#mod_development

1 messages Β· Page 442 of 1

analog sandal
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it's less about te model and more about the physics of riding a bike

river quail
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isnt possible to make using the same as a car?? i mean its a non existence mod so, dont need to be perfect, if runs is good enough

analog sandal
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oh I was thinking more along the lines of getting pulled off or even seeing the player (animzed issues)

river quail
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i mean, at least as a "beta" version you know, baby steps

analog sandal
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would probably just be a car looking like a bike, but i@d love to see actual bikes myself

quick moth
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Y u no play 41.49?

tame mulch
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Problem - started sound in timed actions, but sound weird, stereo swap ear bug. How fix that?

analog sandal
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most likely a mono sound, as most of the stuff in-game is downmixed into mono and then panned hard, got a recording of whatcha mean?

tame mulch
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convert to mono not helped

analog sandal
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I mean if you have a recording of what it sounds in game bc it's hard for me to understand whatcha mean

tame mulch
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that it

analog sandal
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do you have the sound set up as a 2d sound?

tame mulch
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i use self.character:playSound("dropWater") in action when player in vehicle

late hound
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It's great for Late game zombie-hunting.

analog sandal
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Aiteron, does it happen if you load other assets there?

tame mulch
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yes

analog sandal
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well my thought would be that it is due to the position of the "player" in the vehicle itself and the game hard-panning stuff like this regardless of position (same thing happens to radio and TV) so unless you use a different way to play the sound other than self.character, it will do this

abstract raptor
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@late hound NICE

tame mulch
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I did correct sound with this^ (getSoundManager():PlayWorldSoundWav("dropWater4", self.character:getSquare(), 0, 10, 1, true);)

analog sandal
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yeah thats exactly what I meant -playworldsoundwav makes it into a 2d sound

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with player it makes it 3d and sources it at player position but since this game doesn't rly have any 3d space to speak of, the engine gets confused with attentuation and panning

latent orchid
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@magic summit not sure why this would happen....anything specific that might come to mind?

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they are using my hobbies mod, but all my movable items are uniquely named

willow estuary
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@latent orchid probably the number you have associated with your tiles?

hollow shadow
hollow shadow
analog sandal
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(also the strange slappy reverb is not me, that's the game doing that, can't be removed sadly)

tame mulch
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How to damage the player? Sethealth not work

magic current
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Any of you smart mofos know how to get the water amount from the code of a water container?

drifting ore
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is there any good graphics mod ???

analog sandal
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there is the healthier skin complexion and better females mod

drifting ore
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here is a healthier skin complexion Raven2236

analog sandal
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yes that's the one I meant

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but other than re-skins and texture mods there aren't any real graphic mods out there

drifting ore
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i know its sad 😦

analog sandal
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technical limitations

drifting ore
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i was looking for a graphics mod for build 40

analog sandal
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oh sorry, I don't play that so can't help you

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but I'd imagine there's even less

iron jackal
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i think the workshop should be organised by category
like
Mods should have tags (vehicles, items,map,miscellaneous)

analog sandal
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I don't personally think there are that many mods to warrant someone spending time on that

iron jackal
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dude
the intire workshop would be way better

analog sandal
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it would also be better if outdated mods were curated and removed but who are you gonna get to do that?

iron jackal
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ok but like
Wich one is easyer to do

analog sandal
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both about equal

iron jackal
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dude
think about it for like 1 minute

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one takes a lot of time on trying mods to see if they work
the other just as to ad tags to the workshop

analog sandal
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I have given it thought, thanks

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I was merely sharing my opinion, since I sense a somewhat hostile tone from your side I respectfully withdraw from the conversation, so let's agree to disagree?

iron jackal
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sorry if i sounded hostile i was also sharing my opinion
and in my opinion the deletion of outdated mods is harder and requires mostly cooperation from the moders while the adding tags one is just an help from the devs since adding tags to the workshop would make mod browsing a litte better

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and yeah i agree

covert summit
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Can i use animations from All anims mod for... Defecation, for example? :) Or for some basic animations like sleepin on bed?

And all this with old save, not fresh.

gaunt matrix
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wtf

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You want some hardcore immersion uh? haha

covert summit
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Kekeke, i think that game needs more movment and QoL things like this. But Defecation :D Just a nice start you know :D

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Like in old good Sims Unleashed, when the character was a little censored when droppin some shitties

gaunt matrix
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Bruh hahaha

analog sandal
long grove
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sounds great

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sounds realistic now

analog sandal
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πŸ₯³

iron jackal
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nothin' says law like bashing Zombies's skulls in

long grove
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also if i recall right you said its impossible to add meta events?

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you can only change existing ones?

analog sandal
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regarding sounds? yes

long grove
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damn, had an idea

analog sandal
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what kinda idea?

long grove
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adding car drive by noises, maybe sirens or even military fly bys as meta events

analog sandal
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you could replace one of the distant gunshot or scream events with that

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so that kinda thing is rather doable

long grove
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yea, would be more interesting than the existing ones

analog sandal
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sure would, it doesn't fit with my project as I try to stay vanilla+, so that my sounds are in the style of vanilla but actually not shit and can basically replace vanilla sounds, otherwise i'd be getting way more creative regarding a bunch of stuff

long grove
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yea makes sense

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did you find the car sounds somewhere or did you make them?

analog sandal
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I'd be more than happy to see someone skilled step up to do that kinda stuff as I probablyh won't in the future as I'm just looking to be done with the game myself

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I recorded my own car

long grove
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cuz i feel i'd have to find free to use sound effects for this lol

analog sandal
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I do have a 1TB licenced sound library but I only used it for 3 sounds so far, half the fun for me is proving that I can do it without any resources

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my work reflects hundreds of hours recording and hundreds of hours mixing and designing rather than just DLing a sound and popping it in πŸ™‚

long grove
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it shows

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i dont know anything about sound design so i'd have to do exactly that, just popping it in

analog sandal
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there's nothing wrong with that approach when it comes to modding, but I'm a sound designer first and modder second so I've got a different set of habits πŸ™‚ (I don't know a single thing about how PZ internals work in any other department other than sound for example)

long grove
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how does modding sounds work past replacing sound files and maybe some names?

analog sandal
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in PZ?

long grove
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yea, im not exactly...an expert on modding

analog sandal
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some sounds you can access through OpenAL and replace them freely (gun sounds for example), this comes with the downside that they don't sit well in the mix and are often cut off by the zombie death sounds or really any other sound that is played through FMOD
some sounds are inaccessible and cannot be modified because they are handled directly through fmod. After literal fucking months of trying to figure out how to reach them, I discovered a way (for example zombie sounds) and that sparked this entire project as it finally became possible to do a full overhaul of the entire audio side of PZ that I've been hankering to do since...last year I think? when going my route, the downside of being able to access and mod all the sounds in the game is that i cannot influence a final mixing layers the devs have in place that sometimes does ridiculously stupid stuff (cutting off specific frequencies, raising the volume 400% etc) so I gotta navigate around that and account for it using trial and error. another downside is that my samples can't be longer than vanilla ones, there can't be more or less of them and they must be named the same (this results in some hard-limits such as having to construct a honking sound out of a 0.5s sample which will always sound stupid)...on the bright side, I can replace everything πŸ™‚

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oh I should mention, FMOD is a sound engine developed by firelight studios that is very intuitive and wonderful to work with, but impossible to mod and inaccessible to the end user

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that's why it's so much hassle to do on the modding side

long grove
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so its replacing files and timing them exactly right

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oof thats gonna suck as most meta events are short

analog sandal
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some have a solid 5s of silence

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you'd be very surprised at the ridiculous things hiding in the audio bowels of the game

long grove
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to do a good drive by i'd probably need at the least 20

analog sandal
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oh yeah that's not happening πŸ˜„

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the whole thing suffers from an absolute lack of time to let things develop and play out

long grove
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good thing i asked an expert first

shrewd grove
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raven, i may ask you later how to edit car sounds... πŸ˜‰

analog sandal
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longest ambient sound is distscream3 at 17s

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Hurley, the sounds are freely accessible and are in fact the easiest to mod, they're in media/sounds/newCar, whereas the zb_car_ are not used

shrewd grove
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yeah, but i more or less mean what you did to change em

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i tried before and didnt work at all

analog sandal
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I made my own and then replaced em

long grove
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even 17s is a bit too short...oh well

analog sandal
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yeah but it's years in comparison to the 1s stuff πŸ˜„

long grove
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like gunshots or what?

analog sandal
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yeah or even some of the screams

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distscream9 (which I'm unsure whether it's used at all) is 1s

long grove
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i dont really keep track of them all

covert summit
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Sound banks is locked forever? Right? I need to replace existing musics with soundtracks from some cool movies

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Look, im dUd it once for dying light with QuickBMS extractor and fsb extractor. This is not so hard to cut your own tracks to make lenghts equal or little shorter and pack them back. You need to do 4 steps with different scripts, bat files, lol

wet dune
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This may be a stupid question, but how would I make all zombies bald and with specific clothes?

