#mod_development
1 messages ยท Page 439 of 1
thank you ๐
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
(โฏยฐโกยฐ)โฏ๏ธต โปโโป
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```
๐
how hard is it to make sound mods?
i kinda want to try and make one now lmao
Is there a good guide on basic mod making for the game?
New here, just was curious about how to make a custom skin for my character
@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
oh uh
i was going to make a shitpost mod
if i could though, id really like to mod the gunshot event sound effects
they're not distant sounding enough imo
I'll be revamping that as part of the ambience module
but
just slap a reverb on that bad boy and you're good
even though the original sample is of very very poor quality and not gamedev worthy at all
if youre an effects nerd im sure you already have a bunch that are higher quality
been collecting for quite some time ๐คฃ
along with gear
but... my equipment should be dwarfed in comparison with an actual company doing this and taking ppls money... but seems not
yeah lmao
you know I offered my services for free
wasn't wanted so I decided to make my own and better ๐คฃ
Really cool stuff your doing Raven2236 canโt 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.
thanks Chad
I'll have a link up and everything once it's done
along with a trailer probably so that people know where to get it
is there a mod for muskets?
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
OH MY LORD Yalls I just realized the background muffled talking that plays on the TV is an interview in Slovak ๐
lol
I was gonna replace it with an interview in slovak as an easter egg but it seems kinda pointless now ๐
How do you actually execute lua code using the command line in debug mode?
Nothing I type there seems to execute
@analog sandal Which one? / Ktorรฉ?
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
if you turn up the high freq quite a bit you can just make out the language
I mean which interview
oh I dunno it's not intelligible
i see
lemme check a bit closer just for you ๐
hm could be an east-slavic language too
but not russian nor ua
can you put the clip here?
a lot of slavic languages sound familiar
because we have common ancestors
yeah I unfortunately studie linguistics
*studied
I guess I could get more out of this in RX but I rly cna't spend too much time on BS ๐
could be easily serbian/bulgarian... but yes, it does sound slavic
it kinda sounds like a rhyme/song
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
Definitely not Polish
it could be polish tho
but really sped up and muffled
"ja siฤ zimna nie boje i bฤdฤ se tak ลaziล"
dark l?
the L with that thing across it
I cannot make out any of this :)
well we can also call it velarized alveolar lateral approximant ๐
vale
we might never know since these are some rando files off the web
(I can almost see Vlado M talking to the poor interviewer)
but years of post-communism will do that to you I suppose
tbh, i think they would use older clips, for copyright reasons
๐คทโโ๏ธ I think they got it like this
probably just called "muffled TV speaking" or whatever
some files are still tagged with the website metadata so it's not too much of a stretch
sounds about right

working on some canvas shoes :B
those shoelaces are going to need tons of tweaking -zz

nice place to get a refreshing drink ๐
You need to have the hazmat suit to take the content! :p
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,
seriously, PawLow, your mod is looking better and better by the day, i can't wait for it lol
@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
thanks. I'm testing it now to see what happens.
alright, cool
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.
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.
good luck!
thanks...
@severe ridge did u make the hairstyle in the video?
I know they did
weapon attachments got a little reowrk as far as i know
i think they actually work as attachments now :p
oh hey, you're here! what do you think about my idea?
oh, the magazine armour has been suggested years ago already ๐ lots of work and would probably need the model bones tho, i wouldn't be able to
np, i would like scrap armours but thats not really my focus as well
s o o n. added loads of life improvement stuff e_e better menus/functions and such e.e
hell yeah
you made low loot yeah?
๐ค i mean, they are all still the same GUID number but i did some rework on most values :/
which might just poof the item
what do you mean>
is there a blender plugin that can import the build 41 models or anything?
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
import/export .x files in Blender 2.6. Contribute to spamandeggs/directX_blender development by creating an account on GitHub.
