C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\mods
but apparently
its supposed to go in
if I may say, what a terrible place to put it, like I understand putting it in documents/location here
but in users??!?!?!
anyways, not a big deal
gonna give it a shot :p
aye it works
(I didnt have time to make a poster yet)
(oof)
Tried it, it (seems) like it does not spawn.
None of the locations that should have it had it and NF did not show it.
I wonder why...
NF won't show it, and you may have just gotten unlucky with your loot roll
I think if you go into admin mode in a server, you can spawn it using some additem command
Something like /additem "FirePlus.FPRevolver"
can I toggle admin in SP?
No, needs to be mp
Ill just make a lan one then
btw thank you and everyone else who is helping me
I know I can be a pain since im not familiar with modding for this game & I cant code
How do I enable admin mode? Edit: BVM
Did you enable the mod for your server?
Enabling it in the mods panel will only enable it for SP, you need to configure the server settings to enable it there too
Although, it is likely too, that somewhere/somehow, the mod is just not set up correctly - and that can be expected for your first foray, dont be discouraged by it 😃
Ok, got the mod enabled (I think?)
I dont plan on being discoureaged
even if it does not work
ill keep trying
Iv given up way too many times on the past
:O
Yes!!
🎊 🍻 😄
uh oh
something is not right lmao
the Pushing is too high and the animations are broken.
But funny thing, I didnt touch either
--- 𝓟𝓵𝓮𝓪𝓼𝓮 𝓻𝓮𝓪𝓭! --- Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comme...
Ill try to work it out
but still
it works
congratz to myself!
maybe it is PushBackMod = 0.3,
but then again 0.3 seems low
Nice work!
Maybe in this case, you could check ORGM and see what pushback value is used for a handgun
I know pushback also takes into account your characters strength
If you have max str, they will be pushed back further than pushing them with 2str
so maybe that made my straight 9999?
Hmm, I'm not entirely familiar with how godmode works, but that's likely, I'd say.
Do I have to delete the world in order for the server to take in the updated mod?
I don't beleive so
neat
ok
so I confirmed that the pushbak distance was a direct cause of godmode
BUT
the rate is not
for some reason I can push zombies away super fast
on top of that I got infinite ammo
But I AM the server
welp got it to load this time
added an icon
I think it looks nice
I think a revolver wouldnt be the wisest idea in a zomb apocalypse.....
you cant suppress it and all
My idea is to make it a simple backup weapon
or for PVP
this revolver is objectively worse than the 9mm
but im planning on making it common
police officers have revolvers on them and stuff
OK so I solved the pushing bug
turns out its not a bug
thats how the game is
you can survive a horde by just spamming your fists (lol)
Now to find out whats wrong with the clip
revolver
hey cupa :)
can i eat it
hi
Yes, it can be eaten
Gud
Im gonna have dinner
ill work on the clip later
ill spawn myself a pistol (if I can figure out the item name)
and check for differences
had dinner, some nice pasta
can't really survive a horde with fists...might push 5-10 away but once they encircle you chomp
if you keep moving backwards you can keep it up for a solid 1 - 2 minutes
(though server lag might have had something to do with that)
Maybe it is the ammo type?
AmmoType = Base.308Bullets,
This is the right name for 308 right?
The game shows in menus that it is 308
but maybe im tagging a separate (yet related) entity to the ammo
OH!
I think I figured it out
maybe what handles the actual weapon is a lua file hidden somewhere
or some script I didnt notice before
but where...
Okay, I also found out
308 has a reference name
of 308Bullets
while the entity is called whatever it was
I noticed that the rifle mentions the reference and not the entity so im gonna do the same in hopes that the game figures out the rest.
Nope, same result
notice how the pistol has an ammo count
Yet it is not true for the revolver
sleepin' cat noises
Uhh police officers dont use revolvers
They use Glocks
And Revolvers dont use .308, jesus
I mean there is probably a revolver that uses .308 winchester but i doubt any law enforcement would use a .308 revolver
Well revolvers do use .308 specials, not the same one as the hunting rifle
For the time period (early 90s) - they used this in particular
https://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_1006
isn't that a 1911?
No
kinds of looks like one tho tbh
a lot of handguns do tbh ¯_(ツ)_/¯
That's the embed straight off of the wiki page
and i guess the more recognisable handguns for me is the desert eagle
This is m1911
https://en.wikipedia.org/wiki/M1911_pistol
i see
Longer, more angled/larger grip.