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I'm trying to make a pre-alpha zombie mos

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The bald zombies with only a few colors

vestal ermine
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Hi... i was wondering if there is a way to modify or add a tab in health panel by modding πŸ€”

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is possible to mod the ui?

fallow lichen
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I'm sure it is, but out of curiosity what is it would like? There may be already something similar if not a useful alternative.

vestal ermine
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mmmm... i was thinking about a better inventory...

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you know?

fallow lichen
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I don't think that'd be possible. I know there are some better sorting mods out there for the inventory that make it feel more optimal. Additionally there are some hotbar mods as well that allow you to place items into them.. perhaps that could in a way help you? I'm not certain but hopefully!

fallow lichen
vestal ermine
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mmmm..

indigo hound
analog sandal
covert summit
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Nope, its not. Just for listen, not for edits

analog sandal
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you need FMOD bank tools utility

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or

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you can go through the LUA

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I was originally pondering re-doing the entire soundtrack in addition to the SFX but in the end decided against it since it's too much work I'm not willing to invest for free into this anymore, but I was able to alter the music no problem

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(if there's someone whos' actually been following my progress over here, I'm sorry for getting progressively more and more burnt out and jaded :D)

carmine cosmos
analog sandal
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well I'm almost done with the entirety of the SFX so there's that

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(and I've reached the same conclusion as you, yooks, that's why I decided against doing the music too, there's nothing inherently wrong with it)

autumn yew
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Yall know of a way to edit the line of sight so players can see more?

carmine cosmos
autumn yew
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Not persay moved but the initial view the player has

carmine cosmos
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I thought the player line of sight was only limited by the camera πŸ€”

carmine cosmos
autumn yew
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where do i change the maximum zoom?

carmine cosmos
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Gimme a second, I am reading the code right now

autumn yew
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ok thanks man

wicked crane
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Hold ctrl/right click and aim at edges of screen lel

(Jk)

Isn't eagle eye a perk

autumn yew
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XD

carmine cosmos
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if (var2.isVisible()) {
    float var3 = IsoUtils.XToScreen(IsoPlayer.getInstance().getX(), IsoPlayer.getInstance().getY(), IsoPlayer.getInstance().getZ(), 0);
    float var4 = IsoUtils.YToScreen(IsoPlayer.getInstance().getX(), IsoPlayer.getInstance().getY(), IsoPlayer.getInstance().getZ(), 0);
    var3 = var3 - IsoCamera.getOffX() - IsoPlayer.getInstance().offsetX;
    var4 = var4 - IsoCamera.getOffY() - IsoPlayer.getInstance().offsetY;
    var4 -= (float)(128 / (2 / Core.TileScale));
    var3 /= Core.getInstance().getZoom(var1);
    var4 /= Core.getInstance().getZoom(var1);
    var3 -= var2.width / 2.0F;
    var4 -= var2.height;
    IsoPlayer var5 = IsoPlayer.players[var1];
    if (var5 != null && var5.getUserNameHeight() > 0) {
        var4 -= (float)(var5.getUserNameHeight() + 2);
    }

    var2.setX((double)var3);
    var2.setY((double)var4);
}```
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A lot of convoluted code like that πŸ˜„

autumn yew
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XD

carmine cosmos
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Ah okay found it

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public float getMaxZoom() {
    return this.OffscreenBuffer != null ? this.OffscreenBuffer.getMaxZoom() * ((float)TileScale / 2.0F) : 1.0F;
}```
autumn yew
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Location of that code?

carmine cosmos
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That's in Core so you would call that method with Core.getInstance().getMaxZoom()

autumn yew
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Core a folder or what?

carmine cosmos
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These are the default zoom levels:

 new float[]{2.5F, 2.25F, 2.0F, 1.75F, 1.5F, 1.25F, 1.0F, 0.75F, 0.5F};
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Core is a class in zombie.core package

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It is exposed so you should be able to reach it with Lua

autumn yew
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So PZ game folder> Zombie Folder> core?

carmine cosmos
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The way to do it from Java is through

MultiTextureFBO2#setZoomLevelsFromOption(String var1)
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But MultiTextureFBO2 class is not exposed so you might be out of luck

autumn yew
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ah

carmine cosmos
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Note that this is just from a short search, there still might be a way to do it

autumn yew
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ok thats fine man. If you find anything just let me know.

hollow shadow
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Someone make a mod where u can zoom out further if you are on a tall building @carmine cosmos

carmine cosmos
hollow shadow
wet dune
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how would I make all zombies bald?

nimble spoke
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There is a lua file that controls hair styles for zombies

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HairOutfitDefinitions.lua in the shared folder

wet dune
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now would I just put bald in place of the hairs

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or would I delete everything?

nimble spoke
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I think you can probably remove the definitions you don't need and make it start with bald 100%

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There are different ways to define them in the file, some hair styles for example only show after some time into the apocalypse

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you can remove those

wet dune
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what about outfits?

nimble spoke
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Keep in mind this comment -- the haircuts in ZombiesZoneDefinitions take precedence over this! means that you can't override everything with this file only

wet dune
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ok

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what outfit has a sweater and pants?

nimble spoke
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for outfits you can create your own and simply take over ZombiesZoneDefinition and only spawn your own, if you do that you can probably define the hair there too and forget the hairoutfit file

wet dune
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how would I create a outfit? sorry if I'm asking alot.

nimble spoke
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you need to add a clothing.xml to your mod, find that file in PZ's folder to check the right folder, copy it and then change to your needs

wet dune
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ok

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if your wondering what I'm doing, I'm giving the zombies a alpha look

nimble spoke
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Should be easy to do

wet dune
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I'm currently waiting for animzed

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so i can add alpha-like animations

loud dagger
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I got a question about sleep code on build 40

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    if isClient() and getServerOptions():getBoolean("SleepAllowed") then
        playerObj:setAsleepTime(0.0)
        playerObj:setAsleep(true)
        UIManager.setFadeBeforeUI(player, true)
        UIManager.FadeOut(player, 1)
        return
    end```
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doesn't this if statement return early?