Blender v2.79
https://download.blender.org/release/Blender2.79/
Mirror
https://drive.google.com/file/d/1cmuw6Mr35eipalZ4ZKxoTe2NN9_g2BZ4/view?usp=sharing
Import Direct X files into blender
https://github.com/spamandeggs/directX_blender
mirror
https://drive.google.com/file/d/1qdBI9271p9V1KBdK9kwb5CmUGaXySQW6/view?usp=sharing
yeah i tried using the script but i didnt realise it was only for blender 2.6
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.
is it not possible to import the actual character models yet?
new fire sounds just in
@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
if you use 3dsmax /hmm
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
I don't know about 3dsmax, but probably better than blender
thats what they use and i was told that it is possible to properly mod with it :f
but $$$$$
Is there a way to use lua code to tell the game to just ignore a specific script txt file?
anyone willing to try the seven sears way? โ ๏ธ
maybe convert from x to something else with 3dsmax, let us donwload that, and then use blender?
your mod out yet? i already wanna use it
Just at the feasibility study stage with this shit, but fumbling towards some approximation of the Rust roadsign armor.
God the clothing mods are gonna explode soon I feel like
@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
Right now I resumed work on this, but there are a few bugs to fix
@nimble spoke It's doable by piggybacking off of Nolan's armor mod!
in under a month hopefully
damn
cool
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
oh a cuirass how fancy dear Algol sire
i think there is a collection for that
how do you actually add custom beard and hairstyles?
let me know too :f
i thought it would work the same as this in the changelog but i cant get it to work
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
im not sure what to even add into fileguidtable.xml
like for this part
the file also doesnt seem like it references any of the existing hairstyles either
oh wait i found them
yeah the only problem is that i have no idea what a guid is
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
keeping the - - - in the same places
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
ohhh and the translation entry for the name too
translation entry?
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
like this
what is a translation entry lmao
Is there a way to import steam workshop mods to my GOG copy of Project Zomboid?
@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
all i can find is these?
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
a lot of people tought about that
but at the same time
kentucky doesnt have those
and we have to make everything 100% historically accurate
you guys don't have museums there? ๐ฎ
first of all
im not american
second of all there were no museums in 1993 in the places where the game takes place
where there zombies?
third of all there are nearly no museums in america that have things from times before 1600 (not including indian artifacts)
You have to create you own definitions e.e
@nimble spoke i found the hair definitions but i dont know how to add them to my mod
Anyone know the Walking Dead Mod discord?
@drifting ore unless the map is 100% realistic i don't think its fair to burn down a mod-idea.
the map is indeed 100% realistic sir
Wait, what chat should I ask about the discord?
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.
Thanks, sorry for interupting
@winter bolt add a file like that to your mod, but with your new lines, same folders
no need to include the lines in there, just the new ones
i did that but it still doesnt work
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
I don't, I was testing it before the latest changes, I haven't found what these changes were
all the changelog says is that they "added support for custom hair and beard styles" but nothing specific
thanks
the nakey zombees are from vestiges of clothing.xml files in non-updated mods?
I believe that bug originates from the GUID table not getting updated
Anyone found a way to dynamically set tool tips on InventoryItems?
There's a DoSpecialTooltip event, that only covers IsoObjects though
there are naked zombies in the game but if you see them everywhere it might be a mod issue
Also, if you get rare zombies like hazard suit or horse jockeys it is probably a zombiedefinitions problem
these should not spawn in the game for now
@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.
that adds a tooltip, but I cannot make that in any way dynamic (e.g. based on player's current state)
trying to do something like for Literature items where it says "already read"
but that's hardcoded for Literature item types
you vs the modder she tells you not to worry about
you even fixed the trash bolting sounds
@analog sandal pog
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
I haven't done antything with the bolt yet, the devs scattered the reload sounds across multiple banks so it's rather trash
that's a diff gun
hang on
yeah
the bolt is from a diff gun PZ uses
I don't understand why they didn't use it for all the bolt action
both MSR rifles use the same bolt sound iirc
huh
either way
the gun sounds in PZ are ass
i hate them with a passion
the sound is very good, very clean and smooth xD
yes
good job friend
my bolt will sound quite a bit cleaner than both bolts you hear here
you can hear the fucking microphone peak
yep
and god knows what else
๐คทโโ๏ธ why put in guns at all if this is the sound
why make the bolt animation slower than the actual firerate
I still need to add punch to my rifle sound etc
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)
you should make it so that the bolting animation is times with the actual firerate
not saying you
just saying when making a gun
I'd love to but the audio engine prevents me
this is an issue carried over into revolvers as well
the sound event plays after the muzzle flash
who in their right minds approved this, I dunno
i really hope the firearm rework in B42 covers all of this
I have a feeling it won't
where did they even get the sounds FROM
i know for a fact those aren't royalty free sounds
it's from sound dogs isn't it
sound dogs?
