#mod_development
1 messages Β· Page 442 of 1
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
oh I was thinking more along the lines of getting pulled off or even seeing the player (animzed issues)
i mean, at least as a "beta" version you know, baby steps
would probably just be a car looking like a bike, but i@d love to see actual bikes myself
Y u no play 41.49?
Problem - started sound in timed actions, but sound weird, stereo swap ear bug. How fix that?
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?
I mean if you have a recording of what it sounds in game bc it's hard for me to understand whatcha mean
do you have the sound set up as a 2d sound?
i use self.character:playSound("dropWater") in action when player in vehicle
It's a mod I've been wanting to make for a long while now. I present to you the go-to mod for realistic zombie spawns - Authentic Z
https://steamcommunity.com/sharedfiles/filedetails/?id=2335368829
It's great for Late game zombie-hunting.
Aiteron, does it happen if you load other assets there?
yes
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
@late hound NICE
I did correct sound with this^ (getSoundManager():PlayWorldSoundWav("dropWater4", self.character:getSquare(), 0, 10, 1, true);)
yeah thats exactly what I meant -playworldsoundwav makes it into a 2d sound
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
@magic summit not sure why this would happen....anything specific that might come to mind?
they are using my hobbies mod, but all my movable items are uniquely named
@latent orchid probably the number you have associated with your tiles?
very early car sound version
(also the strange slappy reverb is not me, that's the game doing that, can't be removed sadly)
How to damage the player? Sethealth not work
Any of you smart mofos know how to get the water amount from the code of a water container?
is there any good graphics mod ???
there is the healthier skin complexion and better females mod
yes that's the one I meant
but other than re-skins and texture mods there aren't any real graphic mods out there
i know its sad π¦
technical limitations
i was looking for a graphics mod for build 40
i think the workshop should be organised by category
like
Mods should have tags (vehicles, items,map,miscellaneous)
I don't personally think there are that many mods to warrant someone spending time on that
dude
the intire workshop would be way better
it would also be better if outdated mods were curated and removed but who are you gonna get to do that?
ok but like
Wich one is easyer to do
both about equal
dude
think about it for like 1 minute
one takes a lot of time on trying mods to see if they work
the other just as to ad tags to the workshop
I have given it thought, thanks
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?
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
and yeah i agree
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.
Kekeke, i think that game needs more movment and QoL things like this. But Defecation :D Just a nice start you know :D
Like in old good Sims Unleashed, when the character was a little censored when droppin some shitties
Bruh hahaha
the sound police is coming for you (sirens and car sounds done - all self-recorded here)
π₯³
nothin' says law like bashing Zombies's skulls in
also if i recall right you said its impossible to add meta events?
you can only change existing ones?
regarding sounds? yes
damn, had an idea
what kinda idea?
adding car drive by noises, maybe sirens or even military fly bys as meta events
you could replace one of the distant gunshot or scream events with that
so that kinda thing is rather doable
yea, would be more interesting than the existing ones
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
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
I recorded my own car
cuz i feel i'd have to find free to use sound effects for this lol
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
my work reflects hundreds of hours recording and hundreds of hours mixing and designing rather than just DLing a sound and popping it in π
it shows
i dont know anything about sound design so i'd have to do exactly that, just popping it in
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 π (I don't know a single thing about how PZ internals work in any other department other than sound for example)
how does modding sounds work past replacing sound files and maybe some names?
in PZ?
yea, im not exactly...an expert on modding
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 π
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
that's why it's so much hassle to do on the modding side
so its replacing files and timing them exactly right
oof thats gonna suck as most meta events are short
some have a solid 5s of silence
you'd be very surprised at the ridiculous things hiding in the audio bowels of the game
to do a good drive by i'd probably need at the least 20
oh yeah that's not happening π
the whole thing suffers from an absolute lack of time to let things develop and play out
good thing i asked an expert first
raven, i may ask you later how to edit car sounds... π
longest ambient sound is distscream3 at 17s
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
yeah, but i more or less mean what you did to change em
i tried before and didnt work at all
I made my own and then replaced em
even 17s is a bit too short...oh well
yeah but it's years in comparison to the 1s stuff π
like gunshots or what?
yeah or even some of the screams
distscream9 (which I'm unsure whether it's used at all) is 1s
i dont really keep track of them all
Sound banks is locked forever? Right? I need to replace existing musics with soundtracks from some cool movies
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
This may be a stupid question, but how would I make all zombies bald and with specific clothes?