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if so, what's the point of all the code below, is that ran by the server?

nimble spoke
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It will only return if in MP and client side

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in SP isClient() returns false

loud dagger
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I see thanks

wet dune
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is it possible to change the zombie sounds?

fallow lichen
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I think most just haven't done it as audio production is often something you want to perfect which is harder than believed.

river wigeon
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is it possible to get a mini map within a map mod ?

fallow lichen
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Mmn.. Maybe? Do you have a mini map mod right now?

river wigeon
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i got nothing modding isnt my thing but coding perhaps

fallow lichen
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There are mini map mods. My theory is that they might just load the cells y ou are in. Perhaps attempting to download one and teleporting/spawning at one of these locations may be the proper trial and error approach if no one answered you by now

analog sandal
# wet dune is it possible to change the zombie sounds?

yes and no. some of them can be freely changed and some of them have until recently been totally inaccessible but I've figured out a way and am in fact preparing a project which replaces all the sounds in pz with self made ones

carmine cosmos
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@autumn yew There are zoom options in option files, although I was not able to make them work (changing them seems to reset them sometimes and doesn't seem to affect zoom, although I could be doing something else wrong). If anyone knows more about these options feel free to chime in:

#
zoomLevels1x=400;350;300;250;150;100
zoomLevels2x=500;450;400;350;300;250;150;100
long grove
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wait so scrap weapons lets you turn useless items into spears? nice

hollow shadow
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yes

hollow shadow
long grove
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cool

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haven't delved into scrap weapons as much as i should have by now

scenic coral
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i like scrap weapons but there's definitely a needed nerf with the damage from the salvaged spear, cause i found one on a zed at half durability and it just broke after a month, while also having max damage

drifting ore
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In hydrocraft mod is there anything besided gas can that i can use to siphon gas from the vehicle?

analog sandal
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there's the prison challenge that does exactly this

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yeah this is already encompassed in a mod

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it's one of pillow's mods, when you select the profession of officer you will spawn as a guard

analog sandal
scenic coral
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are you doing a sound overhaul?

long grove
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he is doing a complete overhaul of whatever he can i believe

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sound wise

abstract raptor
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thats my boi

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GO RAVEN

willow estuary
analog sandal
carmine cosmos
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Good morning @analog sandal πŸ‘‹

analog sandal
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morning mate

abstract raptor
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@willow estuary LMFAO that's a trailer park boys reference

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"Fuck off. I got work to do."

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Cyrus I think his name is

cunning canyon
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I'm trying to override the emergency broadcast text. I've been able to poke around the Lua and checked out the OnDeviceText, but can't figure out how to actually make the radio text say something different. Any ideas?

fallow lichen
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Mod Suggestion: For those who are illiterate would anyone think it to be possible to mod in a way for another player to actually read out loud/read to someone?

cunning canyon
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what about books on tape?

fallow lichen
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I like that idea too. Someone already has a VHS mod where you could find shows to rewatch

cunning canyon
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love that mod

analog sandal
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The Lusty Argonian Maid
-read by Sir Ian McKellen-

cunning canyon
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no

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XD

abstract raptor
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@cunning canyon I know where you can change that text

cunning canyon
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Oh that would be excellent!

abstract raptor
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C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua\shared\Translate\EN\DynamicRadio_EN

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C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua\server\radio\ISWeatherChannel.lua

cunning canyon
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ah I see, i'm interested in changing it at runtime though

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is there a way

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I can override one of the methods in ISWeatherChannel.lua?

abstract raptor
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Those two files handle it

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I'm currently planning on toying with the VHS mod files to make it so my new skill shows on survivor radio also work with it

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There's a directory in there where it calls to a broadcast key

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so adding new tapes is as easy as making a new broadcast in Wordzed

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Would like to make a new system like maybe a audio cassette player

cunning canyon
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that's cool!

echo roost
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Niiice

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That would help alot

cunning canyon
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So @abstract raptor I have a kinda basic question, if I wanted to override the logic in ISWeatherChannel.lua how would I go about that?

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I'm not sure how to get a reference to the WeatherChannel table, if that's even how i'd go about replacing the function

abstract raptor
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not sure I'd have to look at the file and do modding stuff

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X_X

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but my brain is le tired

cunning canyon
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no worries, i'll mess around with it myself some more

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seems like if i follow it up the call stack some more there's an event a

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an event I can mess with*

analog sandal
obsidian sundial
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@analog sandal how is my friend ..... how is your beautiful modspiffo

analog sandal
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this is literally the last sound I need to make - the car skidding, the project will be released by the end of this week and will cover every single thing you can hear in PZ and a few of those you currently can't

obsidian sundial
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holy shit, this is amazing dude

analog sandal
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happy you like it πŸ™‚

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Foley is king in these kinda games

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though I love designing spells and scifi stuff and creatures the most

obsidian sundial
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science fiction is the best for me πŸ˜„

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when you are ready, let me know please

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I'm dying to test this

analog sandal
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will do πŸ™‚ I'll post a short teaser with the cars later today too

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and then i'll rid myself of this ball and chain of a project that I started πŸ˜„

obsidian sundial
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πŸ˜†

analog sandal
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that is...until an official sound rework comes, then I'm back at it again, delivering even better samples

obsidian sundial
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this is your first job in the game sound mod?

analog sandal
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whatcha mean

obsidian sundial
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if it's the first time you've made mods for games like that

analog sandal
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nope, I doubt anyone would be able to do this on their first go-around

hollow shadow
analog sandal
analog sandal
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the final number of the sounds replaced is around 600

obsidian sundial
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very good guy

late hound
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πŸ‘

torn stream
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Niiice

tame mulch
hollow shadow
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How can i add sounds for equiping or unequiping certain weapons?

turbid gale
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Finally fixed my M113 from being invisible

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now time to make some more complex features so it's balanced a bit better...

unkempt maple
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Does anyone know of any animal mods?

analog sandal
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not for b41

unkempt maple
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What about pre b41

cunning canyon
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I was unable to override just 1 method from the ISWeatherChannel.lua file, which confused me

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I assume I'm doing something wrong

analog sandal
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there's hydrocraft and I think some barebones hunting mod

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but none that adds animals as moving and "living" entities

cunning canyon
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If I want to store some stateful data in the game save, uh, how do I go about that?

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I'm assuming I hook onto the OnSave event, but I'd love a snippet for what id do inside that

cunning canyon
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Nevermind, discovered ModData

unkempt maple
analog sandal
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the devs are working on animals for the next big update once multiplayer goes live

unkempt maple
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Oooh nice :3

cunning canyon
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Lets say I want to schedule an event X hours in the future, is there a helper method on gameTime that would help me with that? I'm trying to avoid calculating how many days are in a month and such

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I just need to get the current time + some hours and let it tell me what day / month / time that would be

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I can listen and trigger the event myself once I know

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Happy to use ticks if there's a way to find out given the current game settings how many ticks there are per hour

abstract raptor
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Spacewoot keep me posted

cunning canyon
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If I find an answer? Or am I asking too many dumb question XD

I don't see a definitive place for documentation like there was with Gmod's lua stuff

analog sandal
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I think we had this discussion like last weke here

ivory lance
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Aww

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And what conclusions you've made? πŸ˜„

analog sandal
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that it'd probably at most be a car that looks like a bike with no player visible on it

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no pull-down mechanics either

ivory lance
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Yeah, I wonder if that would be possible to make in build 42

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From what I know in build 42 we get visible player in the car, animations of getting into car etc

cunning canyon
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tbh i'd settle for a bicycle

undone elbow
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How modData works exactly over the network?

Let's say I saved 1Kb to GameTime. Does the game transfer this 1Kb every tick? Every second? May be the game will never transfer it again from/to clients until I change it again?

Then I saved one more byte to GameTime in different property. ```lua
:getModData().one_more_byte = "x";

So there are 1025 bytes now. Does the game transfer from/to clients only 1 byte or all 1025 bytes?
shrewd crater
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Any mod recommendations?

abstract raptor
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Survivor Radio πŸ˜›

pearl marsh
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sorting mod

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Can't imagine playing without it

analog sandal
#

my complete audio rework goes live tomorrow so if you don't like the pz vanilla sfx look out for that on this channel

hollow shadow
#

Scrap weapons / Guns mod :v

cunning canyon
#

@undone elbow no idea but would love to know

fallow lichen
#

Is anyone here familiar with Nitrado and modding on their servers?

hollow shadow
#

Anyone know how to script the gun attachments?

carmine cosmos
#

So just to be clear, you want to know how often the KahluaTable that holds mod data (retrieved via GameTime#getModData()) is synced with client, right?

analog sandal
#

the trailer is uploading, says one more hour

#

I may have alright Audio gearr, but my internet sucks

tame mulch
#

------- 20k Aniversary Better Towing Mod Update! ---------

  • Better flip upright car - now with correct direction after
  • Returned in new way ability to push car by hands (now by context menu)
  • Added Italian language
cunning canyon
#

Flip cars by hand... Italian support...

