#mod_development

1 messages ยท Page 439 of 1

jade lynx
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your sounds are oddly satisfying to hear

analog sandal
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thank you ๐Ÿ™‚

analog sandal
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after literal AGES of having this turned off, the heart sound remade to not be annoying, making it only really audible when panicked and standing still, just like you normally would

tame mulch
severe ridge
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(โ•ฏยฐโ–กยฐ)โ•ฏ๏ธต โ”ปโ”โ”ป

willow estuary
#
    local roll = ZombRand(0,10)
    local skill = player:getPerkLevel(Perks.Tailoring)
    if not roll < skill then
        for i=0,items:size()-1 do
            local item = items:get(i)
            if item:getType()=="Needle" then
                player:getInventory():Remove(item)
                player:getInventory():AddItem("Base.BrokenNeedle")
                player:playSound("PZ_MetalSnap")
            end        
        end
    end
end```
๐Ÿ˜‰
reef flare
open summit
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Is there a good guide on basic mod making for the game?

drifting ore
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New here, just was curious about how to make a custom skin for my character

analog sandal
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@reef flare is like cooking, you need a sample of good quality and the best ones are self sources since you know exactly whatcha need. then you need to assemble and design and layer thr samples and this can get all kinds of fun based on whatcha have vs whatcha need.. if you have a celery stalk breaking and you need bones crunching you're gonna be pitching and saturating etc. i suggest starting with putting foley sound to a short video to get the creativity checked out first as it's the least tech dependent

reef flare
#

oh uh
i was going to make a shitpost mod

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if i could though, id really like to mod the gunshot event sound effects

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they're not distant sounding enough imo

analog sandal
#

I'll be revamping that as part of the ambience module

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but

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just slap a reverb on that bad boy and you're good

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even though the original sample is of very very poor quality and not gamedev worthy at all

reef flare
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if youre an effects nerd im sure you already have a bunch that are higher quality

analog sandal
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been collecting for quite some time ๐Ÿคฃ

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along with gear

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but... my equipment should be dwarfed in comparison with an actual company doing this and taking ppls money... but seems not

reef flare
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yeah lmao

analog sandal
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you know I offered my services for free

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wasn't wanted so I decided to make my own and better ๐Ÿคฃ

upper junco
#

Really cool stuff your doing Raven2236 canโ€™t wait to try it when you get it done. Reminds me of the sound mods for Arma 3 /Skyrim and how the sfx can make a huge difference while playing the game.

analog sandal
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thanks Chad

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I'll have a link up and everything once it's done

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along with a trailer probably so that people know where to get it

swift jay
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is there a mod for muskets?

severe ridge
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i dont think nobody messed with paper cartridges yet

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too unreliable for zombees

swift jay
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would be nice, for hunting game or use it to take down a few zombies so they can come out of the wood works of a city

analog sandal
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OH MY LORD Yalls I just realized the background muffled talking that plays on the TV is an interview in Slovak ๐Ÿ˜„

eternal stirrup
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lol

analog sandal
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I was gonna replace it with an interview in slovak as an easter egg but it seems kinda pointless now ๐Ÿ˜„

spark vector
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How do you actually execute lua code using the command line in debug mode?

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Nothing I type there seems to execute

nocturne dune
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@analog sandal Which one? / Ktorรฉ?

analog sandal
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I dunno if there are more, haven't delved too deep into the radio bank, but the background track that plays on the tv that the devs put in instead of voice acting

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if you turn up the high freq quite a bit you can just make out the language

nocturne dune
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I mean which interview

analog sandal
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oh I dunno it's not intelligible

nocturne dune
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i see

analog sandal
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lemme check a bit closer just for you ๐Ÿ™‚

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hm could be an east-slavic language too

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but not russian nor ua

drifting ore
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can you put the clip here?

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a lot of slavic languages sound familiar

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because we have common ancestors

analog sandal
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yeah I unfortunately studie linguistics

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*studied

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I guess I could get more out of this in RX but I rly cna't spend too much time on BS ๐Ÿ˜„

nocturne dune
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could be easily serbian/bulgarian... but yes, it does sound slavic

drifting ore
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it kinda sounds like a rhyme/song

spark vector
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Most of the time I try to run something in the Lua Command Line in the debugger it throws an error on the first line of spawnpoints.lua, which is really weird. print('hi') works and so does something like local r = getAllRecipes()

But then if I do something like local foo = r:get(0) it breaks. But that line works fine if I run it through the Lua Interpreter that comes with the Cheat Menu mod

eternal stirrup
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Definitely not Polish

drifting ore
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it could be polish tho

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but really sped up and muffled

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"ja siฤ™ zimna nie boje i bฤ™dฤ™ se tak ล‚aziล‚"

analog sandal
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I think the dark L is not there

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I was leaning more towards a hard R

drifting ore
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dark l?

analog sandal
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the L with that thing across it

drifting ore
#

is this how you call it?

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oh okay

eternal stirrup
analog sandal
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well we can also call it velarized alveolar lateral approximant ๐Ÿ˜„

drifting ore
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vale

nocturne dune
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well, iunno

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it does sound like old timey slovak

analog sandal
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we might never know since these are some rando files off the web

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(I can almost see Vlado M talking to the poor interviewer)

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but years of post-communism will do that to you I suppose

nocturne dune
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tbh, i think they would use older clips, for copyright reasons

analog sandal
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๐Ÿคทโ€โ™‚๏ธ I think they got it like this

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probably just called "muffled TV speaking" or whatever

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some files are still tagged with the website metadata so it's not too much of a stretch

severe ridge
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me modding

fallow bridge
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sounds about right

severe ridge
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im doing canvas shoes ohye

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wanna be a hot emo chick

fallow bridge
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already am

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except male

severe ridge
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reading error logs

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im a hot emo dude u.u

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hot latino emo in your area

low spear
severe ridge
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those shoelaces are going to need tons of tweaking -zz

vocal bloom
rocky lynx
#

HCl Tank Container ๐Ÿ˜„

severe ridge
#

nice place to get a refreshing drink ๐Ÿ’€

rocky lynx
#

You need to have the hazmat suit to take the content! :p

short shell
#

So I've notice some changes with weapon parts. Does anyone know why it is like this? My mod does not work anymore and I would like to understand why. In theory would I need to do this for my modded parts? ModelWeaponPart = MDG.trijicon MDG.trijicon reddot reddot,

plucky nova
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seriously, PawLow, your mod is looking better and better by the day, i can't wait for it lol

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@short shell if you didn't notice, I THINK they added visible gun attachments, also slightly reworking the gun attachments in the process, so thats why that happened i think

short shell
#

thanks. I'm testing it now to see what happens.

plucky nova
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alright, cool

plucky nova
# plucky nova seriously, PawLow, your mod is looking better and better by the day, i can't wai...

oh also, PawLow, if you see this, I have a suggestion if you want. I was thinking about world war z style magazine armor, like just a magazine duct taped to your forearm, gives a ton of protection, but only a little bit of insolation. also, if you do decide to make this, maybe it could be craftable? like with the old version of your mod you could make a wrapped bandanna with a sheet, so I was thinking like, one roll of duct tape, and a magazine, boom, magazine armor.

Obviously your choice, but just saying, I thought that would be a good idea.

short shell
#

yea, those weapon models appear on the vanilla guns. The same models don't appear on my modded guns. I'll just have to figure it out.

plucky nova
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good luck!

short shell
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thanks...

covert ember
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@severe ridge did u make the hairstyle in the video?

plucky nova
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I know they did

severe ridge
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weapon attachments got a little reowrk as far as i know

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i think they actually work as attachments now :p

plucky nova
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oh hey, you're here! what do you think about my idea?

severe ridge
#

oh, the magazine armour has been suggested years ago already ๐Ÿ˜† lots of work and would probably need the model bones tho, i wouldn't be able to

plucky nova
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ah ok

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well, thanks for answering!

severe ridge
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np, i would like scrap armours but thats not really my focus as well

plucky nova
#

once again, im excited for you mod!