Similar enough that if it were labled as a 1911, I wouldn't question it, because I'm not a gun nut 😛
Desert eagles are actually fairly rare
Because .50 AE isnt particularly good at staying in your target
It'll probably go through your target and put some nice holes in your wall too
Probably even collateral if someone is unlucky enough
Don't forget hunting.
@drifting ore I wanted my mod to use vanilla ammo to simplify things.
The revolver is based on the New Nanbu Special (or whatever it was called) japanese officer revolver.
Ok im gonna continue working now
still cant figure it out oof
Alright so
I ran a simple test
Copied and pasted vanilla code into mine
and just like my wep
it had infinite ammo
which verifies that weapons use LUA for... something.... somewhere...
now I just gotta figure out what to do
I inspected QG (since its simpler than checking ORGM)
I cant quite tell if this is the code for ammo capacity or if its just custom logic to allow something else...
aha! I think I found it!
if(self.currentCapacity < self.maxCapacity
and char:getInventory():FindAndReturn(self.ammoType) ~= nil) then
return true;
end
self.reloadInProgress = false;
return false;
end```
this has to be it.
now I gotta find similar lines in the vanilla files
as I look trough the vanilla code I notice something, everything with the name "Robert Johnson" in it is very complex
From my limited understanding, somewhere in the script there should be a definition that sets the type of weapon it is, if I were to insert ISRevolverWeapon (which is listed in the reload utils)
It should then utilize that logic, but I cant confirm if thats true because none of the vanilla scripts do this.
Type = Weapon,
and
SubCategory = Firearm,
are the closest things there are to this, but (clearly) they are not what dictates reloadability.
I think ill take a short break (mainly to not spam the chat lol) and think about it for a while see if I can figure it out.
The best way to test is to test
FOUND IT!
Took me an hour
but I found it
sadly this is for mag reloading
regardless
Ill try to port it
sadly local FPRevolver = { type = "FPRevolver", moduleName = 'FirePlus', reloadClass = 'ISRevolverWeapon', ammoType = '308Bullets', clipIcon = 'VSSmag', shootSound = 'VSS', clickSound = 'EmptyClick', ejectSound = 'EjectMag', insertSound = 'InsertMag', rackSound = 'RifleRack', containsClip = 1, rackTime = 15, clipData = VSSmag };
A revolver does not use clips (ignore speedloaders)
lets see what happens if I just go ahead and remove all unnecessary commands
where does the game log errors at...
1542744557008 function: fireShot -- file: ISRevolverWeapon.lua line # 45
1542744557008 function: fireShot -- file: ISReloadManager.lua line # 119
found it
but why is this causing errors???
oh, the vanilla game does not have revolvers (yet) which means that this must be a WIP file
ok ill turn it into a shotgun
okay lan server crashed
time for lunch I guess, not gonna wait another 5 minutes doing nothing
I broke my mod further
congratz on myself on going one step forward and two backwards
time to study other mods
AmmoType = COCK,
🤔
This does not list anywere the type of ammo it uses, even tho its listed below
this is definitive proof!
This guy
tommy
has such well made, clean, organized and documented code
I cant help but want to give him a big ol' hug for this
OH OOH
I think its working
it is working.
This adrenaline rush
god it feels awesome.
I love following your enthusiasm and journey here. It's nice 😄
Yeah
now that the code is (somewhat) functional im testing out the basics of sounds
once I get that done with
ill make my first wep
and from then on it should be smooth sailing
just use ORGM
the entire point of my mod is that its not ORGM
basically few, simple weapons.
while ORGM is a lot, complex weapons.
I really like ORGM
its just that it can be a bit hard to keep up
oddly enough ORGM isnt for everyone 🤔
^ ye
Failed to stablish connection with myself
Thanks obama
I wonder if sounds have to be a specific type and frequency for it to work
441 32bit ogg
Alright got it
shieeeeet
cant figure out the meaning of this
distance max is easy enough
(tho why not just make it get the sound from the script itself)
but idk what event means
im guessing its the location of the file but..
Im not sure.