🀌🀌 🚘

hollow shadow
late hound
hollow shadow
#

Lol how did you make invisible character?

slender chasm
#

hey guys, i want to edit some textures in the game. like change the color to a single jacket with a certain design on it and also maybe play around with the zed faces, i noticed a new mod on steam of 28weeks later and it gave me some inspiration. i just dont know how to access the image files to edit them and whatnot. would anyone mind helping??

analog sandal
#

the moment some of you may have lukewarmly awaiting is here. Since i'll be out recording new year bangs tomorrow, i decided to finish 2020 with a bang of my own. Ultimate Sound Overhaul - Complete (USOC) replaces every single sound in Project Zomboid with high quality, hand-crafted, self-recorded samples. come and get it
https://youtu.be/1xeG3fzv7S4

After hundreds of hours of work, the Ultimate Sound Overhaul - Complete project is complete.
It replaces every single sound the player could hear in Project Zomboid (and a few of the unused ones) with self-recorded, hand-crafted high-quality samples.
It is the single biggest audio project ever for Project Zomboid, replacing well over 600 sound e...

β–Ά Play video
mint sphinx
#

when you make a recipe can you make more then one result? like give you 2 different items ?

cunning canyon
#

@analog sandal yoooooo

#

that's amazing!!!!

#

the weather affects are my fave

#

effects, whatever

#

oh wait no it might be the cars

slender chasm
#

does anyone mind helping me out with editing a couple textures? i dont know how to mod these and am in a little need of assistance

analog sandal
#

yes I did

#

just to add that extra bit of flaire πŸ˜„

#

it's all in the readme, but no, the guns i did not record myself, I can't get guns where I live

#

the cars and drifts I did record myself though πŸ˜›

#

well

#

most of the stuff

#

the guns are some of the small exceptions I literally couldn't record

slender chasm
#

can you guys direct me to someone who knows how to edit textures?

analog sandal
#

i got them from a free resource that's linked in the readme

#

my purchased libraryt didn't have good gun sounds

#

and I don't do realistic gun sounds too often to warrant buying the boom lib

#

that's not how I made em :

#

)

cunning canyon
#

I assume thats foly

#

lol

analog sandal
#

yeah a lot of Foley I had to make

cunning canyon
#

no, like, the art of sitting around and smashing water melons to make head cracking sounds

#

LOL

#

WAS IT YOU?

analog sandal
#

I was able to locate a nest for the birds

#

for example, the wolf and owl sounds are me just imitating into the mic

#

of course, all the samples are edited and processed, that's the nature of the sound design biz

#

the drifting sounds are me sliding a hot-water bottle over the floor for example

slender chasm
#

does anyone have 5 minutes to spare?

analog sandal
#

uhm...ok so for example for the generator sound I used a sewing machine

slender chasm
#

who might they be? i dont know who id be looking for

#

ohh okay i understand

#

thanks

analog sandal
#

oh it was, I had to match the exact length and beats of the vanilla sounds, my gf had more fun dubbing the female zombies than I had πŸ˜„

#

my gf did the female, it says so in the readme

#

not all the files are separated into M and F, some of them are just pitched tbh

#

i duno why the devs did it that way

#

but I can't influence the asset organization they had

slender chasm
#

how do i message them? ive gone to profiles and i cant find a direct message

#

ohhhhh shit okay

slender chasm
#

i apologize, sincerely. im just new and shy

cunning canyon
#

No worries Dead, this channel is a bit asyncronous with help, lots of folks are only looking at it once a day

azure dock
#

Who else has seen this?

slender chasm
#

for sure, i appreciate the info ❀️

azure dock
#

Just released afaik

analog sandal
#

yup, i posted this here as well a bit ago πŸ™‚

late hound
#

@slender chasm I can help you after I get off of work! HMU in dms

azure dock
#

@analog sandal I'm going to give it an install.

analog sandal
#

sure thing πŸ™‚ I hope you like it

hollow shadow
#

I wish there was sounds for climbing over Fences / chainlink fences it would be realy immersive

analog sandal
#

I wish so as well

#

and like several hundred other things that I have made and are not used in the game πŸ˜„

#

like snow footsteps maybe

#

or rivers making sound

carmine cosmos
analog sandal
#

just off the top of my head πŸ™‚

carmine cosmos
#

Alright, I just assumed that you had a list since you said you made sounds for those events

analog sandal
#

oh for the ones that are unused? yeah I know them

#

not in writing

#

but just off the top - multi-instrument layering for foosteps, rivers making sounds, surface recognition based on surface type and boot (hooking into the stomp power variable), proper zombie gendering, more varieties on a lot of things, ambient tracks based on time of year/time of day + variety/randomization, utilising some of the panting and out of breath sounds for survivors, zombie hit sounds not playing on gunshots

carmine cosmos
#

I can see a lot of those being quite moddable

analog sandal
#

I can't

#

these things are handled in FMOD

#

as we spoke about, at this point we're doing gamedev and it's a whole lotta work, while technically it might be possible

#

but if you ever do figure it out, man I'd love to pop my assets in that

carmine cosmos
#

Hmm.. can't you just play those sounds like you would play music in-game?

analog sandal
#

not at all

#

I wish it was that easy

carmine cosmos
#

Why not, is it a performance issue or something else?

#

Perhaps the format of the sound is not excepted by standard play methods πŸ€”

analog sandal
#

because they implemented it through fmod

#

you can pop in a bunch of sounds through openAL (gunshots for example), but you will get 2 quite serious bugs

carmine cosmos
#

I would need to find where exactly in code are these sounds delegated to FMOD

analog sandal
#

ProjectZomboid/fmod folder

carmine cosmos
#

Because the system for playing those sounds must be there and working, otherwise no game sounds would play, so it's just a matter of how to we get our sounds to play using that system

analog sandal
#

you need to link entirely new banks

#

with entirely new GUIDs

carmine cosmos
#

I can see the FMOD package here but it's pretty big

analog sandal
#

and thus create new emitters and the entire audio side basically

#

if we were to get at this we wold have to reimplement the entire audio system

carmine cosmos
#

Perhaps not, I would just need more info on how it works

#

From what I can see the wav files are not packed into some special formats or anything

#

They are literally referenced in a file and then loaded in game through I guess this FMOD system

analog sandal
#

which wav files

carmine cosmos
#

Why would we need to re-implement the entire audio system?

analog sandal
#

because the game does not read any of the wav files in media/sound

carmine cosmos
#

I think I am seriously misunderstanding something here πŸ€”

analog sandal
#

those are just unused there

#

the files the game does read are hidden in PZ/media/sound/banks/desktop

carmine cosmos
#

Ah I see, I am looking at the rar you gave me

#

And those banks here I assume are overriding the vanilla banks

analog sandal
#

yeah

carmine cosmos
#

Looks more complicated then I thought, but I seriously doubt it would require us to re-implement the whole audio system. The problem however (as with most things) will be that we will be unable to properly interact with FMOD and change how it works due to key parts not being exposed to Lua side

analog sandal
#

yep

carmine cosmos
#

We come back to the need for that API

analog sandal
#

I can do the entire FMOD side of things no problem but I dont have any experience with implementing it in JAVA based systems

#

were it to be unity or UE4, we'd be rolling

carmine cosmos
#

Well if I were to expose the needed elements to you, you would be able to do your thing

#

Would first need to figure out how exactly does it read the audio from the banks

cunning canyon
#

I kinda skimmed the last conversation but I figured that was the case @analog sandal

#

when watching your trailer I saw a million things that I was like "wish we had hooks for playing sounds at that moment"

analog sandal
#

yeah I had similar feelings through a lot of my journey Spacew00t

cunning canyon
#

it already is

analog sandal
#

no it wont

cunning canyon
#

wait

analog sandal
#

it won't be on the steam workshop

cunning canyon
#

oh missed some conversation stuff

#

ignore me πŸ˜›

analog sandal
#

it's radically more complicated than that, I am the first to figure out how to change all the files including footsteps and zombies

#

but we can't add new ones still

carmine cosmos
#

The FMODSoundBank is exposed to Lua

analog sandal
#

yeah but the event files aren't to my knowledge

carmine cosmos
#

So is FMODAudio and FMODSoundEmitter

analog sandal
#

oh i did not know those were

#

something else we missing? how come no one came before us with this

carmine cosmos
#

I am telling you, it might be easier then you think

#

You just have to have faith πŸ™‚

analog sandal
#

im no coder so if you figure it out, lemme know? πŸ™‚

carmine cosmos
#

Yes, but could you at least help me out by telling me what's in the banks?

cunning canyon
#

Sounds like some synergy between code folks and audio folks would be rad

#

I only just started modding this game like two days ago lmao

late hound
#

@cunning canyon If you got any questions about modding, don't hesitate to ask here!

cunning canyon
#

Thanks @late hound !