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(well, rework of your old mod, i guess)

severe ridge
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s o o n. added loads of life improvement stuff e_e better menus/functions and such e.e

plucky nova
#

hell yeah

covert ember
#

you made low loot yeah?

plucky nova
#

will it still have all the old stuff?

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I. e. vests

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the cropped ones i mean

severe ridge
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๐Ÿค” i mean, they are all still the same GUID number but i did some rework on most values :/

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which might just poof the item

plucky nova
#

what do you mean>

severe ridge
#

delete

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weapons stays but the values wont update

winter bolt
#

is there a blender plugin that can import the build 41 models or anything?

short shell
#

yes, you can find it here https://github.com/spamandeggs/directX_blender I also made a video on how to use it along with some other things.. https://www.youtube.com/watch?v=RIzePdZZQIY

winter bolt
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yeah i tried using the script but i didnt realise it was only for blender 2.6

hardy vine
#

Yo can someone help me out? I'm playing Build 41 with mods and all my items started appearing under my character instead of on back or belt. When I disable all the mods it goes back to normal but I cant find which mod is causing the problem. A few people said ItemTweakerAPI, but it didnt change anything when I got rid of it.

winter bolt
#

is it not possible to import the actual character models yet?

analog sandal
nimble spoke
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@winter bolt in all my tests here most models get screwed somehow and need fixing to be of any use in the game. Charcter models are the worst and devs are looking into it

severe ridge
#

if you use 3dsmax /hmm

winter bolt
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yeah im just trying to figure out how to make custom hairstyles so ill probably just use the other hairs as length reference since they import fine

nimble spoke
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I don't know about 3dsmax, but probably better than blender

severe ridge
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thats what they use and i was told that it is possible to properly mod with it :f

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but $$$$$

spark vector
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Is there a way to use lua code to tell the game to just ignore a specific script txt file?

severe ridge
#

anyone willing to try the seven sears way? โ˜ ๏ธ

nimble spoke
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maybe convert from x to something else with 3dsmax, let us donwload that, and then use blender?

fallow bridge
willow estuary
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Just at the feasibility study stage with this shit, but fumbling towards some approximation of the Rust roadsign armor.

soft musk
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God the clothing mods are gonna explode soon I feel like

nimble spoke
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@willow estuary I had an idea of a road sign shield, but I don't think there's a way to make it protective as a shield should be

willow estuary
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@nimble spoke It's doable by piggybacking off of Nolan's armor mod!

tame mulch
analog sandal
fallow bridge
#

damn

willow estuary
drifting ore
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cool

regal lintel
#

hey i may work on a mod that makes guns be more realistic like i'm pretty sure you can shoot a 9mm pistol up to 50 tiles away (1 tile being 1 meter) i won't be accurate but sure you can try and keep training so with that my question is when aiming at a zombie and the gun has a low accuray but has the range will it make it that when the zombie is at max range make that from that far no matter what the gun in inaccurate from that far away and when the zombies moves close so does the accuracy

latent orchid
willow estuary
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Sick job Commander!

drifting ore
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oh a cuirass how fancy dear Algol sire

ivory lance
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Ay Bliar

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Is somewhere a place with all your mods?

drifting ore
#

i think there is a collection for that

lilac night
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@willow estuary @tame mulch @nimble spoke These look fucking great!

winter bolt
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how do you actually add custom beard and hairstyles?

severe ridge
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let me know too :f

winter bolt
nimble spoke
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You add it to the fileguidtable.xml, create the xml for it too, then add it to media/hairStyles/bearStyles.xml.... I think? They changed it rin the last updates so I may be wrong

winter bolt
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im not sure what to even add into fileguidtable.xml

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the file also doesnt seem like it references any of the existing hairstyles either

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oh wait i found them

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yeah the only problem is that i have no idea what a guid is

nimble spoke
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just add text/numbers in that exact character count and you're good to go, I write my mod's name and then item type and a unique number by the end

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keeping the - - - in the same places

winter bolt
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ohh ok

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thanks lol

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i still cant get it to actually show up in game

nimble spoke
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you must give it the standard textures you seen in other hair/beard xml files, that's one thing I remember made my test not appear in game

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ohhh and the translation entry for the name too

winter bolt
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translation entry?

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rn i just like copied the original hairStyles.xml file and got rid of all but one hairstyle and then changed to name just to see if i could get it to work

winter bolt
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what is a translation entry lmao

quick moth
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Is there a way to import steam workshop mods to my GOG copy of Project Zomboid?

nimble spoke
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@winter bolt the files in media/lua/shared/Translate that's where game text gets defined for each language, you need to find the file with hair and beard names, so you know what you need to add to your mod

winter bolt
muted grail
#

Dear Great Modders!
I do believe that you are wise man. With greater ideas than my own.
But, if you want to show your wisdom and have no idea yet to follow, please hear me!

  • Have you thought of the 'Historic Museum'?
    You could find historical scenes here! A Mammoth? Roman swords and armor imported from Europe? Knights? or the civil war?
    All great things of the past. For us to see, thanks to you!

  • Talking about Romans, have you seen Barbarian? Wouldn't be interesting to see thoses places in PZ?
    A Germanic house or a Roman tent?

Salve or tusss

drifting ore
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a lot of people tought about that

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but at the same time

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kentucky doesnt have those

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and we have to make everything 100% historically accurate

muted grail
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you guys don't have museums there? ๐Ÿ˜ฎ

drifting ore
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first of all

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im not american

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second of all there were no museums in 1993 in the places where the game takes place

drifting ore
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third of all there are nearly no museums in america that have things from times before 1600 (not including indian artifacts)

severe ridge
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You have to create you own definitions e.e

winter bolt
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@nimble spoke i found the hair definitions but i dont know how to add them to my mod

dense harbor
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Anyone know the Walking Dead Mod discord?

muted grail
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@drifting ore unless the map is 100% realistic i don't think its fair to burn down a mod-idea.

drifting ore
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the map is indeed 100% realistic sir

dense harbor
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Wait, what chat should I ask about the discord?

drifting ore
muted grail
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i saw alot of mods where you could ask about the RL-counterparts, which a lot of ppl don't seem to border. So, don't nitpicking my idea plz.

dense harbor
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Thanks, sorry for interupting

nimble spoke
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@winter bolt add a file like that to your mod, but with your new lines, same folders

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no need to include the lines in there, just the new ones

winter bolt
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i did that but it still doesnt work

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do you have like an example mod or something for hairstyles that i can look at because i'm completely clueless what im doing wrong

nimble spoke
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I don't, I was testing it before the latest changes, I haven't found what these changes were

winter bolt
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all the changelog says is that they "added support for custom hair and beard styles" but nothing specific

nimble spoke
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yeah

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I'll let you know if I get it to work

winter bolt
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thanks

severe ridge
#

the nakey zombees are from vestiges of clothing.xml files in non-updated mods?

late hound
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I believe that bug originates from the GUID table not getting updated

gaunt pendant
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Anyone found a way to dynamically set tool tips on InventoryItems?