Oh wait this is just another weird thing
other mods dont have this script
the sound script? not unless they've been updated to build 40
I think this mod was from sub build 40
do I need the sound script to make this work?
probably...orgm has the script...its mainly for MP for defining what sound radius other players can hear from
you dont 'need' it
How does the "event" work
event its the path to the file, inside one of the soundbank .bank files...unless its a vanilla sound dont use event, use file
soundbank files?
doesnt your mod use ogg sounds?
yep
okay so
{
category = Item,
clip
{
file = media/sound/revolver_shot.ogg,
distanceMax = 160,
}
}```
"nameless" would be the new err definition key (or whatever it was called)
and the distancemax
is only for MP
the client would hear whatever is defined in the weapon script
not in the sound one
pretty much...the distance probably (maybe?) effects survivors mod too
"nameless" should match whatever is defined in the weapon script
yep
ie: working the pump on a shotgun, racking the slide on a semi auto etc
oh
ok gonna test out the mod
I must have gotten something wrong...
okay so
clickSound = 'FPS_Revolver_Click',
should call upon
sound FPS_Revolver_Click { category = Item, clip { file = media/sound/revolver_click.ogg, distanceMax = 160, } }
But it does not seem to be making any sound, did I do something odd?
is the .ogg file in the folder? 2 is it valid?
Yes, ogg and with the same specs as ORGM
Oh!
I just noticed
in tommy's code
local wep_38 = { type = "weapon_38spec",
type and local name seem to be different
I wonder if it might be because of a conflict
this could be it
gonna give it a shot
2* shots
nope
dont work
YO
wt
its at 470HZ
not 410
wtf
good thing I double checked
Thanks Audacity
Man I am soo close to getting it.
I changed it to 410
but this does not change anything
OH! I know
If I use a sound file from ORGM
and it functions then that means that the audio files of mine are wrong
if it does not, the code is wrong
thats one step in the right direction
WHAT
THIS MAKES NO SENSE
It is not playing the test noise
it splaying THE OLD NOISE
BUT THE OLD NOISE IS NOT LISTED ANYWERE
HOW
The firing sound plays too
but the reloading one does not
even tho they are both the same specs wise
i think the sound scripting only works with sounds inside of .bank file
How do I make a bank file?
i don't know
okay
but i tried to add custom sound to scripts... not working.
ORGM seems to do it without bank files
@quasi geode
Im gonna go have dinner in like 5 minutes
taking a break every now and then helps clear the mind
there is a way to add a custom sound to scripts?
ok back
I got one last mod to dissect
lets hope this one has info on sounds
Checked blackbeard's mod
not even a sound file
yet it uses custom sounds
what magic is this
as i said the sound files are basically used for MP, so other players can hear
I guess Ill remove it and make it MP friendly later.
@rocky lynx it works...it didnt when you tested i think but does now
ya...you can test by going to the options screen, the advanced auto settings and seeing if your sound is showing up there
easier then testing in game to see if it preloaded
it should work with .wav too not just ogg but i havent tested
before... tittle appears... but if i select to play the sound, not playing.
your sound file, are they listed as 'event'?
yes
or 'file'?
{
category = Item,
clip
{
file = media/sound/ORGMMK23.ogg,
distanceMax = 150,
}
}
i test it with much combinations
no event.....if its 'event' then it has to be in the soundbanks
oh!
ok
OK
um
all sounds except the reload noise play
im not sure why
yeah no friggin nidea
In case anyone is willing to give it a look
im gonna brush my teeth
My trail's gone cold
time to get desperate
im gonna tweak random stuff
until I find something that makes it tick
brb in 2020
So the other sounds work, but the reload one is the only one that doesn't?
The other way around
the reload sound
is the only thing that makes a noise
which is hella strange
1 sec (brb)
back
also Hi connall
Hey.
I was not expecting a reply from the devs, im honored.
Can't sleep, won't promise my advice will be helpful.
Is this a new weapon for the base game, or is this an extension of OGRM or something?
Base game
And no sound plays except reload?
Are you positive the reload sound is the custom sound and not a default fallback or something?
Im 95% sure.
to be 100% lemme boot up the game and give myself a shotgun
this might take a few mins, my pc is slow
almost there
OK spawned
Alright
turns out
I was wrong
it did roll back to the shotgun reload sound
but here are two things that I also noticed
- The FIRST bullet cocked in IS playing the correct sound (wut)
- The vanilla shotgun is ALSO missing the firing sound
I...