I'm trying to make a pre-alpha zombie mos
The bald zombies with only a few colors
Hi... i was wondering if there is a way to modify or add a tab in health panel by modding π€
is possible to mod the ui?
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.
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!
Maybe that'd help?
mmmm..
In the next update for Better Female, there will be changes to the eyes and skin color (the update will be after the release of Better Male)
music is accessible to my knowledge to everyone even without using my method
Nope, its not. Just for listen, not for edits
you need FMOD bank tools utility
or
you can go through the LUA
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
(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)
The soundtrack is okay, but the SFX definitely need a rework, or at the very least re-balancing (opening bags and drinking is louder then smashing and hitting things)
well I'm almost done with the entirety of the SFX so there's that
(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)
Yall know of a way to edit the line of sight so players can see more?
You mean extend the range at which the camera can be moved around?
Not persay moved but the initial view the player has
I thought the player line of sight was only limited by the camera π€
From my understanding there are two ways you can do that:
- change how much the camera is allowed to move in each direction when panning
- change the maximum zoom level
where do i change the maximum zoom?
Gimme a second, I am reading the code right now
ok thanks man
Hold ctrl/right click and aim at edges of screen lel
(Jk)
Isn't eagle eye a perk
XD
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);
}```
A lot of convoluted code like that π
XD
Ah okay found it
public float getMaxZoom() {
return this.OffscreenBuffer != null ? this.OffscreenBuffer.getMaxZoom() * ((float)TileScale / 2.0F) : 1.0F;
}```
Location of that code?
That's in Core so you would call that method with Core.getInstance().getMaxZoom()
Core a folder or what?
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};
Core is a class in zombie.core package
It is exposed so you should be able to reach it with Lua
So PZ game folder> Zombie Folder> core?
The way to do it from Java is through
MultiTextureFBO2#setZoomLevelsFromOption(String var1)
But MultiTextureFBO2 class is not exposed so you might be out of luck
ah
Note that this is just from a short search, there still might be a way to do it
ok thats fine man. If you find anything just let me know.
Someone make a mod where u can zoom out further if you are on a tall building @carmine cosmos
Could you provide a link to this mod?
That was a suggestion, sorry for my bad english xD
how would I make all zombies bald?
There is a lua file that controls hair styles for zombies
HairOutfitDefinitions.lua in the shared folder
I think you can probably remove the definitions you don't need and make it start with bald 100%
There are different ways to define them in the file, some hair styles for example only show after some time into the apocalypse
you can remove those
what about outfits?
Keep in mind this comment -- the haircuts in ZombiesZoneDefinitions take precedence over this! means that you can't override everything with this file only
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
how would I create a outfit? sorry if I'm asking alot.
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
Should be easy to do
I got a question about sleep code on build 40
if isClient() and getServerOptions():getBoolean("SleepAllowed") then
playerObj:setAsleepTime(0.0)
playerObj:setAsleep(true)
UIManager.setFadeBeforeUI(player, true)
UIManager.FadeOut(player, 1)
return
end```
doesn't this if statement return early?
if so, what's the point of all the code below, is that ran by the server?
I see thanks
is it possible to change the zombie sounds?
I believe so. Someone has recently shown video of altering the character's sound made when screaming. Meaning that likely somewhere it is possible surely to alter sounds the zombies make.
I think most just haven't done it as audio production is often something you want to perfect which is harder than believed.
is it possible to get a mini map within a map mod ?
Mmn.. Maybe? Do you have a mini map mod right now?
i got nothing modding isnt my thing but coding perhaps
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
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
@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
wait so scrap weapons lets you turn useless items into spears? nice
yes
you dont need that mod if you already got scrap weapons
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
In hydrocraft mod is there anything besided gas can that i can use to siphon gas from the vehicle?
there's the prison challenge that does exactly this
yeah this is already encompassed in a mod
it's one of pillow's mods, when you select the profession of officer you will spawn as a guard
1 single sound needs doing (waiting for a prop) and then it's ALL DONE
are you doing a sound overhaul?
I've replaced every single sound you can hear in pz with self recorded sound (for a few notable exceptions I used a library I have licensed)
Good morning @analog sandal π
morning mate
@willow estuary LMFAO that's a trailer park boys reference
"Fuck off. I got work to do."