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There's a DoSpecialTooltip event, that only covers IsoObjects though

nimble spoke
#

there are naked zombies in the game but if you see them everywhere it might be a mod issue

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Also, if you get rare zombies like hazard suit or horse jockeys it is probably a zombiedefinitions problem

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these should not spawn in the game for now

late hound
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@gaunt pendant I figured that out. What you do is you get your items.txt file and add and state a custom tooltip - then you go to the tooltip_EN.txt file in the translate folder, empty that in your mod, other than the base function, then state your own in that same format.

gaunt pendant
#

trying to do something like for Literature items where it says "already read"

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but that's hardcoded for Literature item types

analog sandal
fallow bridge
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you even fixed the trash bolting sounds

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@analog sandal pog

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i've always hated the vanilla MSR sounds because of how trash the bolting sound is, the sound takes longer than the animation to finish xD

analog sandal
#

I haven't done antything with the bolt yet, the devs scattered the reload sounds across multiple banks so it's rather trash

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that's a diff gun

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hang on

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yeah

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the bolt is from a diff gun PZ uses

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I don't understand why they didn't use it for all the bolt action

fallow bridge
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both MSR rifles use the same bolt sound iirc

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huh

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either way

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the gun sounds in PZ are ass

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i hate them with a passion

obsidian sundial
analog sandal
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yes

obsidian sundial
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good job friend

analog sandal
#

my bolt will sound quite a bit cleaner than both bolts you hear here

fallow bridge
#

you can hear the fucking microphone peak

analog sandal
#

yep

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and god knows what else

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๐Ÿคทโ€โ™‚๏ธ why put in guns at all if this is the sound

fallow bridge
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why make the bolt animation slower than the actual firerate

analog sandal
#

I still need to add punch to my rifle sound etc

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just wanted to show the samples I got (I didn't record the shots myself, guns in my countries are very hard to come by)

fallow bridge
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you should make it so that the bolting animation is times with the actual firerate

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not saying you

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just saying when making a gun

analog sandal
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I'd love to but the audio engine prevents me

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this is an issue carried over into revolvers as well

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the sound event plays after the muzzle flash

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who in their right minds approved this, I dunno

fallow bridge
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i really hope the firearm rework in B42 covers all of this

analog sandal
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I have a feeling it won't

fallow bridge
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it should

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it's gonna be pretty major from what i know

analog sandal
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the sounds won't change

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I'm almost certain

fallow bridge
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where did they even get the sounds FROM

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i know for a fact those aren't royalty free sounds

analog sandal
#

it's from sound dogs isn't it

fallow bridge
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sound dogs?

analog sandal
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I saw them tagged somewhere with the Meta data

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it's a website

fallow bridge
#

you wanna know something kinda sad?

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i use Firearms B41

analog sandal
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I know many sad things

fallow bridge
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and the dev of that mod changed all the gunshot sounds to use Unturned gunshot sounds

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and they fit better than the fucking vanilla sounds

analog sandal
#

hah

fallow bridge
#

UNTURNED GUNSHOTS

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sound BETTER

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THAN VANILLA

analog sandal
#

vanilla sounds are.... unfortunate for s lot of things not only guns

fallow bridge
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i fucking love Firearms B41 btw, it's a great mod

analog sandal
#

I haven't really played pz just to play lately

fallow bridge
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but yee the only real thing that's always pissed me off about the MSR rifles is how the firerate is slower than the fucking bolting animation

analog sandal
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been obsessed with the sound ever since I found out how to replace zombie and footstep

fallow bridge
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so once the bolting anim plays out you just sit there for like 2 seconds waiting to fire

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pog

obsidian sundial
fallow bridge
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don't think so?

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don't recall seeing that in Eerie County

analog sandal
#

oh btw my sounds will be compatible with all vanilla gun rebalances out of the box

fallow bridge
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what about Firearms B41

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considering that mod replaces gun sounds

analog sandal
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if you delete the wav files in the firearms mod folder then yes

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because I do it differently

fallow bridge
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all i needed to know

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that mod has become a must use mod

analog sandal
#

I pack the entire fmod bank rather than loose sounds

fallow bridge
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sorta like New Car sounds

analog sandal
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not really

fallow bridge
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i'm pretty sure at this point everyone uses New Car Sounds

obsidian sundial
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I would love new vehicle sounds

rocky lynx
analog sandal
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that one just replaces loose files because the devs doesn't implement the sounds through fmod for some reason

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but

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I'll also replace vehicle sound before I replace the music module

fallow bridge
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your replacing the vanilla music?

analog sandal
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the plan is such - sfx ambience, chopper (random assortment of sfx here), vehicles, music

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well you can just use the module you want

rocky lynx
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Eerie Country uses Custom Map Bridge mod so Atox can put my custom tiles in it! ๐Ÿ˜„

obsidian sundial
analog sandal
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so if you only want to replace sfx, just replace that etc

rocky lynx
#

Thanks @obsidian sundial !!!

analog sandal
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but, before Christmas I'll have the first bank (most of sfx) out

fallow bridge
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sooo you are replacing vanilla music xD

analog sandal
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yes

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I compose, mix and record, so why not

fallow bridge
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alright so i will have to play around and delete them

analog sandal
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thinking of a darker apocalyptic acoustic guitar

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nah you can just not download the music bank

fallow bridge
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oooh

analog sandal
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no need to delete if you don't get that part

fallow bridge
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so it will be like options

analog sandal
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yeah

fallow bridge
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i misunderstood

analog sandal
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bulk but options

fallow bridge
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that's fucking great

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i wish more mods did shit like that

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looking at Hydrocraft

analog sandal
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I think I'm the first one to replace footsteps and zombies tbh

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like, since 2014

obsidian sundial
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will you redo climatic sounds too? like rain and thunder

analog sandal
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yes

obsidian sundial
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lol

analog sandal
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2nd on the list

obsidian sundial
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nice

analog sandal
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so far everything (except gun shots and gun handling). is recorded by me

fallow bridge
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i'm imagining that pre 1.0 DayZ video Bohemia did where they showed themselves making all the sounds XD

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that was a funny video

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watching some guy just rub a jacket together or jeans together

analog sandal
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hey, you want something done right, you gotta do it yourself

fallow bridge
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yep

analog sandal
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that's my tenet with this project

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oh yeah, just to be perfectly clear about this, it can't be installed via the workshop so it won't be on the workshop

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technically doesn't meet the definition of a mod

obsidian sundial
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have to install manually?

analog sandal
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yeah

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still simple drag and drop though

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also, I don't like the steam workshop ToS so I don't want to be bound by them

obsidian sundial
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I understand friend

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you will change the sounds of the event too?

analog sandal
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what events?

obsidian sundial
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screams and others

analog sandal
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the end project will have changed every single sound in pz that your can hear, even some you can't hear

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yeah screams too

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absolutely everything. from the heartbeat to the zombies to the chopper to the music to the jingle that plays when you level up

obsidian sundial
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a 100% wonderful job

analog sandal
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a 100% long one ๐Ÿ™‚

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I'm off to bed, feel free to dm me if you have any questions regarding the project

obsidian sundial
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alright man will rest, I want to play with your mod as soon as possible ๐Ÿ™‚

willow estuary
nimble spoke
#

If you wear a Stop sign it may also save you from being run by a car

willow estuary
drifting ore
#

is it possible to force a window to break (near the player) while a player is spawning a new game?

willow estuary
stone ravine
#

Would be cool to add bicycles/motorcycles. Don't know how easy that would be to add though... if at all possible

nimble spoke
#

bicycles would be a nightmare, they require way better animations and would restrict the character as much as a motorcycle would. Motorcycles are something I was working on at some point but until they make characters visible inside a vehicle theres isn't a good reason to finish them

stone ravine
#

Fair enough. That's a problem I didn't think of.

lilac night
#

Poggers

fallow bridge
#

HOLY SHIT GAMER

long grove
#

No need for GUIDs (: just subscribe to install. Leave a like/fav <3

#

pog

gaunt pendant
#

@severe ridge you should make those chucks a standalone mod replacing/extending vanilla sneakers, they're absolutely gorgeous!

severe ridge
#

they are just a rework of an existing texture in the game files xD (its a medium sized one)

lilac night
#

I have never subscribed to a mod so fast.

severe ridge
#

xD thanks, theres some hundreds of hours spent in that poopy u.u

lilac night
#

That tactical witch set is mine ๐Ÿ‘€

gaunt pendant
#

๐Ÿ˜‚

severe ridge
#

๐Ÿ˜†

long grove
#

1.5x speed

#

WEEEEEE

severe ridge
#

i remember i was going for a normal concept then swat pack released on the same day :l and i was like, fuck it, roleplaygaming tactical gear

long grove
#

rpg tactical gear

severe ridge
#

the sets are balanced just between each other, you wont get much defense from the witch set but you gotta go fast