I dont even know
I didnt mess with any of the game files
lemme validate my game files while I work on the code
Certainly a thinker, I should probably get some sleep. Got to be up early tomorrow to run. If the problem persists to tomorrow I might be able to help a bit more then.
Alright, thank you.
And sleep well!
all files validated, my mod is the source of conflict
the why and how is ...
yep... not a map, some mechanic places (Part of PMR Mod)... will be added in different places.
looks cool bro
thanks!!!
Has anyone ever though about making an autonomous rumba bot that cleans up all zombie blood from your place ?
That thing can't even clean a carpet correctly
Well, yea, but you are the zombie apocalipse master enginier with +10 carpentry. Why wouldnt you make a good one ?
This is great 😂
Good morning yall
I am going to try something
what if the sound radius could be the cause?
It makes no sense, since my bug plagues vanilla too
but I might aswell try
oh wait its distanceMax
damn
Cant seem to get any clues, im going to disable the mod and see if maybe I did fuck up the vanilla files and somehow the verifier did not get it
Maybe im blind but does anyone know how to search in the item list viewer?
I gave it a try, and while I was chocking hard (which probably made some sounds lag out) I was able to confirm that my mod is the source of the sound issues.
Also whoever is in charge of 3D models for PZ, if you read this, thank you.
Im really happy at the fact that cars have little detail, it fits the style of PZ well and makes my game actually run at a stable FPS.
Most games try to go for as many polygons as possible, resulting in horrible performance on low end hardware.
There has been a new Mod Published!
Thank you for letting me know about test
im quite sure that mod is private though
Oh no, it is public
my bad
Okay so
the world finnaly loaded
and today
with like
nearly 0 changes to the code
It works, flawlessly too
excuse me but what the hell
Im not even gonna question it, time to tweak the reload time and make this wrok
Also, I think this might be worth mentioning
This is not part of my mod, as far as I am aware this is a vanilla bug
the guy goes 300% gangsta style when walking with a gun
he just does not even hold the grip, thats how sideways he is lol
*thats how gangsta he is
ye, (Im not too good with words lol)
The guy also holds the pistol as a rifle when running
Im guessing that the reason this has not been fixed is because they are waiting for the new animation system
oh and on an unrelated topic
I really like how the game handles radios
the fact that it choses the next line at (nearly) random is really cool
a good way to keep things fresh
Also, how does one go about making models in this game?
It looks like its a voxel model but at the same time its some sort of 3D model or something
its 3d, most people use blender
aw
too bad, I suck at 3D
--- 𝓟𝓵𝓮𝓪𝓼𝓮 𝓻𝓮𝓪𝓭! --- Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comme...
my mod works
hell to the yeah brother
Now that the revolver is finished im going to work on the next weapon, the carabine.
It will be a combination between the Ruger Mini-14 and the american M1
But ill take a small break before that, I think I earned a few minutes of relaxation
So like... An M14?
The M14 is more like a rifle really
the mini 14 is a lot more compact
In order to balance things
I plan on having this thing be a faster, closer range version of the hunting rifle
So you mean more like a cut down M14?
basically. I suppose.
Like a full sized rifle round, but the size of a mini-14.
Yeah, my mod will not have any custom ammo
Im planning on the rifle using 223
that way the ammo will be useful too
Oh, you could just have it as the mini-14, then.
I mean unless you kinda wanted to do a hybrid just for funsies, nothin wrong with that.
I wanna make a "generic weapon"
just like the shotgun, hunting rifle, pistol and other weps
I gotcha.
ye
You said the revolver you're making is the New Nambu M60, right?
I mean the revolver.
:O
Can I use it in my mod? (I will credit you)
Yeah man.
I just threw it together real quick for ya.
I aligned and sized it with the default handgun.
nice
ill put it into the mod in a sec
Do I have to name the model and texture in a specific way?
I named the model FP3DM_Revolver and the texture FP3DT_Revolver
It lets me select the model in the code
but it does not list the texture anywere
The way I've got it is "Objects_mygun" for the texture and "weapons_mygun" for the model.
Check out the mod that replaces a few of the models.