I know many sad things
and the dev of that mod changed all the gunshot sounds to use Unturned gunshot sounds
and they fit better than the fucking vanilla sounds
hah
vanilla sounds are.... unfortunate for s lot of things not only guns
i fucking love Firearms B41 btw, it's a great mod
I haven't really played pz just to play lately
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
been obsessed with the sound ever since I found out how to replace zombie and footstep
so once the bolting anim plays out you just sit there for like 2 seconds waiting to fire
pog
this is from the map Eerie Country ?
oh btw my sounds will be compatible with all vanilla gun rebalances out of the box
if you delete the wav files in the firearms mod folder then yes
because I do it differently
I pack the entire fmod bank rather than loose sounds
sorta like New Car sounds
not really
i'm pretty sure at this point everyone uses New Car Sounds
I would love new vehicle sounds
Factory "Map" for my mod pack
that one just replaces loose files because the devs doesn't implement the sounds through fmod for some reason
but
I'll also replace vehicle sound before I replace the music module
your replacing the vanilla music?
the plan is such - sfx ambience, chopper (random assortment of sfx here), vehicles, music
well you can just use the module you want
Eerie Country uses Custom Map Bridge mod so Atox can put my custom tiles in it! ๐
I really like your work man, beautiful maps .. keep it up,
so if you only want to replace sfx, just replace that etc
Thanks @obsidian sundial !!!
but, before Christmas I'll have the first bank (most of sfx) out
sooo you are replacing vanilla music xD
alright so i will have to play around and delete them
thinking of a darker apocalyptic acoustic guitar
nah you can just not download the music bank
oooh
no need to delete if you don't get that part
so it will be like options
yeah
i misunderstood
bulk but options
will you redo climatic sounds too? like rain and thunder
yes
lol
2nd on the list
nice
so far everything (except gun shots and gun handling). is recorded by me
i'm imagining that pre 1.0 DayZ video Bohemia did where they showed themselves making all the sounds XD
that was a funny video
watching some guy just rub a jacket together or jeans together
hey, you want something done right, you gotta do it yourself
yep
that's my tenet with this project
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
technically doesn't meet the definition of a mod
have to install manually?
yeah
still simple drag and drop though
also, I don't like the steam workshop ToS so I don't want to be bound by them
what events?
screams and others
the end project will have changed every single sound in pz that your can hear, even some you can't hear
yeah screams too
absolutely everything. from the heartbeat to the zombies to the chopper to the music to the jingle that plays when you level up
a 100% wonderful job
a 100% long one ๐
I'm off to bed, feel free to dm me if you have any questions regarding the project
If you wear a Stop sign it may also save you from being run by a car
Almost ready for release, except I can't find where the code for climbing tall fences is, doesn't seem to be a lua timed action
Hahaha, that would be really cheeky of me to implement some form of car collision armor with that ๐
is it possible to force a window to break (near the player) while a player is spawning a new game?
When life gives you buckets... ...make bucket helmets?
Would be cool to add bicycles/motorcycles. Don't know how easy that would be to add though... if at all possible
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
Fair enough. That's a problem I didn't think of.
Poggers
HOLY SHIT GAMER
@severe ridge you should make those chucks a standalone mod replacing/extending vanilla sneakers, they're absolutely gorgeous!
they are just a rework of an existing texture in the game files xD (its a medium sized one)
I have never subscribed to a mod so fast.
xD thanks, theres some hundreds of hours spent in that poopy u.u
That tactical witch set is mine ๐
๐
๐
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
rpg tactical gear
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
i mean, i just mix them together to make an abomination
you can 8) if youre lucky
i barely ever find the shit which is why i mix it
i like making abominations myself lol
at least they have a theme
๐
course it is.... not like you have a strange addiction to a anime witch as it is ๐
๐ cant judge
i can
๐
๐
plutonic lmaodsape wq

i think witch fetish is still healthy u.u
dogs on the other way nope
furros 8V 

still adds spiffo ears
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
Rip and tear until it is done.
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
@severe ridge 
๐
It is back?
what the fuck.