Cyrus I think his name is
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?
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?
what about books on tape?
I like that idea too. Someone already has a VHS mod where you could find shows to rewatch
love that mod
The Lusty Argonian Maid
-read by Sir Ian McKellen-
@cunning canyon I know where you can change that text
Oh that would be excellent!
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua\shared\Translate\EN\DynamicRadio_EN
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua\server\radio\ISWeatherChannel.lua
ah I see, i'm interested in changing it at runtime though
is there a way
I can override one of the methods in ISWeatherChannel.lua?
Those two files handle it
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
There's a directory in there where it calls to a broadcast key
so adding new tapes is as easy as making a new broadcast in Wordzed
Would like to make a new system like maybe a audio cassette player
that's cool!
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?
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
not sure I'd have to look at the file and do modding stuff
X_X
but my brain is le tired
no worries, i'll mess around with it myself some more
seems like if i follow it up the call stack some more there's an event a
an event I can mess with*
the final sound
@analog sandal how is my friend ..... how is your beautiful mod
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
entirely done using that hot water bottle
holy shit, this is amazing dude
happy you like it π
Foley is king in these kinda games
though I love designing spells and scifi stuff and creatures the most
science fiction is the best for me π
when you are ready, let me know please
I'm dying to test this
will do π I'll post a short teaser with the cars later today too
and then i'll rid myself of this ball and chain of a project that I started π
π
that is...until an official sound rework comes, then I'm back at it again, delivering even better samples
this is your first job in the game sound mod?
whatcha mean
if it's the first time you've made mods for games like that
nope, I doubt anyone would be able to do this on their first go-around
and that's a wrap
the final number of the sounds replaced is around 600
very good guy
π
Niiice
I created a tool to make mod development easier.. Some useful tools - dynamically value inspector, custom lua files reloader menu, small debug panel
https://steamcommunity.com/sharedfiles/filedetails/?id=2340608427
How can i add sounds for equiping or unequiping certain weapons?
Finally fixed my M113 from being invisible
now time to make some more complex features so it's balanced a bit better...
Does anyone know of any animal mods?
not for b41
What about pre b41
Ah yes, I finally figured out how to override some methods
I was unable to override just 1 method from the ISWeatherChannel.lua file, which confused me
I assume I'm doing something wrong
there's hydrocraft and I think some barebones hunting mod
but none that adds animals as moving and "living" entities
If I want to store some stateful data in the game save, uh, how do I go about that?
I'm assuming I hook onto the OnSave event, but I'd love a snippet for what id do inside that
Nevermind, discovered ModData
Will there ever be such a thing? How hard would it be to achieve that.
the devs are working on animals for the next big update once multiplayer goes live
Oooh nice :3
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
I just need to get the current time + some hours and let it tell me what day / month / time that would be
I can listen and trigger the event myself once I know
Happy to use ticks if there's a way to find out given the current game settings how many ticks there are per hour
Spacewoot keep me posted
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
The Walking Dead - Season 6, Episode 1 ("First Time Again")
Previous clip -- https://youtu.be/vFVOqOYRf-Y
Next clip -- https://youtu.be/qHY3BVWX9Dc
Season 6 playlist -- https://www.youtube.com/playlist?list=PLsBHbCaKZDUUPoeawr95NvPhwOktOox1W
I wonder if adding motorcycles to PZ is possible π€
I think we had this discussion like last weke here
that it'd probably at most be a car that looks like a bike with no player visible on it
no pull-down mechanics either
Yeah, I wonder if that would be possible to make in build 42
From what I know in build 42 we get visible player in the car, animations of getting into car etc
tbh i'd settle for a bicycle
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?
Any mod recommendations?
Survivor Radio π
my complete audio rework goes live tomorrow so if you don't like the pz vanilla sfx look out for that on this channel
Scrap weapons / Guns mod :v
@undone elbow no idea but would love to know
Is anyone here familiar with Nitrado and modding on their servers?
Anyone know how to script the gun attachments?
I could run a quick test to check that out for you
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?
the trailer is uploading, says one more hour
I may have alright Audio gearr, but my internet sucks
------- 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
Flip cars by hand... Italian support...
π€π€ π
Lol how did you make invisible character?
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??
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...
when you make a recipe can you make more then one result? like give you 2 different items ?