Oh wait, if I recall some lua file managed this too
Uh, lemme find it.
dir = getDir("VSS");
em = ".txt";
et = ".png";
name = "vss";
locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em;
locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et;
loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ;
print("Mod Loaded: " .. MOD_NAME .. " by " .. MOD_AUTHOR .. " (v" .. MOD_VERSION .. ") " .. dir);
end
Events.OnGameBoot.Add(loadVSSModel);```
Check out missing weapon models.
That'll at least show how to replace an existing item.
This code should do it
dir = getDir("Tommyguns");
txt = ".txt";
png = ".png";
local loadTable = {
"ak47",
"ar15",
"crossbow",
"crowbar",
"fork",
"longbow",
"machete",
"metalbat",
"mp5",
"samurai",
"slingshot",
"spoon",
"survivalaxe",
"wifflebat",
};
for i, k in ipairs(loadTable) do
-- print(i, k);
name = k;
locationModel = dir .. "/media/models/" .. "weapons_" .. name .. txt;
locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. png;
print("Model loaded: " .. tostring(locationModel));
print("Texture loaded: " .. tostring(locationTexture));
loadStaticZomboidModel("weapons_" .. string.lower(name), locationModel, locationTexture );
end
end
Events.OnGameBoot.Add(loadTGModel);```
The way they've got that one set up is so you just have to enter the weapon's name and it'll automatically add the extensions and stuff you need.
alright ill use that sytem
So you have the files named "weapons_gun" and "Objects_gun".
ill do that
You just type gun into that list and it'll do the rest for ya.
And that's like all my coding know how.
Im guessing that if
locationModel = dir .. "/media/models/" .. "weapons_" .. name .. txt;
gets replaced with
locationModel = dir .. "/media/models/" .. "FP3DM_" .. name .. txt;
it will use the naming scheme I use
You could, but I'd keep it the same, though, and just rename your files.
For mine, I just added a tag kinda.
Like weapons_fr_gun instead of weapons_gun.
I wanna push it, its the only way to learn the limits.
Fair enough.
This game works in magical ways
things work and stop working without reason
I must keep pushing until I understand things
It really does, haha.
my mod did not have audio yesterday, nothing worked right.
today It works, but I made no changes to the code.
it might take a while
nvm it crashed
gonna delete player and world to be sure
ok
turns out that
im out of memory
but this was working before
im confused.
oh
it got unstuck I think
Yeah
looks just like it
im still stuck loading thogh
Im gonna do the risky thing and give the server more ram
went from 0.75gb to 5
if this crashes idk what I will do
BRUH
ITS 4PM
How did time fly past me so fast
while I have lunch
Ill leave the server running
if its not loaded by then
uuh.
Idk what I will do then.
It shouldn't take that long. Have you tried it on singleplayer?
In singleplayer I cant cheat my way to getting items
NF wont load it
Cheatmod does not work
I gotcha.
ye
the admin menu is how I test things
sadly it wont let me teleport so I cant even check if the spawn code works.
I just gotta hope it do
Was it working without the models?
Yes, but I dont think the models are to blame here
You should try a different model loading method.
ill do that after lunch if the mod fails to load
Check the console too, see if there are any errors.
And try singleplayer too, just to see if it crashes also.
The log is too large to post
but basically
it just says the same thing again
something interesting to note though
1542834851447 Loading: media/lua/shared/Sandbox/Survival.lua
1542834851450 Loading: media/lua/shared/Sandbox/Beginner.lua
1542834851454 Loading: media/lua/shared/Sandbox/Survival.lua
1542834851457 Loading: media/lua/shared/Sandbox/Survival.lua
1542834851459 Loading: media/lua/shared/Sandbox/FirstWeek.lua
1542834851463 Loading: media/lua/shared/Sandbox/Survival.lua
1542834851465 Loading: media/lua/shared/Sandbox/Survival.lua
1542834851467 Loading: media/lua/shared/Sandbox/Survival.lua
1542834851469 Loading: media/lua/shared/Sandbox/SixMonthsLater.lua
1542834851470 Loading: media/lua/shared/Sandbox/Survival.lua
1542834851472 Loading: media/lua/shared/Sandbox/Survival.lua
1542834851472 reading C:\Users\Hank\Zomboid\Sandbox Presets\Alems special.cfg
1542834851572 znet: ZNetFriends::OnPersonaStateChange
1542834851572 znet: ZNetFriends::OnPersonaStateChange
1542834851573 znet: ZNetFriends::OnPersonaStateChange
SERVER: process-status@terminated```
this was before the endless loop
Huh.