#

Currently working on a mod to make the automated broadcast system fail -- requiring you to go to certain locations with supplies to repair it

#

It's been a hot min since I've worked with lua, but it's coming back to me πŸ˜‚

eternal stirrup
#

i like where Raven's and yooks' conversation is going

frail brook
#

Hello, everyone and happy new year to you all. I' was planning releasing a mod before 2021 but, sadly my in-existing coding skills put me down. I'm working on large scale mod... aimed to bring S.T.A.L.K.E.R and EFT vibe to PZ. including "authenthicc" (mid 90's) food, clothing and weapons (with custom 3d models, icons, sounds.). Mod has no super modern guns, anti-material rifles or something extremely out of theme. The thing is... I'm totally unfamiliar with lua. Can't do shit apart from adding new items/distributions/recipes.... I need help with attachments. I would like to implement the customization system very similar to one in Harry's Better Vanilla weapons mod.

cunning canyon
#

Items look sicc

eternal stirrup
#

ah yiiis, finally some cool AKs

analog sandal
#

will you be making custom sounds with that or will they use vanilla?

analog sandal
#

ah ok, that's unfortunate, still, looking fwd to the guns

frail brook
#

with lot's reverb xD

#

EFT style i mean

analog sandal
#

yeah I just don't like the audio bugs that come from custom gun sounds

#

but the models look super cool

frail brook
#

really?

#

I didn't really test them all. Still stored in my sound folder, either raw mp4 or in wav format. I can switch to vanilla sounds easily, to

analog sandal
#

the assets can sound fine, it's an engine thing, if you shoot while walking for example, the sound rapidly jumps from left to right hard pan, when you kill a z the zombie death sounds sometimes cuts off the gunshot sound, killing reverb and pretty much all of the body

#

it's not a problem per se, it's just a pet peeve

frail brook
#

thanks, guys. Models are actually pretty low poly. I did cut corners a lot and optimized them for PZ shaders and vertical camera angle I guess..

hollow shadow
#

As for the attachments, im waiting for the devs to update that upgrade system, i heard they are making a newer one which will be easier to make

frail brook
analog sandal
#

welcome in that case

frail brook
#

Yeah, I really need a hand there.

hollow shadow
#

oh lol i was thinking about making a scrappy tec9

#

What did you use to texture the models?

frail brook
#

substance painter... and gimp

#

and blender itself

hollow shadow
#

Lol i never figured out how to use those 2, i handpainted all my stuff with blender x/

#

how much time did it take you to make a model with texture?

frail brook
#

Actually I made mods on nexus

#

for Fallout 4

severe ridge
#

i photoshop lwl

hollow shadow
#

rich boi u can afford that?

#

jk

severe ridge
#

x) not really, its a shared account lmao

#

but i use photoshop for a lifetime already :l

analog sandal
#

"shared"

frail brook
#

So i'm quick at making metal textures.

hollow shadow
#

what do ya think of this

frail brook
severe ridge
#

i got used to the whole thing πŸ˜… its a curse

frail brook
hollow shadow
#

jaggies?

#

hold on let me googl translate

frail brook
#

Jagged lines.

#

aliasing

hollow shadow
#

Ah yep

#

i tried to keep it down with the amount of faces :I

#

last time a fuse of my pipe bomb had more faces than 20 character models

#

but the gun itself looks great ingame, im proud of meself

frail brook
#

did you add those tapes as mesh?

hollow shadow
#

They are modeled yes

#

the metal pieces on the stock too

frail brook
#

why didn't you just add those small details with textures

#

?

hollow shadow
#

its more difficult

#
  • sometimes i did my UV map wrong and then u can see each pixel
#

i also cant draw straight lines

frail brook
#

I'm planning to add little details later

hollow shadow
#

look at the jiggly lines on the magazine

#

eventually i got them in the perfect curve so they would look OK ingame

severe ridge
#

100kb is a good max target for weapons /hmm

frail brook
#

i'm planning to add double mags... taped with blue duct tape. Increasing reload speed

frail brook
hollow shadow
#

yeah im not sure how attachments work yet, i tried to add a sight to my pumpy 3 days ago but i couldnt even get it to attach

severe ridge
#

nah, my models are guccy

frail brook
#

anything with bigger res is unnecessary and just waste of resources. I make my models in 2k res then export as 128x128 and 256x256. Tested results on large 1080p and 15 inch 768p monitor. Higher res literally doesn't make any difference.

#

and my models have rust and grunges around corners... color variation on barrels. Literally no difference

#

a little teaser from food part. There still a lot saved for release.

long grove
#

sasug

frail brook
#

I would call it kielbasa/kolbasa. (

long grove
#

sorry, just making small joke

frail brook
#

Was it reference to Radal's sosig?

long grove
#

no...i just picked it up long ago from somewhere, got knows when/where

frail brook
#

yeah. I didn't get it. There was no need for apology mate. Western people call it sausage in general.

long grove
#

i say ":(" and went

frail brook
hollow shadow
#

I think it needs alot of lua coding

frail brook
#

damn lua

hollow shadow
#

@severe ridge made a grenade launcher i think

severe ridge
#

yeah

hollow shadow
#

maybe you could reskin it and make it throw some kinda flame grenades

frail brook
#

it requires a backpack

long grove
#

hydrocraft had a flamethrower

hollow shadow
#

Making backpack models isnt possible afaik

long grove
#

so you could see if that code is salvagable

hollow shadow
#

they can be reskinned tho

severe ridge
#

i made the weapon, arsenal implemented additional code so me and brita use it

hollow shadow
#

me and mayrum are trying to make a jerry can backpack lmao

severe ridge
#

not bad

hollow shadow
frail brook
#

I mean it's a lot of work. It would require a visible backpack that functions as gas /fuel storage . and somehow is linked to gun.

hollow shadow
#

but it also needs lua code becouse of fluids

#

@severe ridge how did you make teh straps on your paramedic bag?

frail brook
#

I think making flamethrower from liquid would require a lot of engineering. It's easier to apply a little pressure and shot gas instead of heavy liquids.

#

I think he wrapped it around.

#

then soldified the straps

hollow shadow
#

nah i dont mean that, when you make a backpack then the straps that go arround shoulder arent synced with the shoulder movement of your character, thats why i havent made backpack mods yet

long grove
#

i think the better belts guy wanted to do this?

hollow shadow
#

yeah im literaly doing it with him rn

#

me and mayrum are friends

frail brook
#

backpack mods are pain in ass. Anything that required manual updates on Guid table.

hollow shadow
#

i made all the models in better belts

#

thats been removed, you no longer need guidtables

long grove
#

oh wow, didnt know

frail brook
#

since when?

hollow shadow
#

idk

severe ridge
#

since 41.47 i guess

hollow shadow
frail brook
# severe ridge since 41.47 i guess

so we can make backpacks as easy as some other items. I tried to look into your mod structure but lua scripts and constant manual updates scared me.

hollow shadow
#

its not as easy as making weapons

severe ridge
#

nah, no need for that

hollow shadow
#

pretty sure

severe ridge
#

swatpack last update was a long time ago but the guitable was in the right place, that's why it kinda works still

hollow shadow
#

pawlow made knight armor, i still get headache trying to make scrap armor

severe ridge
#

most of my stuff is just retexture :B

hollow shadow
hollow shadow
frail brook
hollow shadow
#

YOU MADE ARMORS?

frail brook
#

just as objects

#

not functional

hollow shadow
#

eh?

severe ridge
#

just need the boring export/import script and put into place :B

#

but we still don't have rigged models ):

hollow shadow
#

yeah i can import / export .x/.obj

frail brook
hollow shadow
#

can i see?

frail brook
#

gotta sort out my old saves.