#

the rest just slows you depending on the tier

long grove
#

i mean, i just mix them together to make an abomination

severe ridge
#

you can 8) if youre lucky

long grove
#

i barely ever find the shit which is why i mix it

severe ridge
long grove
#

at least they have a theme

severe ridge
#

๐Ÿ˜†

fallow bridge
severe ridge
#

๐Ÿ‘€ cant judge

fallow bridge
#

i can

fallow bridge
#

WITCH PERV

#

you perv on witches!

severe ridge
#

๐Ÿ˜Ž

lilac night
#

I'm ace unhappy

#

Itโ€™s purely plutonic I swear

severe ridge
#

plutonic lmaodsape wq

long grove
#

sure it is

#

keep telling yourself that

vocal bloom
severe ridge
#

i think witch fetish is still healthy u.u

vocal bloom
#

Same

severe ridge
#

dogs on the other way nope

vocal bloom
#

OOF

#

GET AWAY

severe ridge
#

furros 8V Pistol

vocal bloom
long grove
severe ridge
#

imagine new mp

arrive at base
fuckingbasedspiffowithashotgun is raiding your goods
get out of my lawn furro moment

#

its just a headband ok 8V

#

DISAJUDJSAIDAS

long grove
#

Rip and tear until it is done.

plucky nova
#

GEAR still doesn't work for me, armormod is broken

#

also I can;t click to start anymore

#

im just stuck in the loading screen

#

oh wait

#

i think it does work now

#

idk

#

ok but while testing if it works, i found out that, for me, landmines send zombies fuCKING FLYING THROUGHOUT THE MULTIVERSE but, they work pretty damn good though

#

WAIT IS PAW LOW LOOT BACK

#

HOLY FUCK IT IS

#

THANK YOU SO MUCH PAW LOW

lilac night
#

@severe ridge spiffo

severe ridge
#

๐Ÿ˜„

fierce oyster
#

It is back?

fallow bridge
#

what the fuck.

fierce oyster
#

Damn nice

fallow bridge
#

why the fuck are you guys talking about witch fetishes

hexed anchor
#

finally

#

hand over that pawlow loot

lilac night
fallow bridge
#

stop

plucky nova
#

what the fuck are you talking about @fallow bridge ?

crimson panther
#

hey uhh

#

I have a question to devs

#

my crashed cars mod doesn't display car models anymore

#

any idea why that might be?

#

this is the exception:

#

WARN : General , 1606333568830> MeshAssetManager.loadCallback> Failed to load asset: AssetPath{ "media/models/Vehicles_Wagon2CrashedBurnt.txt" }
ERROR: General , 1606333568830> ExceptionLogger.logException> Exception thrown java.util.concurrent.ExecutionException: java.lang.NullPointerException at FutureTask.report line:122.
ERROR: General , 1606333568831> DebugLogStream.printException> Stack trace:
java.util.concurrent.ExecutionException: java.lang.NullPointerException
at java.util.concurrent.FutureTask.report(FutureTask.java:122)
at java.util.concurrent.FutureTask.get(FutureTask.java:192)
at zombie.fileSystem.FileSystemImpl.updateAsyncTransactions(FileSystemImpl.java:312)
at zombie.GameWindow.logic(GameWindow.java:293)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:719)
at zombie.GameWindow.run_ez(GameWindow.java:637)
at zombie.GameWindow.mainThread(GameWindow.java:464)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.NullPointerException
at java.io.FileInputStream.<init>(FileInputStream.java:130)
at java.io.FileInputStream.<init>(FileInputStream.java:93)
at java.io.FileReader.<init>(FileReader.java:58)
at zombie.core.skinnedmodel.model.ModelLoader.loadTxt(ModelLoader.java:64)
at zombie.core.skinnedmodel.model.FileTask_LoadMesh.loadTxt(FileTask_LoadMesh.java:151)
at zombie.core.skinnedmodel.model.FileTask_AbstractLoadModel.call(FileTask_AbstractLoadModel.java:41)
at java.util.concurrent.FutureTask.run(FutureTask.java:266)
at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:511)
at java.util.concurrent.FutureTask.run(FutureTask.java:266)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:617)

fallow bridge
crimson panther
#

yes it is

#

I need some help from devs

#

the mod uses old txt format for models

#

does converting them to FBX solve the problem?

fallow bridge
#

Idk... Iโ€™m not a mod maker sadly

#

@latent orchid could you perhaps help?

latent orchid
#

??

#

what am i helping with?

nimble spoke
#

txt is not the problem, I think the problem is the old way of making the game load a model and not the new model script

#

the one used for weapons and items in the script folder

crimson panther
#

@nimble spoke do you know how I can resolve that problem then?

#

I use Fenris Wolf model loader

#

could you help in any way?

nimble spoke
#

just make a model script .txt like the one in the scripts folder with all the models you need

crimson panther
#

I will credit you within mod credits as creator

#

wait so basically I don't need to convert the model?

#

just need to do this?

nimble spoke
#

yeah

crimson panther
#

model Vehicles_PickUpBurnt
{
mesh = vehicles/Vehicles_PickUpBurnt,
shader = vehicle,
static = TRUE,
scale = 0.01,

#

?

#

that's the solution?

nimble spoke
#

yep

#

the old model loading function no longer works

crimson panther
#

huh, thank you, what about the scale?

#

does it need to be 0.01?

#

or do I use old scale = 1.8200,

#

?

nimble spoke
#

try 1.0 at dirst and see what happens, you will probably need to tweakthat number because vehicle size changed

#

build 40 values will not be ideal

crimson panther
#

oh no, these are build 41 values

#

mod is strictly for build 41

nimble spoke
#

then I guess 1.0 will work since the vehicle script will resize it to the correct value

crimson panther
#

I can give you mod burnt vehicles script file to glance over

#

please, do take a look

#

also many thanks for this, I shall credit you regardless

#

I am not very good with coding

nimble spoke
#

they have scale values so it is better to try 1.0 first

crimson panther
#

thanks man

#

appreciate it

#

I was worried the mod's a goner

quick moth
#

Is the Quit Smoking mod for b41 only? It doesn't appear to say.

crimson panther
#

@fallow bridge mod updated. Huge thanks to @nimble spoke for help. Works as it should.

fallow bridge
#

@crimson panther thank you for letting me know! i love your mod a lot (honestly why isn't it vanilla at this point?)

#

i'm sorry i couldn't help much

crimson panther
#

its np

severe ridge
#

๐Ÿ

valid stump
#

@_@ That moment you realize you have way more code then you thought you did and are in middle of an update ๐Ÿ˜›

plucky nova
#

hey, Paw Low, are kneepads gone?

#

nevermind, just found em

crimson panther
#

I wonder, anyone here good with LUA coding to help me out introduce a small thing into the mod?

valid stump
#

@crimson panther depends one what you want to introduce

crimson panther
#

I wanted to introduce randomly flipped vehicles, sometimes on the side, sometimes on te roof @valid stump

#

wrecks that is

valid stump
#

@crimson panther If I wasnt fighting a migraine I would so help. but if you wanted to do it yourself, you might look into the spanwing, I find cars on thier sides all the time, although not sure if that is implimented by a mod

soft musk
#

^^ was about to say the same thing, I'm pretty sure there are some that just spawn like this already in the game.

valid stump
#

ROFL, Great minds think alike ๐Ÿ˜› @soft musk

soft musk
#

Indeed, although I know nothing about the coding in the game lmao

valid stump
#

I'm alright with it but I have more then most experience coding than most modders, although most of mine I will admit is in a different language then LUA, but it wasnt to hard to teach myself to use LUA

crimson panther
#

Also another thing that is heavier

#

to do

#

was salvaging wrecks

#

as in finding parts ---> fix wreck ---> entire day passes ---> vehicle of same type spawns on place of wreck

valid stump
#

isnt that in base game. well sort of

crimson panther
#

nop

#

not as I would want it

valid stump
#

lol sorry was little slow to draw

crimson panther
#

I will ofc credit anyone helping me with the mod.