Damn nice
Theyโre bullying over lies. 
stop
what the fuck are you talking about @fallow bridge ?
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)
Does that mean my favorite mod is broken!?
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?
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
@nimble spoke do you know how I can resolve that problem then?
I use Fenris Wolf model loader
could you help in any way?
just make a model script .txt like the one in the scripts folder with all the models you need
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?
yeah
model Vehicles_PickUpBurnt
{
mesh = vehicles/Vehicles_PickUpBurnt,
shader = vehicle,
static = TRUE,
scale = 0.01,
?
that's the solution?
huh, thank you, what about the scale?
does it need to be 0.01?
or do I use old scale = 1.8200,
?
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
then I guess 1.0 will work since the vehicle script will resize it to the correct value
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
they have scale values so it is better to try 1.0 first
Is the Quit Smoking mod for b41 only? It doesn't appear to say.
@fallow bridge mod updated. Huge thanks to @nimble spoke for help. Works as it should.
@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
its np
๐
@_@ That moment you realize you have way more code then you thought you did and are in middle of an update ๐
I wonder, anyone here good with LUA coding to help me out introduce a small thing into the mod?
@crimson panther depends one what you want to introduce
I wanted to introduce randomly flipped vehicles, sometimes on the side, sometimes on te roof @valid stump
wrecks that is
@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
^^ was about to say the same thing, I'm pretty sure there are some that just spawn like this already in the game.
ROFL, Great minds think alike ๐ @soft musk
Indeed, although I know nothing about the coding in the game lmao
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
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
isnt that in base game. well sort of
lol sorry was little slow to draw
I will ofc credit anyone helping me with the mod.
and add as co-creator if you do anythiin coding-wise
But hmm sounds like nice expansion to my searchables system
but is it even possible?
also I'd model the vehicles that are flipped so the damage inflicted reflects them being on side/roof
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
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
Umm, In game events, the one that spawns cars on thier sides in game.
Is there a Big Truck like an 18 wheeler mod?
looks sick
i want to collect them all
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.
feels like clutter
end result....im having too much fun making these suckers ๐
need to rework some if the military vehicles
im working on my second map presently, but its a long way off still
yea but the name? (if it has any) and whats it about
unnamed at this stage
i have to come up with something soon as some signs require the towns name in them
mimicking kentucky towns to ensure it blends in with vanilla map
so mostly US style
same as my first map
ok
i need this as a mod
im making it as part of my map which has a hobbyshop
but i might release separate if there is enough content
do these work like crafting recipes or something
thats the plan
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?
It may be a leftover from class inheritance
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
Placeholder tile, but yes, d.i.y. crude oil refining is an actual real life thing.
fancy!
Does anyone know if <subItems> </subItems> is for stacking items with the same probability in the clothing.xml document?
(All highlighted items are rings.)
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 ๐ )
@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
oh! great, now I understand, thank you very much.
can you place them on tables and ect? would love to see thoses in my base.
Yes, I was planning to make them at table height.
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
Hi everyone, I thought that it may be useful that I share my experience with custom tilesets with PZ Map Editor. I did a little tutorial to explain the process to adding your own tilesets to PZ and how to create your own tiles. In bonus, you will find a little chapter about adding more fences to ...
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
what version of blender are you on currently?
is there a taxonomy mod or extra animal-trophies
probably not until animals come out in B42
{
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,
} ```
evolvedrecipe PastaPot
{
BaseItem:WaterPotPasta,
MaxItems:4,
ResultItem:PastaPot,
Cookable:true,
AddIngredientIfCooked:true,
Name:Prepare Pasta,
CanAddSpicesEmpty:true,
}
What does the line"CanAddSpicesEmpty:true," mean?
It means that you can add things like salt and peper to the recipe @late hound
Yeah I assumed that part, but what does the "Empty" part have to do with it?
@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
I bet it's the croft :v it's the only heavy meshed model left
i'm using bun2
Lol rly
yeah
That's weird
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
It's not that easy e.e
anyone got any ideas on why this is happening?
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
respawn is actually set to off because of that very reason of it being an island
on that challenge
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
no, the challenge lua file says its turned off.