#

it's a total mess

#

i can send it after new year. and if you think you can make armors work. then you can add my models too

hollow shadow
#

if they are reskins from exisiting project zomboid clothing then they will work

frail brook
hollow shadow
#

bro i doubt ill get armor to work soon

#

would need more spare time

severe ridge
#

if you got the right software you can export/import everything nicely

frail brook
severe ridge
#

i have a shitty mac with a 13" screen

#

.x is pre-historic 3D

#

lmao

hollow shadow
frail brook
#

10 years ago, microsoft was heavily bragging on .x

shrewd grove
frail brook
cunning canyon
#

god, ten years ago I think XNA was still a thing

hollow shadow
frail brook
#

Just time consuming

hollow shadow
frail brook
#

to see if anything is wrong with colors or mesh overall

hollow shadow
#

ah i see

frail brook
#

I mean all the guns are going to be based on vanilla m16/m14.

hollow shadow
#

i would probably use your mod, i can help you with some boring scripts if you want

frail brook
#

I mean just copy their stats and modify for your needs

frail brook
#

Boring scripts you mean , distribution tables?

hollow shadow
#

oh you do you already have the tool for setting distribution tables?

#

its realy cool

frail brook
#

Yeah. Food is functional as I stated. I use visual studio

hollow shadow
#

You used itemzed?

frail brook
#

Is itemzed necessary?

hollow shadow
#

Nope, but i promise you it will make setting distributions for your items a ton easier

frail brook
#

because i did it manually and custom sound+values all worked as intednded

hollow shadow
frail brook
#

thanks man

#

I hope i didn't assume your gender there. thanks mate

hollow shadow
#

oh one second

#

i recommend making a copy of your entire mod folder before you use it, it will move your script stuff

#

when ur done u can just take the distributions lua code u get and put it in your original folder

frail brook
#

i do always get backups as .rar

#

so i have got like 10+ backups ... lol

#

I lost my previous mod.

hollow shadow
#

oof

#

i also found a way to make bayonets useable

frail brook
#

i'm gonna add you on steam

#

You are the maker of scrap guns right?

hollow shadow
#

yea

frail brook
frail brook
# hollow shadow oof

would you mind to accept my friend request. So I can remember whenever I came up with idea that we can do togather. I sometimes forget to check discord for days

hollow shadow
#

alright

hollow shadow
frail brook
#

Okay. I'll tell you as soon as I make the model. It's gonna take like an hour at most. F1 and the american one

#

can you also make claymore?

#

claymore mine ofc.

#

I think i have a model for that laying around.

hollow shadow
#

Would be amazing to make zombie traps, i believe it needs alot of lua coding becouse zombie traps dont exist in vanilla yet

cunning canyon
#

God I feel silly, how do I delete an item from a users inventory?

#

it's not obvious to me how this is done

#

wait think I found it

frail brook
#

I don't want to make mods for b 40. Didn't play on it since the 41 got into release.

long grove
#

well yea...just saying its been made before

frail brook
#

i'm pretty sure we have guys that can make it work. I mean there is a plane and boat mod. not that hard. Just need to modifit molotov's damage type/behaviour and makeit contunious. Sounds pretty lua to me.

shrewd crater
#

any recommended b40 mods other then hydrocraft and orgm?

lapis perch
#

I think in hydrocraft there needs to be a text played similar to when your sick and you cough, when you have a war dog in your hand. Like "Bark! Bark!"

#

There's no 3d model for it so no way to tell him someone has a wardog on them

cunning canyon
#

When I remove a weapon from the player's inventory while its equiped, their character model still shows them holding it, any idea how to fix that?

#

I assume there must be some event like "OnClothingUpdated" for weapons, but I can't find it

severe ridge
hollow shadow
severe ridge
#

toothbrush shiv wouldn't be a bad idea either xP

hollow shadow
severe ridge
#

ye

hollow shadow
severe ridge
#

ill try

#

im working with better masking for my sets

#

so you can wear hoodies/sweater with the whole armour and they wont clip :p

#

there's transparency on the glass πŸ˜†

hollow shadow
#

HMM

#

i think urs is better

severe ridge
#

more detailed and less shaded 🀷 you can pick any and will do good

hollow shadow
#

yeah mine looks shit

#

lmao

hollow shadow
severe ridge
#

try focusing on the blade part

#

you dont have to fit the whole weapon

#

otherwise they will look like most modded big guns icons, just black lines xP

hollow shadow
severe ridge
hollow shadow
#

wtf

severe ridge
#

it's just a resizing + pixel art thing πŸ˜›

hollow shadow
#

i know resizing too, but when you make it it looks better

#

this is m y shity icon for my salvaged spear

severe ridge
#

spëër

hollow shadow
severe ridge
#

it's good, same idea

lilac night
#

How the fuck does Paw work so fast

hollow shadow
cunning canyon
#

I know nothing of climbing, what are the little Frankenstein bolts on the handle for?

#

But I love the idea of having a climbing pick thingy

#

Would go well with crampon boots that do extra curb stomp damage

#

(Idk if that’s what spiked boots are called lmao)

hollow shadow
#

the "little Frankenstein bolts" is there so you dont lose grip of the weapon πŸ™‚

cunning canyon
#

ahhh

cunning canyon
#

Anyone know either of the following:

  • How to add options to the sandbox screen for my mod
  • A mod that does something like this in the workshop so I can see what they're doing? πŸ€“
#

I think I found #2

undone elbow
#

Thank you in advance. πŸ™‚ Anyway this will be very useful info in general.

cunning canyon
#

Oh my, how convenient, I had a question about your Mod Options thing @undone elbow ... I'm trying to add some options for my mod, but I don't see the options when I try to make a solo game (using build 41 IWBUMS)

I have my options snippet in shared, is there anything I'm doing wrong? Is only client side options supported at the moment?

#

The options are getting retrieved properly in game, fyi

#

I just don't see them in the custom sandbox options window

#

ohhh

#

its not in the sandbox settings

#

its in the esc menu

#

ok interesting...

undone elbow
#

Yes)

cunning canyon
#

Is there a way with your mod to set ones in the sandbox options area before starting a game?

undone elbow
#

Thank you for reminding. I wanted to make custom sandbox options in the next step.

cunning canyon
#

Hahaha, that'd be awesome πŸ™

#

Yeah I'm not going to mess with trying it myself, if you could ping me when you add that support I would love to know πŸ€—

#

The way you added esc menu options is very clean tho, I like it a lot, very unobtrusive!

wicked crane
#

Does anyone else get script error from Hoodies? I wear it up or down and get error.

hollow shadow
#

Does anyone else get script error from Hoodies? I wear it up or down and get error.
@wicked crane yep I get it too, I assume it’s not a mod bug

wicked crane
#

It must be, I don't get with all disabled . I just don't know what's messing with the hoodie code. I'll have to check my logs later, it must be from mod we both use.

carmine cosmos
snow pendant
#

Hey all, have a quick question. How much under the hood stuff is open to modding in the game in regards to health systems/food systems?

carmine cosmos
#

@snow pendant You will have to de-compile the game and see for yourself

snow pendant
#

oh cool

carmine cosmos
late hound
#

Huh, I ought to add to this!

cunning canyon
#

Yeah, it’d be nice to start adding sections on commonly used code snippets, it took me an embarrassingly long time to figure out how to unequip things

hollow shadow
#

Hey,l im trying to make another container which can carry gas, but im not sure how to change the code so it sees my item as a gascan

shrewd grove
hollow shadow
late hound
#

Well there are 4 lua files that you can change with, with this, I am fairly certain that it is possible to use another type of petrol can. If you haven't already, look in these files: ISTakeGasolineFromVehicle.lua, ISBBQMenu.lua, ISCampingMenu.lua, and ISWorldObjectContextMenu.lua (for lighting dead bodies & generators).

hollow shadow
#

Well there are 4 lua files that you can change with, with this, I am fairly certain that it is possible to use another type of petrol can. If you haven't already, look in these files: ISTakeGasolineFromVehicle.lua, ISBBQMenu.lua, ISCampingMenu.lua, and ISWorldObjectContextMenu.lua (for lighting dead bodies & generators).
@late hound is it maybe possible to add a sound while refuelling something?

late hound
#

I believe so. Maybe you can do something like this, place this type of code in somewhere in those functions.

addSound(getPlayer(), getPlayer():getX(), getPlayer():getY(), 0, 600, 600);
pl:playSound("HouseAlarm");```
This is an artificial house alarm I made in one of my challenge files (coded in lua).
#

Then the next step from that is to script that sound (connect that sound key term to an audio file) in a txt file.

undone elbow
#

Is there a function that says how much time passed from world creation?