#

and add as co-creator if you do anythiin coding-wise

valid stump
#

But hmm sounds like nice expansion to my searchables system

crimson panther
#

but is it even possible?

#

also I'd model the vehicles that are flipped so the damage inflicted reflects them being on side/roof

valid stump
#

I can forsee alot of issues but i'm sure that it should be possible. My issue do not have enough knowledge of the vehicals system yet to help you

crimson panther
#

would you be able to atleast help with flipped vehicles?

#

I don't know how would I accomplish that.

#

@valid stump

#

I am probably even worse at coding tbh

#

not sure where to even look for coding to check flipped ones

valid stump
#

Umm, In game events, the one that spawns cars on thier sides in game.

late narwhal
#

Is there a Big Truck like an 18 wheeler mod?

latent orchid
#

still prototyping ideas

long grove
#

looks sick

midnight crystal
#

i want to collect them all

stone ravine
#

Get this: a mod that changes all of those chess piece to be more specific. So instead of finding a "White Chess Piece" you might find a "White Pawn" or some such.

long grove
#

feels like clutter

latent orchid
#

need to rework some if the military vehicles

drifting ore
#

great

#

btw what map are you making?

latent orchid
#

im working on my second map presently, but its a long way off still

drifting ore
#

yea but the name? (if it has any) and whats it about

latent orchid
#

unnamed at this stage

#

i have to come up with something soon as some signs require the towns name in them

drifting ore
#

ok

#

what style of architecture are you going for?

latent orchid
#

mimicking kentucky towns to ensure it blends in with vanilla map

#

so mostly US style

#

same as my first map

drifting ore
#

ok

willow estuary
#

Those are cute as hell dude! ๐Ÿ™‚

#
  • good to see some "practical" toy items.
long grove
latent orchid
#

im making it as part of my map which has a hobbyshop

#

but i might release separate if there is enough content

long grove
#

do these work like crafting recipes or something

latent orchid
#

thats the plan

late hound
#

item WaterMug
{
IsWaterSource = TRUE,
Weight = 0.8,
CanStoreWater = TRUE,
Type = Drainable,
UseWhileEquipped = FALSE,
UseDelta = 1,
DisplayName = Mug of Water,
ReplaceOnDeplete = Mugl,
ReplaceOnUseOn = WaterSource-WaterMug,
Icon = Mugl,
IsCookable = TRUE,
RainFactor = 0.2,
Tooltip = Tooltip_item_RainFromGround,
StaticModel = Mug,
EatType = Mug,
}
Does anyone know what "UseDelta" does in food items?

eternal stirrup
#

I think how much of water it is drunk when used.

#

Or something related to this

grand walrus
#

It may be a leftover from class inheritance

long grove
#

delta is the green bar on any items

#

for this, it is probably using X amount of delta to do whatever action

#

a good example is you using a certain amount of coffee to make a cup of joe

willow estuary
#

Placeholder tile, but yes, d.i.y. crude oil refining is an actual real life thing.

long grove
#

fancy!

solemn stirrup
#

Does anyone know if <subItems> </subItems> is for stacking items with the same probability in the clothing.xml document?

(All highlighted items are rings.)

uncut depot
#

Any of you geniuses in here know where the code is that slows time upon completion of timed actions?

#

(Ping me if you reply, please ๐Ÿ™‚ )

nimble spoke
#

@solemn stirrup they are the possible items that can spawn for that "slot". For example you can make your outfit spawn with any one type of shoes/boots/sneakers if you want

#

Or you could also make it so it can only spawn one item among a varied list, for example gloves with no hat or hat with no gloves but never both if they are in the same list

solemn stirrup
muted grail
latent orchid
trail cosmos
#

Hi guys, I'm trying to follow this guide to make a custom tile https://theindiestone.com/forums/index.php?/topic/6312-custom-tilesets-and-fences-for-pz-map-editor/ and their blender looks a lot different from mine, so I'm having trouble finding certain things. I can't see any of these options in the picture below

trail cosmos
#

Ugh blender looks so much different from the version in this guide, does anyone know of a newer tutorial? Or any alternative tutorials to this one?

#

Right now the bare minimum I want to accomplish is just making a custom poster or a billboard, something like that

shrewd grove
#

what version of blender are you on currently?

muted grail
#

is there a taxonomy mod or extra animal-trophies

fallow bridge
willow estuary
#
    {
        Sound:MetalSnips,
        keep MetalSnips,
        keep MortarPestle,        
        keep Pliers/Multitool/Hydrocraft.HCPliers,
        keep Scissors,
        Charcoal,
        ClothStrips,
        FineMesh,
        Glue,
        ScrapMetal=2,
        Sponge,
        TinCanEmpty,
        Result:GasmaskFilter,
        Time:1000.0,
        SkillRequired:MetalWelding=5;Tailoring=1,
        Category:Survivalist,
    } ```
late hound
#

evolvedrecipe PastaPot
{
BaseItem:WaterPotPasta,
MaxItems:4,
ResultItem:PastaPot,
Cookable:true,
AddIngredientIfCooked:true,
Name:Prepare Pasta,
CanAddSpicesEmpty:true,
}
What does the line"CanAddSpicesEmpty:true," mean?

valid stump
#

It means that you can add things like salt and peper to the recipe @late hound

late hound
#

Yeah I assumed that part, but what does the "Empty" part have to do with it?

fallow bridge
#

@severe ridge hey sorry to wake you up but i just found something interesting with paw low loot, when i have one of your wigs on my character my games FPS drops to on average 30

#

but as soon as i take them off the game INSTANTLY peaks at 200

#

and then when i put them back on it stays at 30 until i take them off again

severe ridge
#

I bet it's the croft :v it's the only heavy meshed model left

fallow bridge
#

i'm using bun2

severe ridge
#

Lol rly

fallow bridge
#

yeah

severe ridge
#

That's weird

fallow bridge
#

it is

#

at first i just thought it was nothing but my game

#

but after sitting here for like 5 minutes repeating the same actions of taking it off and on

#

i can safely say it's the bun

#

also are you thinking about making these hairstyles into... well actual HAIR?

#

considering you can do that now

severe ridge
#

It's not that easy e.e

fallow bridge
#

Oh

#

Sorry

severe ridge
#

Mesh**

#

The texture i use in hairs are vanilla

rustic crag
azure oracle
#

I only really know how to mod on the level that there's a workshop that does everything for me, but I was wondering if there was a way to use the Studio map or the Kingsmouth Island in normal play, so I can turn off zombie respawns? I'd like to fully clean out Kingsmouth Island and turn it into one giant fortress farm

late hound
#

respawn is actually set to off because of that very reason of it being an island

#

on that challenge

azure oracle
#

I can totally respect that

#

but I'd like to option to turn it off

#

I like Studio as is, I just love the map of kingsmouth

#

wait a second

#

I just re-read what you wrote

#

I thought it had respawns on? I claimed the uh

#

lighthouse in the upper northeastern corner

#

and it just felt like they just kept coming

#

maybe I was just unlucky lmoa

late hound
#

no, the challenge lua file says its turned off.

azure oracle
#

Well hell yeah brother

#

thank you for the tip

#

lol

late hound
#

G:\Applications\Steam\steamapps\common\ProjectZomboid\media\lua\client\LastStand is where the challenge lua files are located

azure oracle
#

Most appreciated, Peach

#

๐Ÿ‘

late hound
#

"-- Disable respawning, this is an island." in the dev code notes

#

"
-- Disable respawning, this is an island.
SandboxVars.ZombieConfig.RespawnHours = 0.0
--"

azure oracle
#

well then I was definitely right

#

I was wrong

#

lol

#

thank you for the clarification

late hound
#

No problem!

severe ridge
#

๐Ÿค˜

latent orchid
#

world items done. unfortunately it will be only 1 model kit per counter. ya gonna need alot of space to display them all if you manage to find all 30!

long grove
#

can we just lay them on the floor

latent orchid
#

im hoping the editor properties do what they say on the label!