G:\Applications\Steam\steamapps\common\ProjectZomboid\media\lua\client\LastStand is where the challenge lua files are located
"-- Disable respawning, this is an island." in the dev code notes
"
-- Disable respawning, this is an island.
SandboxVars.ZombieConfig.RespawnHours = 0.0
--"
well then I was definitely right
I was wrong
lol
thank you for the clarification
No problem!
๐ค
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!
can we just lay them on the floor
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 ๐
so that's my carpentry grind handled
correction...not 30 but 24
I love those miniatures
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
you need to open the banks and recompile them
you need to open the banks and recompile them
yeah i've tried that but for some reason that i couldnt figure out the audio would completely break in game
needs to be the same name and not longer
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
the bit rates were also higher in my replacement files but i couldnt get them to match
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
ohh 24 bit
i thought it was 32 bit because audacity said thats what the originals were
uhm
32 would be such incredible overkill for the quality the vanilla sounds are
my project is all 24bit 48khz
yeah i dont really know much about sound editing stuff
works no prob
aight thanks lol
no problem
so i only have these two options for exporting from audacity
16 then
yeah ive resampled each of them to 24 so ill just export them as 16
ohh ok
whatcha replacing? ๐
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
oh you're working wit hthe oldmusic bank?
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
hmm
the oldmusic bank works fine
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
๐คทโโ๏ธ dunno, never fiddled with the oldmusic bank, I just know that one works without any fiddling around
also the chopper bank works
@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
how are you replacing the music?
HCl Bottle fill!
https://www.youtube.com/watch?v=KUFQvgpBSrM
Daรฑo ocasionado por no usar el traje protector NBQ.
jesser, lets cook methรซ
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?
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
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
yeah that one works no prob
well assuming i didnt just do something wrong in the first place lol
I mean, could be
Is ORGM b41 compatible?
sheeet
whatcha mean game-y
classic video game-like
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
Gun sound effects remind me of something like Goldeneye. Really chunky and impactful
I only processed those, I didn't have a good way to record guns in our country
I think you got a good in-between, honestly.
gah, i wanna do mini denim tintable shorts now D':
yeah the oldmusic.bank works perfectly fine
๐
i see why all the music mods on the workshop use that now
- CAST -
Chris Redfield - Brandon P Jenkins
https://www.castingcall.club/m/Bpjenkin123088
https://www.behindthevoiceactors.com/members/Bpjenkin123088
https://twitter.com/bpjenkin123088
Rebecca Chambers - Evan "xXSilver146Xx" Tran
https://www.castingcall.club/m/xxsilver146xx
https://www.youtube.com/channel/UC35m0C4lRZFWpoPjorRGE6Q
Leon S. Ken...
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 ๐
i mean, the classic is kinda like red jeans (?)
Actually, the blue jeans make a nice contrast
https://i.pinimg.com/originals/9a/dd/d3/9addd3c4cd9a2ff9db4cd2a664d6d344.jpg
old designs ๐ i like it, not really a fan of the patch tho, even it being iconic
pz needs more re2
I'm going my part ๐คฃ but totally gonna just roll the outfits once they're in
there's tons people can already do just with vanilla models and retextures :x
I really want it 
Retextures?
yeah, like, e.g: duplicate a item by model, edit its textures and values = new item ๐
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
sup @analog sandal , How are things about your mod
would love to see some part of the RE2 map in PZ
im making this vest my first vest that can open and close ๐
of course in-game it doesnt changes colour :B
Yooo, thatโs really cool
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 ๐ค
come to daddy Paw Low....
๐ 
....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?
clothing extra never makes sounds, true
Pawlow that shit is fucking sick
Huh, lotta potential there then
๐ probably
Maybe it is just a matter of overriding a function
That's the answer 95% of the time! ๐
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
๐ i'll copy your homework
lol
Working!
howdo
Just have this in your lua/client/TimedActions folder and give your item script an ExplosionSound and it will work. OpenBag and CloseBag fit perfectly
Now I'll have to add some options in my mdo to use that
@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
Awesome. I've always wanted to do that with any of the jackets in game, so I don't lose all the protection but still can get cooler.
Does anyone one know how to know if player is facing toward a say zombie?
thanks to Aiteron, creator of towing mod, soon Crashed Cars mod will have randomly flipped vehicles:
There also might be ability to actually tow and repair wrecks but that is not 100% yet.