#

getWorldAgeHours() returns 2 at 9:00

cunning canyon
#

@undone elbow would hours survived not also give you that number?

#

i mean, would break in multiplayer eventually

#

Gunna make people work to fix the emergency broadcast system, gotta look up the error codes in the manual you find in game πŸ˜‚ πŸ€“

#

Still working on the f l a v o r text

#

but it was fun going through old car manuals for inspiration

undone elbow
#

That was very difficult to make. I added dirty code which covers 99% cases: lua gameTime:getWorldAgeHours() < 24

#

So now you can add your custom sandbox options πŸ™‚

cunning canyon
#

Omg yaaaaaass thank you!!! Did not expect such quick turnaround πŸ™

long grove
carmine cosmos
#

@undone elbow Alright, gonna set it up now

undone elbow
#

Fixed a bit (for build 40)

carmine cosmos
#

You just gotta tell me again what exactly you want πŸ€”

undone elbow
#

I'd like to know how much and how often the game sends data via network

carmine cosmos
#

I expect you have the test methods setup

#

Yes I get that, but do you have the test methods setup?

#

Methods that will send and pull data from network

undone elbow
#

Setting modData cause synchronizing

#

between client and server

#

So yes

#

There are methods

carmine cosmos
#

I am reading your Lua code but in order to actually test this I need you to narrow down a single piece of data we are going to track, otherwise it is going to take too long

undone elbow
#

"1111"

carmine cosmos
#
self.header = ISLabel:new(self.width / 2, 0, 40, "SCENARIOS", 1,1,1,1, UIFont.Large, true);
#

You mean this?

undone elbow
#

We are trying to figure out how much data the game will send. So I think 5 kilobytes is good for this purpose, isn't it?

carmine cosmos
#

Problem is that I now have to guess where that code is executed in Java πŸ˜„

undone elbow
#

The data itself is just a string of numbers like "11111" so it's easy to track even if messed with other info, isn't it?

#

Ahh

carmine cosmos
#

Not even sure what it does...

carmine cosmos
undone elbow
#

It allows to "save" lua tables in java objects.

#

e.g. ```lua
GameTime:getInstance():getModData().some_var=123
-- or
GameTime:getInstance():getModData().some_table={a=5,b=6,c=7}

carmine cosmos
#

That is in game time, that I can track because I know where to look

#

First I have to see what your mod does, I assume it adds new context menu options

#

That then send traffic over network πŸ€”

undone elbow
#

Good! :)
This info is synchronized with all clients. The question is if it's possible to synchronize only part of this info, e.g. a property of the table.

#

Yes

carmine cosmos
#

On Remote Control item only I guess

undone elbow
#

On GameTime

#

The item is just for context menu commands)

mint sphinx
#

@undone elbow are you good to mod ?

undone elbow
#

Not really)

mint sphinx
#

damn. got some problems to get all part form a vehicle

undone elbow
#

Just pick right method in a vehicle object.)

carmine cosmos
#

IDEA is mighty slow to startup today πŸ™„

#
name=AUD - Aiteron Userfriendly Debug
#

Am I looking at the wrong mod?

undone elbow
#

My mod is - Star's Public Test Mod

#

Just for test purpose

carmine cosmos
#

There was a problem accessing the item. Please try again.

#

Only happens with your mod it would seem

undone elbow
#

Sorry, it hid after update)

carmine cosmos
#

Ah it's good now

#

I am still a bit confused, just recently waked up

#

I was looking at the wrong mod the whole time

#

At the recently downloaded one because I subscribed to yours but it didn't download

mint sphinx
#

star yea problem is i dont know which method one ^^ lol

carmine cosmos
#

@undone elbow Your mod keeps throwing errors for some reason

undone elbow
#

what errors?

carmine cosmos
#

But I was able to patch it and we are getting somewhere

#

The DATA and GAMETIME kept getting reset to nil

#

So it was throwing errors

undone elbow
#

It's strange because OnGameTimeLoaded event should be triggered at start.

carmine cosmos
#

Is there a method that gets this data exclusively on client?

#

Or does it all go through server?

undone elbow
#

The same method gets.

#

It's a table.

carmine cosmos
#

The goal is to see how often the data is being synced from server to client right?

undone elbow
#

Yes

#

And how much data

carmine cosmos
#

Can we try to call this data only on client?

undone elbow
#
--client or server
get_var = GameTime:getInstance():getModData().star_test.a
#

getModData() returns lua table that is auto synchronized.

carmine cosmos
#

Well we want to know how it synchronizes

#

That auto-synchronization system is what we need to learn about

#

How often does it happen and how much data it syncs

#

That's why I asked if there is a way to request this data from client

undone elbow
#

We can't request, just read if it's available on client.

#

So it comes from server as soon as possible to all clients, and clients may check if it exists at any time.

carmine cosmos
#

Isn't that the question how often?

undone elbow
#

Yes, it is.

carmine cosmos
#

But your code is running completely on client side no?

undone elbow
#

My guess was that GameTime object sometimes resends all the data.

carmine cosmos
#

The package hierarchy is media/lua/client/StarsPublicTest.lua

undone elbow
#

My code may be on any side. But I'm not sure if it possible to change modData of GameTime at all on client.

#

Hmm, yes, my bad. It can be moved to /server/

#

or /shared/

carmine cosmos
#

Because I am not getting any pings from ZombieUpdatePacker which I assume is handling packets, have to test it out but we need to first have something to test

#

So setup your code so that it sends from server and reads on client side

#

Also try to error proof it this time so I don't get swarmed with red labels πŸ˜„

#

I also think this whole game is running on a single thread πŸ€”

undone elbow
#

@carmine cosmos I setup the code that checks info every tick and prints "CHECK: [message]" if something is changed in modData.

carmine cosmos
#

Have you setup the server and client side separately?

#

Now that I think about it, how can we even test this when MP is still in works?

undone elbow
#

No, this is the same code and it can work on both sides.

#

I'm still not sure if it's possible to change modData on client. But anyway it can check if modData is changed.

#

On build 40?..

carmine cosmos
#

I am not sure if they multi-thread in this game

#

Like if there is one thread for client and one thread for server

#

That then sync with each other

carmine cosmos
#

But anyhow you have set everything up and pushed on Steam?

undone elbow
#

Yes

carmine cosmos
#

You haven't created the client side

#

You just placed everything in shared

undone elbow
#

Yes

#

It should work

carmine cosmos
#

But if you are calling everything from server and client side at the same time how are we going to be able the test data transfer from one side to the other?

undone elbow
#

Server (or client) will send only on demand

#

e.g. by typing SetProperty(1) in console

carmine cosmos
#

@undone elbow Okay I can tell you one thing for sure

#

Your table was saved only once in my testing, on return to main menu

#

It is really difficult to test this because the KahluaTable delegates are being accessed like a million times a second, just putting a conditional breakpoints slows the game to a crawl due to computational time

undone elbow
#

Got it. Thank you for helping!

little stream
fallow bridge
#

Looks like a prop

#

Would look absolutely like garbage

#

If it was a drivable object

carmine cosmos
#

We should wait for the MP to roll out and then we can do network testing

scenic coral
#

Foraging is good too, but the dev for that needs to compress the crafting side down and balance some more stuff out

rigid void
#

any folks here got some good guides to isometric spriting?

#

or templates or links to png. stuff that I can paint over?