#

they are tabletop items, but will have the surface adjustment flag set...which i assume tells the game how to handle table-less situations

#

if not then you will need alot of tables and counters ๐Ÿ˜‹

analog sandal
#

so that's my carpentry grind handled

latent orchid
#

correction...not 30 but 24

echo roost
#

Well shit me sideways

#

Im in on that model stuff

lilac night
#

I love those miniatures

winter bolt
#

does anyone know how to get custom music mods to work? ive been trying to get them to work by redirecting the sound event to a file but that breaks and makes the sound not global

analog sandal
#

you need to open the banks and recompile them

#

you need to open the banks and recompile them

winter bolt
#

yeah i've tried that but for some reason that i couldnt figure out the audio would completely break in game

analog sandal
#

needs to be the same name and not longer

winter bolt
#

like it would play the original game audio for a few seconds and then mute entirely

#

ohh

#

yeah it must've been the length then

analog sandal
#

most probably

#

most probably

winter bolt
#

the bit rates were also higher in my replacement files but i couldnt get them to match

analog sandal
#

I've looked into editing the fsb files which govern the length and mix settings but couldn't crack that

#

just use a daw to export it into wav 24bit 48khz

winter bolt
#

ohh 24 bit

#

i thought it was 32 bit because audacity said thats what the originals were

analog sandal
#

uhm

#

32 would be such incredible overkill for the quality the vanilla sounds are

#

my project is all 24bit 48khz

winter bolt
#

yeah i dont really know much about sound editing stuff

analog sandal
#

works no prob

winter bolt
#

aight thanks lol

analog sandal
#

no problem

winter bolt
analog sandal
#

16 then

winter bolt
#

yeah ive resampled each of them to 24 so ill just export them as 16

analog sandal
#

it doesn't rly have any bearing on it

#

sample rate matters more to fmod

winter bolt
#

ohh ok

analog sandal
#

whatcha replacing? ๐Ÿ™‚

winter bolt
#

trying to replace the music with music from resident evil 2 and 3 remakes

#

and a few from other resident evil games because i couldnt find enough that fit lmao

analog sandal
#

oh you're working wit hthe oldmusic bank?

winter bolt
#

no im using the newmusic bank

#

assuming that even works lol

analog sandal
#

I think I'm the first one to get it to run actually, so I think it might not work out of the box for you

winter bolt
#

hmm

analog sandal
#

the oldmusic bank works fine

winter bolt
#

yeah i just didnt want to use it because from what i could tell the early access option plays music more frequently than the new one so it kind of irks me

analog sandal
#

๐Ÿคทโ€โ™‚๏ธ dunno, never fiddled with the oldmusic bank, I just know that one works without any fiddling around

#

also the chopper bank works

valid stump
#

@drifting ore What type of Mod, What version of PZ and what isnt working. and Have you checked your console.txt

#

I honestly think @analog sandal May be of more help then me in this situtation. If it was code I could help but I have no Knowledge of the 'Music' side of the game. I am extremely sorry for my lack of knowledge in the area @drifting ore

analog sandal
#

how are you replacing the music?

rocky lynx
severe ridge
#

jesser, lets cook methรซ

winter bolt
#

ive reexported everything to 16 bit and made sure none of my files are longer than the originals but im still getting the same issue

#

its strange because i replaced the main menu song yet it still plays the original before the sound breaks?

analog sandal
#

it probably reads it in two parts

#

I'd suggest try checking the rest of the bank for a duplicate

#

roughly 30% of the banks is unused in game for some reason

winter bolt
#

i couldnt find any duplicates

#

i thought there were only like 2 songs in there that were unused

#

i'll probably just move my work over to the old soundtrack instead and see if that works better

analog sandal
#

yeah that one works no prob

winter bolt
#

well assuming i didnt just do something wrong in the first place lol

analog sandal
#

I mean, could be

analog sandal
scenic coral
#

Is ORGM b41 compatible?

hexed anchor
#

no

#

and won't be until supposedly b42

scenic coral
#

sheeet

lilac night
#

@analog sandal Those SFX are so fucking game-y

#

Love โ€˜em

analog sandal
#

whatcha mean game-y

lilac night
#

classic video game-like

analog sandal
#

is...that a good thing?

#

which ones?

lilac night
#

Yeah

#

It reminds me of stuff like RE2 and RE3

analog sandal
#

I'll be doing some foley touch up on the reloads etc

#

the big problem I have with gunshots is that the zombiehit sound plays when you hit the zombie and doesn't when you don't, so if you make the shots punchy by default they sound overloaded when you hit a zombie, but if you make em to accomodate for the thump when you hit them, they sound a bit thin when you miss

#

unfortunately hard-coded

#

ooh yeah 1998 RE2 was a big inspiration for me when designing this

#

with the zombies me and my gf went speecifically for RE old school style

lilac night
#

Gun sound effects remind me of something like Goldeneye. Really chunky and impactful

analog sandal
#

I only processed those, I didn't have a good way to record guns in our country

lilac night
#

I think you got a good in-between, honestly.

analog sandal
#

let's hope ๐Ÿ˜„

#

this is all still without mastering

severe ridge
#

gah, i wanna do mini denim tintable shorts now D':

winter bolt
#

yeah the oldmusic.bank works perfectly fine

analog sandal
#

๐Ÿ‘

winter bolt
#

i see why all the music mods on the workshop use that now

lilac night
#

Damn, thatโ€™s impressively close Paw

#

Shame you couldnโ€™t get the red pants

severe ridge
#

just with textures theres a lot to do

#

aaaaaaaa

#

she has so many variables for outfit

#

the old one is nice

#

but that denim ass ๐Ÿ˜Ž

#

i mean, the classic is kinda like red jeans (?)

lilac night
#

Actually, the blue jeans make a nice contrast

severe ridge
analog sandal
#

pz needs more re2

#

I'm going my part ๐Ÿคฃ but totally gonna just roll the outfits once they're in

severe ridge
#

there's tons people can already do just with vanilla models and retextures :x

obsidian sundial
lilac night
#

Retextures?

severe ridge
#

yeah, like, e.g: duplicate a item by model, edit its textures and values = new item ๐Ÿ˜„

#

you can even make transparency or cut parts by erasing the texture

#

for example, my waist cloth items are all retextures of the wedding dress skirt part

#

that's like 90% of swatpack

#

a lot of my mod too :x

obsidian sundial
#

sup @analog sandal , How are things about your mod

#

would love to see some part of the RE2 map in PZ

lilac night
#

Yooo

#

Thatโ€™s really respurceful, Paw!

severe ridge
#

of course in-game it doesnt changes colour :B

lilac night
#

Yooo, thatโ€™s really cool

severe ridge
#

it helps when in need of less body heat in some situations in exchange of a quick drop in protection by that item

#

and swag of course

#

i need to find a way to make the zipper noise roll ๐Ÿค”

willow estuary
#

come to daddy Paw Low....

severe ridge
#

๐Ÿ˜† Pistol

willow estuary
#

....just throw in an override with a check for that to trigger the zip sound.