HEHEHE ๐
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
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
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
it's the bloody Mandela effect ๐คฃ it has always been a kitsune double
workshop ids are probably messed up
@nimble spoke no i checked the folders, the crossbow mod legit has the kitsune crossbow mod files
they both have seperate files
straight overwriting files isn't the best approach rn x.x
Is here anyone using Eris minimap? have problem with ui, so
if anyone knows, how to remove markers on large fonts, tag me
feed meee
Pog
is there a better alternative to the debug console than the one in debug mode?
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.
It is done in the xml, not very intuitive, there will be numbers listed, each of them corresponds to a body part
it really sucks
there is a need for documentation because its just wandering in the dark and breaking things until it works
i might be taking this hobby thing a little too far!
me too
lol
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 ๐
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
too small
thats my IRL scale i model
"good question"
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?
I don't think you can do that
That's a shame. I noticed some ugly cliping issues on some of vanila outfits and from what I tested, this could solve them.
people think that just backing up a mod is enough to save it on the long run lol
not on the actual state ;-l
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.
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
2.79 is the one i use for importing/exporting pz stuff, otherwise i just use the newest
old logo looks better tho ๐
Me after reworking 5 thousand lines of "vehicle scripts", bug fixes and improving the mod:
@severe ridge Does it have a native X import? Here I use 2.69 and 2.75
nah, its scripts too
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?
you screwed up the one on the left
factory should be on the opposite side
i have no ideas what u are referring to!
the farm field should be on the left side of the board on the left one
its a mirror image of the west side
thank you bob
he'd have to basically remake the entire tile to do that
continuity aside, it looks flipping amazing. I just saw what Meem was talking about so I made a quick snip
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
the whole thing would be inside out then basically
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
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
yea ill just go and stop being a nuisance
i get the feedback, but its not like writing is backwards or something
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
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
yea the modded item is what i am talking about, slight chance it becomes impossible to build unless everything spawns
hobby items will spawn in hobby stores, toystores and kids bedrooms
You're talking about picking it up once its built?
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
you underestimate my power
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
i think some furniture just has movement limits like security camera consoles
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
also, i dont think we have anything bigger than 4 tiles in game?
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?
@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'
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
maybe to be able to paint on a canvas and to hang those around?
- and taxonomy, i want play with those birds ๐
- bird in a cage
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
turtle plushie
@latent orchid have you done custom casino tiles?
Nice chainsaw
Where did you get it
@latent orchid i got an idea for ya, what about some LEGO Brick Toys sets?
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
aw yes
If there's Towel in the game now... how about a pushcart? ๐
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?
i still get the same error
i did still nothing, do the recipe and items have to bee in difrent files?
Could it be the trailing comma at the end?
@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)
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
i see... that's ok... :P
i just thought it would be cool and a really new thingy on the game ๐ as the towel as (and introduced to vanilla)
Need to fix the janky sprite placement.
Yeah, decided to go with a component system instead of the rote "workbench" solution for some crafting stuff?
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?
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?
just for the RP I would like to keep my tools in their own spot other than some bigass shelf or crate
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 ๐ when I tried doing the combination workbench thing, so I decided to poke around at single items for a bit.
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)
that's raven's creek map? looking forward to towing wrecks, cool stuff
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.
can't wait for the ability to repair wrecks
i'd imagine, just seems like a cool feature
I don't really think totaled cars can realistically be repaired without a lot of machinery
kinda depends on the car in question in crashed cars
looking at the chassis of the wrecks I dunno
like this one is probably driveable/fixable
yea i'd think so too
if the bottom is holding that is
right but vanilla wrecks imply total destruction, so I was mostly leaning towards that as a concept
oh i see
im guessing this would be a crashed cars feature
not one based off vanila wrecks
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.
is it planned to replace the wreck with a new car through some process, or something else entirely?
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
Are you using this mod? https://steamcommunity.com/sharedfiles/filedetails/?id=2160432461
Did you make sure to enable the safehouses setting?
Yes it is enabled
Try asking the mod maker on Steam.
alr, I'll try to resintall the game and the mod first
yeah it doesn't work, and I just noticed that none of the installed mods that I have work
You made sure to enable them in the mod manager?
yep they are
Are the enabled in the server settings?