#

ping or dm me if you know of any guides/blogs/links ta

analog sandal
#

68

snow pendant
grizzled grove
hollow shadow
grizzled grove
#

They also said publicly they brought in a modeler to do that, so it's unlikely they've been working on it. Also they're still making new sprites for the game.

cunning canyon
# long grove you gotta go find a big data center or something?

There will be weather stations around the map that you have to go to. When the Emergency Broadcast System fails it will transmit a location and error code. Using the item above, as well as a map of weather stations, you’ll be able to find and troubleshoot issues with the EBS.

grizzled grove
#

is there a goal to keeping the EBS running?

snow pendant
hollow shadow
#

I tried to put addSound(getPlayer(), getPlayer():getX(), getPlayer():getY(), 0, 600, 600);
pl:playSound("HouseAlarm"); into one of these

#

also tried editing the ISTakeGasolineFromVehicle.lua like that

#

@late hound Ok lol, so i just siphoned gas from the car and didnt hear a sound, but there were suddenly like 100 zombies arround me

late hound
#

so that means that the world sound works, so just reduce that to like 10,10

cunning canyon
# grizzled grove is there a goal to keeping the EBS running?

I mean, you can let the EBS die and then you won’t have weather reports lol. I kinda like listening to the weather when planning supply runs. Also, for folks who have the helicopter come more than once, the EBS being down means you have less warning.

It’s my first mod so I thought I’d start small, open to other reasons to keep EBS running πŸ˜‚

#

Perhaps letting the EBS fail means a helicopter comes in to fix it, which ya know, might be less than ideal

grizzled grove
#

cool, i like it

cunning canyon
#

I have some other mod ideas but they’re a little weirder. I kinda want to make a train mod. I feel like it wouldnt be too hard to make a specialized train vehicle that follows a predefined path

#

I’m kinda stoked for multiplayer to drop and role play servers to be a thing

tame mulch
cunning canyon
#

Bruh

#

Bruuuuuuuh

#

I want that

#

I loved Fallout style lock picking

tame mulch
#

Yeah, it will be fallout style. If anyone has any ideas / suggestions for this mod - write here

cunning canyon
#

Maybe if the lock breaks you can still open it with a crowbar but it takes time and makes a absolute racket

#

Attracting all the zombies

#

And your chance of busting the lock open is dependent on your strength, so you may have to try multiple times

#

I like the art you use, tho I would raise the position of your UI so you can still see your character when you’re doing this

eternal stirrup
tame mulch
#

Good. Maybe I will add hotwire minigame too

eternal stirrup
#

Ha, that would be amazing

still summit
#

Anyone know when the character model will be released for modding? :o?

#

or is it already and I haven't noticed?

late hound
#

It's not.

analog sandal
cunning canyon
#

yeah I +1 the lock picking lawyer, that will give you some great inspo

cunning canyon
#

I’ll ask since I’m kinda surprised I haven’t seen it already: any reason to think adding attachments like snow plows and bullbars to cars would be a difficult mod to create?

I was thinking of whipping up some models and a few scripts to test this out. I figured it would work like armor for the front of the car, any damage that would normally go to the hood/lights/windshield would be a absorbed by your bumper attachment until it breaks.

#

I’m running out of hoods and windshields in my game πŸ™ƒ

mint sphinx
#

anyone there use to use the debug tool in zomboid ?

cunning canyon
#

@mint sphinx which debug tool? you mean the general debug console activated by -debug?

mint sphinx
#

yea the -debug

cunning canyon
#

yup, I've used it, what you need help with?

mint sphinx
#

the znet::znetfriends::onpersonastatechange is there a way to disable that spam call ? ^^

#

seems i only can find all general infomation disable but not only for that output

cunning canyon
#

I'm not sure specifically, but there should be a debug button or something on the top right of the debug menu where you can disable certain things from being logged to the console

#

sorry, top left***

#

I don't have my game in debug mode at the moment, but it opens a drop down with a bunch of categories, and a few of them are enabled by default, you'll have to experiment prolly

#

if that doesn't work you could always try commenting out whatever is logging that in the actual base lua files

mint sphinx
#

cant even find any referance in the lua files that call lol

cunning canyon
#

I'm not super familiar yet with the lua api

#

but is it possible that's a mod?

#

because I don't get that message when I sit around at max speed

#

lmao speak of the devil i just got it

#

i'm sure someone who knows how to set breakpoints better than I do could help out, but have you uh

#

tried playing with steam offline lmao?

#

because I usually do that and that's prolly why i don't see this as much

vapid nova
#

is there a mod to disable alarm watches ?

#

like, when u rightclick a watch that u wanne pick up"disable alarm & grab"

#

thatd be neat

obsidian sundial
long grove
wicked crane
#

Does anyone know what aspect of vehicles changed in the past few updates that broke some vehicle mods making them invisible with only wheels? I'm trying to fix some mods but I don't know what changed. I've been looking through text files and I thought I came close to fixing it, but no luck.

cunning canyon
long grove
cunning canyon
#

Ohh

#

Yeah tbh I would love to know what the most popular map mods are so I can avoid those cells

#

That thought had occurred to me

#

Tbh I wish there was a way to plop a building down in an existing cell

long grove
#

the ones i'd keep in mind are west point expansion, raven creek, new denver, fort redstone, eerie county, bedford falls and maybe the megamall mod

cunning canyon
#

Ok awesome I’m copying down that so I remember

#

I may start some git page with a list of these cells

#

Maybe a python script to analyze the mods and populate that data

long grove
#

riverside atm has no major map mods, muldraugh has nearby ones but none to the city itself

#

same from muldraugh applies to rosewood

cunning canyon
#

Ok cool

long grove
#

hey @zealous wing sorry for the ping, do you know any food mods with preservation like smoking or drying in them?

hollow shadow
#

I like the art you use, tho I would raise the position of your UI so you can still see your character when you’re doing this
@cunning canyon if the player wouldn’t look at that center of the screen then they couldn’t see zombies entering the hearing radius fast enough, which could lead to a bite

#

I’ll ask since I’m kinda surprised I haven’t seen it already: any reason to think adding attachments like snow plows and bullbars to cars would be a difficult mod to create?

I was thinking of whipping up some models and a few scripts to test this out. I figured it would work like armor for the front of the car, any damage that would normally go to the hood/lights/windshield would be a absorbed by your bumper attachment until it breaks.
@cunning canyon @tame mulch LOL if you can manage this then I’ll defno make craftable versions of a bumper,

tame mulch
#

Its impossible now

hollow shadow
#

Darn

frank helm
#

any mod to perserve food?

analog sandal
#

as always, entirely made out of self-recorded samples

snow pendant
analog sandal
#

what?

carmine cosmos
#

Ah can't believe we didn't figure that reference out

analog sandal
#

oh yeah, aware there aren't any yet

carmine cosmos
rigid void
#

I've been thinking about ways to distract zombies or attract hordes. But how cool would fireworks be?

analog sandal
#

could work, as they'd be rare enough due to it being july

#

but... throwing in pz

snow pendant
#

I mean, if you're throwing a firework

#

that sounds like a really, really bad idea

#

JPP can attest

analog sandal
#

sorry, I was thinking of firecrackers

snow pendant
#

PZ Devs: "New Item: Fireworks! In unrelated news, we have implemented body dismemberment"

analog sandal
#

where I'm from everyone throws their firecrackers, the big 116dbU ones

rigid void
#

Yup just place, have lighter/matches then run.... 5/6 seconds later pop pop bang fizz

analog sandal
#

well we just had new year's, so im sure everyone has fresh fireworks recordings πŸ™‚

rigid void
#

btw as you know i'm very new to this whole thing. Are placeable items just .png sprites? I know vehicles/weapons are 3d models right?

#

I'm guessing so

analog sandal
#

ive no idea on this πŸ™‚ just sounds

rigid void
#

np πŸ™‚

high birch
#

Hey there, I'm kinda new to PZ Modding, and got some.. problems

I currently editing / adding the "fannypack", my problem is, the fannypack_back only equip in front, and vise versa

Equiping back in back, or front in front, result in an LUA error

Switching already equiped front to back, back to front, works, maybe someone can help me out with this :)

carmine cosmos