#

I forget, do the vanilla clothing transformations trigger an animation?

severe ridge
#

clothing extra never makes sounds, true

soft musk
#

Pawlow that shit is fucking sick

severe ridge
#

its instant

#

its a timedaction tho

willow estuary
#

Huh, lotta potential there then

severe ridge
#

๐Ÿ˜… probably

nimble spoke
#

Maybe it is just a matter of overriding a function

willow estuary
#

That's the answer 95% of the time! ๐Ÿ˜‰

nimble spoke
#

my suggestion is to use an existing item property, like countDownSound, and make the function check is the sound listed there exists

#

hhmmmmm maybe I could add that to my dressing time mod

severe ridge
#

๐Ÿ‘€ i'll copy your homework

nimble spoke
#

lol

nimble spoke
#

Working!

severe ridge
#

howdo

nimble spoke
#

Now I'll have to add some options in my mdo to use that

analog sandal
#

@obsidian sundial sorry was sleeping already. almost all sounds are already in so I'm going to slowly move towards mastering and eq passes. still need to record the last few bits such as window pane smashing and the unused car horn

gusty crystal
valid stump
#

Does anyone one know how to know if player is facing toward a say zombie?

crimson panther
#

There also might be ability to actually tow and repair wrecks but that is not 100% yet.

valid stump
swift jay
#

btw i have to ask who made the new denver mod?

#

becasue the onlone overlay of it make it look like it got raid of the army base

fallow bridge
# nimble spoke Working!

While your here I just wanted to inform you we cannot turn off the gas storm lanterns when turned on in your exploring time mod

radiant ginkgo
fallow bridge
#

ok so any ideas as to why my steam workshop folder is no longer getting updated correctly?

#

like

#

for example

#

i'll uninstall kitsunes crossbow mod and it's not in the workshop files

#

but it still appears as a usable mod IN PZ

#

but when i try to install for example the OG crossbow mod (we dined in 2012) it will show up in the workshop folders, but not in PZ

#

it's really fucking weird

#

nevermind

#

apparently Crossbows (we dines in 2012) when subscribed downloads kitsunes crossbow mod?!

#

ok so

#

hey so just want to let some people know
don't use Crossbow (we dined in 2012) as a replacement for Kitsunes
the mod dev accidentally (hopefully) ported the entire workshop file for kitsunes into their mod. which made their mod kitsunes crossbow mod as well. it's weird and i don't know what to say

#

it's really weird xD

analog sandal
#

it's the bloody Mandela effect ๐Ÿคฃ it has always been a kitsune double

nimble spoke
#

workshop ids are probably messed up

fallow bridge
#

@nimble spoke no i checked the folders, the crossbow mod legit has the kitsune crossbow mod files

#

they both have seperate files

severe ridge
#

straight overwriting files isn't the best approach rn x.x

drifting ore
#

Is here anyone using Eris minimap? have problem with ui, so

#

if anyone knows, how to remove markers on large fonts, tag me

rocky lynx
severe ridge
lilac night
#

Pog

craggy furnace
#

is there a better alternative to the debug console than the one in debug mode?

zenith dragon
#

Is there a way to change the bodypart hiding mask for individual pieces of clothing? I know how to change the m_UnderlayMasks, which hides underlaying clothing, but I have no idea how to hide the actual skin.

nimble spoke
#

It is done in the xml, not very intuitive, there will be numbers listed, each of them corresponds to a body part

craggy furnace
#

it really sucks

#

there is a need for documentation because its just wandering in the dark and breaking things until it works

latent orchid
lilac night
#

Commander

#

As someone who loves model trains

#

I need his in vanilla.

latent orchid
#

me too

lilac night
#

lol

latent orchid
#

i was tempted to take a sectional layout approach!

#

but too much effort

#

went with the plywood door layout style instead

#

even though its prob a few doors in size ๐Ÿ˜‹

#

if i had to give it a gauge i would say closer to S than HO...any smaller and it gets too pixelated

#

this build will likely take a few resources to craft ingame so dont expect a quick build recipe

#

also, havent looked into multi-section world items yet for recipes

lilac night
#

Now I wanna see what an N gauge would look like, lmao

#

one pixel trains

latent orchid
#

too small

craggy furnace
#

"so whats making it crash?"

latent orchid
#

thats my IRL scale i model

craggy furnace
#

"good question"

zenith dragon
# nimble spoke It is done in the xml, not very intuitive, there will be numbers listed, each of...

I kinda get that. I know I can hide individual body parts if I put their number into the file of the clothing item. However, I want to change the mask itself. If I put in the number 12, it hides the entire chest area. What I want to is to hide only the back area. And I don't want to break everything in the process, so I want to make new mask that will work only for the specific piece of clothing. Is it even possible?

nimble spoke
#

I don't think you can do that

zenith dragon
#

That's a shame. I noticed some ugly cliping issues on some of vanila outfits and from what I tested, this could solve them.

severe ridge
#

people think that just backing up a mod is enough to save it on the long run lol

#

not on the actual state ;-l

zenith dragon
#

One last question. What are the essentials for modeling weapons / clothing? I know how to use blender. What plugin for importing/exporting should I use? I tried using some random plugin earlier and edited some vanila weapons. But their alignment was all wrong. Not to mention the outfits. The lack of documentation or tutorials make learning all of this by my self with trial and error really time consuming.

nimble spoke
#

Yeah, aligned get all wrong, no way around that, just re-align so it fits the desired position

#

And there is an X importer plugin for Blender 2.6x, but it's not that great

severe ridge
#

2.79 is the one i use for importing/exporting pz stuff, otherwise i just use the newest

tame mulch
#

Me after reworking 5 thousand lines of "vehicle scripts", bug fixes and improving the mod:

nimble spoke
#

@severe ridge Does it have a native X import? Here I use 2.69 and 2.75

severe ridge
#

nah, its scripts too

wicked yacht
#

I'm working on a revamped version of the PZ Respawn mod for a B40 private server as the mod is abandoned (I'm hoping to get the author to release the code under a FOSS license so I can release my version on the workshop) with a couple of bugs and missing features I wanted. There is one bug I've not been able to figure out how to fix. If your character dies and you respawn but in the character creator if you select the opposite gender of what your character has, you'll spawn with the wrong body and the hair is messed up.

As an example, here is a female character and what she looks like after respawning and forgetting to set the gender as female in the character creator.

#

Anyone know what I can do to set the player model to the right gender or at least where I could look for an answer?

latent orchid
#

biggest dang object ive made so far

long grove
#

factory should be on the opposite side

latent orchid
#

??

#

factory is next to a siding line

long grove
#

lemme show you

latent orchid
#

i have no ideas what u are referring to!

long grove
#

the farm field should be on the left side of the board on the left one

latent orchid
#

its a mirror image of the west side

jagged parrot
long grove
#

thank you bob

shrewd grove
#

he'd have to basically remake the entire tile to do that

latent orchid
#

exactly

#

i aint spending another 8 hours for something like that

jagged parrot
#

continuity aside, it looks flipping amazing. I just saw what Meem was talking about so I made a quick snip

long grove
#

can't you just rotate the image the opposite way of what you did before?
its a good model but that caught my eye immedietly

shrewd grove
#

the whole thing would be inside out then basically

jagged parrot
#

This and all the model vehicles and such are some smart ideas. This is the stuff that inspires me to want to make some of my own custom stuff for mapping. We're really hurting for "fluff" items

latent orchid
#

it doesnt matter what side anything is, its just representational of a layout

#

not sure why ppl care about where things are located

#

also, its something that will take alot of resources to construct, so doubt many ppl will make more than one

long grove
#

yea ill just go and stop being a nuisance

latent orchid
#

i get the feedback, but its not like writing is backwards or something

long grove
#

since it will be difficult to build and its limited to one shop, is it even a 100% chance we will be able to?