@analog sandal yoooooo
that's amazing!!!!
the weather affects are my fave
effects, whatever
oh wait no it might be the cars
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
yes I did
just to add that extra bit of flaire π
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 π
well
most of the stuff
the guns are some of the small exceptions I literally couldn't record
can you guys direct me to someone who knows how to edit textures?
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 :
)
yeah a lot of Foley I had to make
no, like, the art of sitting around and smashing water melons to make head cracking sounds
LOL
WAS IT YOU?
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
does anyone have 5 minutes to spare?
uhm...ok so for example for the generator sound I used a sewing machine
who might they be? i dont know who id be looking for
ohh okay i understand
thanks
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 π
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
how do i message them? ive gone to profiles and i cant find a direct message
ohhhhh shit okay
i apologize, sincerely. im just new and shy
No worries Dead, this channel is a bit asyncronous with help, lots of folks are only looking at it once a day
Who else has seen this?
for sure, i appreciate the info β€οΈ
Hello everyone, just letting you know that my sound overhaul project - USOC - has just released. what does it do you ask? it replaces EVERY.SINGLE.SOUND you might hear in Project Zomboid with self-recorded high-quality custom-made assets. here's the trailer and instructions on how to get it: https://www.youtube.com/watch?v=1xeG3fzv7S4 have fun
Just released afaik
yup, i posted this here as well a bit ago π
@slender chasm I can help you after I get off of work! HMU in dms
ooohhhh! thank you!
@analog sandal I'm going to give it an install.
sure thing π I hope you like it
I wish there was sounds for climbing over Fences / chainlink fences it would be realy immersive
I wish so as well
and like several hundred other things that I have made and are not used in the game π
like snow footsteps maybe
or rivers making sound
Do you have a list of those things?
just off the top of my head π
Alright, I just assumed that you had a list since you said you made sounds for those events
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
I can see a lot of those being quite moddable
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
Hmm.. can't you just play those sounds like you would play music in-game?
Why not, is it a performance issue or something else?
Perhaps the format of the sound is not excepted by standard play methods π€
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
I would need to find where exactly in code are these sounds delegated to FMOD
ProjectZomboid/fmod folder
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
I can see the FMOD package here but it's pretty big
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
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
which wav files
Why would we need to re-implement the entire audio system?
because the game does not read any of the wav files in media/sound
I think I am seriously misunderstanding something here π€
those are just unused there
the files the game does read are hidden in PZ/media/sound/banks/desktop
Ah I see, I am looking at the rar you gave me
And those banks here I assume are overriding the vanilla banks
yeah
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
yep
We come back to the need for that API
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
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
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"
it already is
no it wont
wait
it won't be on the steam workshop
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
The FMODSoundBank is exposed to Lua
yeah but the event files aren't to my knowledge
So is FMODAudio and FMODSoundEmitter
oh i did not know those were
something else we missing? how come no one came before us with this
I am telling you, it might be easier then you think
You just have to have faith π
im no coder so if you figure it out, lemme know? π
Yes, but could you at least help me out by telling me what's in the banks?
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
@cunning canyon If you got any questions about modding, don't hesitate to ask here!
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 π
i like where Raven's and yooks' conversation is going
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.
Items look sicc
ah yiiis, finally some cool AKs
will you be making custom sounds with that or will they use vanilla?
custom
ah ok, that's unfortunate, still, looking fwd to the guns
yeah I just don't like the audio bugs that come from custom gun sounds
but the models look super cool
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
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
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..
Lol CaptainPrice were on the same level, if you need help with some scripts im willing to help you out :>
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
cool. I just found this server today.
welcome in that case
Yeah, I really need a hand there.
oh lol i was thinking about making a scrappy tec9
What did you use to texture the models?
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?
i photoshop lwl
x) not really, its a shared account lmao
but i use photoshop for a lifetime already :l
"shared"
So i'm quick at making metal textures.
subscription makes me hate adobe. And their shortcuts.... It's not even same on their own titles...
i got used to the whole thing π its a curse
it's actually great. But lot's jaggies I guess
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
did you add those tapes as mesh?
its more difficult
- sometimes i did my UV map wrong and then u can see each pixel
i also cant draw straight lines
I'm planning to add little details later
look at the jiggly lines on the magazine
eventually i got them in the perfect curve so they would look OK ingame
200kb+ textures in PZ can look like 4K ULTRA 1080p (and not really useful ): )
100kb is a good max target for weapons /hmm
i'm planning to add double mags... taped with blue duct tape. Increasing reload speed
I actually optimized my models. 256x256 res for 1080p + and 128x128 res for sub 1080 displats. It eliminates artifacts and jagged lines.