yeah SERVER: process-status@terminated should trigger the game to stop its attempts at joining the local server
yet here it is stuck in an endless loop
ok
back from lnch
um
Ill try it via SP
see if I can force it somehow
Singleplayer loads flawlessly
but I cant confirm anything yet
ill run 2 tests later in SP
- Try to spawn a gun via commands
- Force the spawnrate to be 99999999999 to see if it spawns in lockers
brb for like
a few hours,
back
welp
Im retarded
I forgot that you cant use commands in SP
so GG myself
im gonna mess up the spawnrates see if that helps
Okay
It DOES spawn
But sadly
I dont know the spawnrate of the normal pistol
so I cant ajust mine to fit this
@ember orchid
welp
Okay
so I went trough the console
and in like 1036
1542841418307 Texture loaded: /media/textures/FP3DT_FPRevolver.png
java.io.FileNotFoundException: media\models\FP3DM_FPRevolver.txt (The system cannot find the file specified)
at java.io.FileInputStream.open0(Native Method)```
This appears
I think
I misspelled revolver here
im trying it out again
1542842471958 Texture loaded: /media/textures/FP3DT_FPRevolver.png
1542842472118 [MWM] Model loaded: /media/models/weapons_crowbar.txt```
it says it loaded but
Nope
its still invisible
Double check the names and cases of the model and texture.
model: FP3DM_FPRevolver
Texture: FP3DT_FPRevolver
yep, looks about right
otherwise the log would say that it could not find it
let me check the 3D code once again
and ill compare it to other mods to see if they do something similar
I aslso added an extra line that prints a number so that its easier to check the console
print("FirePlus: 3D model check complete [FP-A7A2]");
Intresting
ORGM
has this
Client.addModel('shotgun', 'shotgun', 'Shotgun')
End```
but I have no proof that this code is even compatible with the lastest build
Oh hey, you made most of the models for ORGM holy crap
maybe
maybe im not looking at this right
maybe its not the fact that it does not load
maybe its something else
maybe its calling for the wrong def
just as I tought
WeaponSprite = l96,
this appears on ORGM
models are given a number not a name
with that out of the way
I must search how and why it does it
ok I still dont understand ORGM
ill look what other mods do this
Dammit
it was an ORGM quirk
tommyguns does not have this stuff
print("police female check is true, dawg"); ayy lmao
Ok so
at least the bug does not break vanilla models
but im still at square 5
out of 750
Yeah, ORGM has a lot of custom code.
Fenris wrote all the model replacement code, I just modeled the guns and typed the names into a .lua file, haha.
Is it okay for me to tag fen?
if so ill do it in 10 mins
gotta do somethign first
costs $20 every time you tag my name. $10 every time you get my attention without tagging me 😐
Instead of editing one of the fancier .luas.
Haha, oh you.
I know jack about coding and tried to use one as an example and, well, it didn't turn out great, haha.
@quasi geode
Hey fenris, do you know why my fails to (custom) render 3D models?
Here ill attach a copy to make things ez
(The script has Handgun named as a model, I did this so that it would show up in game)
(if you rename it to FP_Revolver or FP3DM_FPRevolver it still dont work)
@quasi geode thanks!! I tested the code and works properly!!! Updating LGEP with ORGM compatibilities!!! 😄
ai esto es happi
@drifting ore uh..might be a while before i have time to look at that
Thats ok
@rocky lynx cool...the compatibility is really for the next orgm update..the tooltips arent released yet 😄
but hunting with LGEP should work now
ooh, okay tellme when you need to release that feature 😉
should be soon, i been slacking.... repainting some of fili's cars on our server for racing 😄
i will made custom objects for speedways! :p
LOL
full of zombies maybe!!!
es make
new lighting makes it so pure that i want to lick this image rn
and i figure out how to make a roofed parkingstalls, maybe i found the way to do it 😄
i'm still waiting for Nissan Skyline (The old one)
lmao
lol what is that? 😮
roccet car
mmm a peniscar!
no, es un tacan
LOL
to impale zombies!
jajaja eso es del sims Cupa?
simpsons hit & run
😂