#

or does it use generic resources

latent orchid
#

its craftable using some modded items as well as vanilla items like wood glue, nails, planks, electric wire, circuit board etc. typical stuff model railroaders would use to build a layout

#

only prob is im not sure the game allows players to construct something with a 8 tile footprint in one go

long grove
#

yea the modded item is what i am talking about, slight chance it becomes impossible to build unless everything spawns

latent orchid
#

hobby items will spawn in hobby stores, toystores and kids bedrooms

jagged parrot
#

You're talking about picking it up once its built?

latent orchid
#

no, crafting it and placing

#

not sure if i will allow pickup given its size

#

like my reallife layouts, aint no picking up those big berthas once they are put together...they only come down with the saw

long grove
#

you underestimate my power

latent orchid
#

also i dont think the game allows for more than 4 tile furniture movement

#

this is really pushing things right now and i have no idea of the code bits just yet

long grove
#

i think some furniture just has movement limits like security camera consoles

jagged parrot
#

Yeah, I was asking with something like a rug in mind. When those are 'picked up' they spawn 6 sections, but its really 1 independent part each.

#

Makes a lot of sense to just not be moveable, only destroyable

long grove
#

also, i dont think we have anything bigger than 4 tiles in game?

latent orchid
#

yeah, carpets are just single tile pickups, the combo is pre-constrcuted with buildinged when placed

#

@vernal ferry is it possible to craft items with an 8 tile footprint like the train layout above and place in one go?

muted grail
#

@latent orchid sir, i like your hobby, and the fact that you bring it to PZ. Would be epic if you could make all the cities in miniature. So we can finally make a 'control room, with a lay out of the city and some radio's and tellies'

latent orchid
#

im open to any hobby related ideas ppl may have. im not too fussed about making things useful. im ok with simple boredom revealing and decorative stuff

muted grail
#

maybe to be able to paint on a canvas and to hang those around?

#
  • and taxonomy, i want play with those birds ๐Ÿ™‚
#
  • bird in a cage
latent orchid
#

they are good ideas

#

right now im focusing more on the hobbyshop variety of activities like model kits, figurines, trains

#

to answer my own question to Ringo, yes its possible. The SpriteGridPos field in the tile editor operates using a grid coord system in conjunction with the ForceSingleItem boolean flag

echo roost
#

turtle plushie

drifting ore
#

@latent orchid have you done custom casino tiles?

fallow bridge
#

Where did you get it

echo roost
#

@latent orchid i got an idea for ya, what about some LEGO Brick Toys sets?

latent orchid
#

yes, i have casino tiles but not planning on using them yet as waiting to see whats expected with louiseville

#

turtl, was thinking the same thing around brick sets. maybe also giving those existing blocks a use by collecting certain number for specific build types

echo roost
#

aw yes

astral summit
#

If there's Towel in the game now... how about a pushcart? ๐Ÿ˜›

latent orchid
#

pushcart?

#

like trolley

lunar ermine
#

recipe Make Raw Jerky From Small Meat
{
Smallanimalmeat;10,
SawDust=5,

    Resul:RawJerky=2,
    Sound:SliceMeat,
    Time:230.0,
    Category:Cooking,
}
#

so im trying to add a recipe but cant figure out why it gives out a error can sombody help?

latent orchid
#

Smallanimalmeat**;**10,

#

should that be :

lunar ermine
#

i still get the same error

latent orchid
#

also ensure the item name is spelt exactly the same

#

not sure if case matters

lunar ermine
#

i did still nothing, do the recipe and items have to bee in difrent files?

wicked yacht
#

Could it be the trailing comma at the end?

astral summit
#

@latent orchid yeah, cuold be also a trolley, but i was thinking about the ones used on construction sites, dont know how it is called
(sorry for how long i took to reply, lol)

latent orchid
#

all good, just trying to visualize the right thing

#

i try to stay away from anything meant to move as it probably doesnt work well as a static model

astral summit
#

i see... that's ok... :P
i just thought it would be cool and a really new thingy on the game ๐Ÿ˜› as the towel as (and introduced to vanilla)

willow estuary
latent orchid
#

tool bench?

#

like those pro ones with grinder, vice and tool storage

willow estuary
#

Yeah, decided to go with a component system instead of the rote "workbench" solution for some crafting stuff?

latent orchid
#

maybe when they have all the parts, they can build such a bench for a boost in output productivity, maybe less time or more XP?

willow estuary
#

Realized my custom workbench code was versatile to manage multiple "workstation" items for one recipe. But having a workbench style tabletop with storage, especially if it was say that pegboard style tool-hanging one, is on the agenda?

latent orchid
#

just for the RP I would like to keep my tools in their own spot other than some bigass shelf or crate

willow estuary
#

And yeah, time effciency would be a plus as well. And pretty realistic too.

#

Well, the way this works, they have to be placed? Not in the inventory or in a container. So it would naturally follow for someone to keep their bench grinder and their bench vise on the same tabletop assuming they are using recipes that use both?
But I'm also playing around with the gamey "workbench" concept here. I can bee there being multiple implementations, as long it it doesn't getting confusing/bloaty?

#

Plus I was having my own problems with multi tile tabletop sprite objects ๐Ÿ˜„ when I tried doing the combination workbench thing, so I decided to poke around at single items for a bit.

crimson panther
#

Crashed cars mod updated!

  • Ability to tow wrecks! (Thanks to Aiteron)
  • Adjusted container sizes (Thanks to Aiteron)
  • Randomly flipped vehicles. There is 5% chance that vehicle upside down will spawn! (Thanks to Aiteron)
  • Other fixes and improvements
  • Fixed console errors (Thanks to Aiteron)
analog sandal
#

that's raven's creek map? looking forward to towing wrecks, cool stuff

crimson panther
#

yeah

#

You need to have powerful enough engine to tow the cars and sometimes some vehicles are impossible to be towed, either becuase of mass or because of other circumstances, so be careful. If your car can't move with certain wreck attached, assume the wreck has parking brake on, therefore impossible to tow :P

I can't do much about that as wrecks don't have physical wheels.

long grove
#

can't wait for the ability to repair wrecks

crimson panther
#

It will be a while before that arrives.

#

It requires coding and lots of testing.

long grove
#

i'd imagine, just seems like a cool feature

analog sandal
#

I don't really think totaled cars can realistically be repaired without a lot of machinery

long grove
#

kinda depends on the car in question in crashed cars

analog sandal
#

looking at the chassis of the wrecks I dunno

long grove
analog sandal
#

oh yeah more minor stuff like that

#

could even be functional in that condition tbh

long grove
#

yea i'd think so too

analog sandal
#

if the bottom is holding that is

long grove
analog sandal
#

right but vanilla wrecks imply total destruction, so I was mostly leaning towards that as a concept

long grove
#

im guessing this would be a crashed cars feature

#

not one based off vanila wrecks

crimson panther
#

Problem is with color of the vehicle. In game driveable car needs to inherit color but due to how devs programmed wrecks and how they handle colors, you can't really have physical wheels and textures need to be on same singular texture. I've tried to do random colors but it just doesn't work as overlays become broken.

So wreck colors are baked into texture and Aiteron needs to find the correct values for each and create a table of colors that drivable cars would inherit from the wrecks. It's possible, just requires a bit of work.

I am positive it's possible since base is already there. I think you can repair car in Aiteron's dev build already as he showed me the UI stuff.

long grove
#

is it planned to replace the wreck with a new car through some process, or something else entirely?

gritty oxide
#

is there any way I can claim a non residential house, I tried with a mod but didn't work at all, same with the script on the reddit page
or am I doing something wrong

gritty oxide
#

Yes I tried it

#

Didn't work

wicked yacht
#

Did you make sure to enable the safehouses setting?

gritty oxide
#

Yes it is enabled

wicked yacht
#

Try asking the mod maker on Steam.

gritty oxide
#

alr, I'll try to resintall the game and the mod first

gritty oxide
#

yeah it doesn't work, and I just noticed that none of the installed mods that I have work

wicked yacht
#

You made sure to enable them in the mod manager?

gritty oxide
#

yep they are

wicked yacht
#

Are the enabled in the server settings?

gritty oxide
#

Yes

#

wait hold on

#

for some reason they were all disabled in the mods thing, even tho I know very good that I enabled all of them

#

hold on it might be because of that

#

yeah nope