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
nah, my models are guccy
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.
sasug
I would call it kielbasa/kolbasa. (
sorry, just making small joke
Was it reference to Radal's sosig?
no...i just picked it up long ago from somewhere, got knows when/where
yeah. I didn't get it. There was no need for apology mate. Western people call it sausage in general.
hey, mate . Do you think we can make my makeshift flamethrower work? I don't really know your scripting skill level, but i have general idea on how it can work.
I think it needs alot of lua coding
damn lua
@severe ridge made a grenade launcher i think
yeah
maybe you could reskin it and make it throw some kinda flame grenades
it requires a backpack
hydrocraft had a flamethrower
Making backpack models isnt possible afaik
so you could see if that code is salvagable
they can be reskinned tho
i made the weapon, arsenal implemented additional code so me and brita use it
me and mayrum are trying to make a jerry can backpack lmao
not bad
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.
but it also needs lua code becouse of fluids
@severe ridge how did you make teh straps on your paramedic bag?
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
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
i think the better belts guy wanted to do this?
backpack mods are pain in ass. Anything that required manual updates on Guid table.
i made all the models in better belts
thats been removed, you no longer need guidtables
oh wow, didnt know
since when?
idk
since 41.47 i guess
can any of you read this? im trying to make ma workbench a moveable furniture object which is needed for crafting
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.
its not as easy as making weapons
nah, no need for that
pretty sure
swatpack last update was a long time ago but the guitable was in the right place, that's why it kinda works still
pawlow made knight armor, i still get headache trying to make scrap armor
most of my stuff is just retexture :B
I tried to retexture the hazmat suit, the result is above π
yeah , i also have made 2-3 of them. inspired from Fallout and dying light
YOU MADE ARMORS?
eh?
just need the boring export/import script and put into place :B
but we still don't have rigged models ):
yeah i can import / export .x/.obj
yes. Metal plate armor and wooden armor... also thinking of Rubber armor
can i see?
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
if they are reskins from exisiting project zomboid clothing then they will work
no, they are just independent models... with seperate meshes. I think You could copy animation and skeleton from base models
if you got the right software you can export/import everything nicely
no worries. I wish they had better mod support.
.x is pain in ass
did you get some of the guns already fully working ingame?
Because it was promising when devs started to pz
10 years ago, microsoft was heavily bragging on .x
cars are i think the only ingame thing that work with .fbx directly
yeah, replaced vanilla weapons. Food is working mod tho.
god, ten years ago I think XNA was still a thing
Ye replaced the vanilla weapons? you didnt add them?
it's not that hard.
Just time consuming
Yeah i know, but dont you rather want to add them instead of replace existing content?
no i replaced vanilla .x and textures (like assaultgun.x ) and tested my guns.
to see if anything is wrong with colors or mesh overall
ah i see
I mean all the guns are going to be based on vanilla m16/m14.
i would probably use your mod, i can help you with some boring scripts if you want
I mean just copy their stats and modify for your needs
I think I did research on 7.62 and overall gun stats and would be better of if i set the values. i'hev not really made my mind how can I introduce ak's to lore. As secret Russian/Soviet soldeirs that pop out of nowhere... or something else... and also I want to make civilian versions with selective fire only.
Boring scripts you mean , distribution tables?
oh you do you already have the tool for setting distribution tables?
its realy cool
Yeah. Food is functional as I stated. I use visual studio
You used itemzed?
Is itemzed necessary?
Nope, but i promise you it will make setting distributions for your items a ton easier
because i did it manually and custom sound+values all worked as intednded
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
i do always get backups as .rar
so i have got like 10+ backups ... lol
I lost my previous mod.
yea
i wouldn't really risk my gun as bayonet in post apo event. But cool feature
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
alright
If you want to make grenades i can also help you
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.
Would be amazing to make zombie traps, i believe it needs alot of lua coding becouse zombie traps dont exist in vanilla yet
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
about that... hydocraft is really old and i' m in no condition to scrap it.
I don't want to make mods for b 40. Didn't play on it since the 41 got into release.
well yea...just saying its been made before
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.
any recommended b40 mods other then hydrocraft and orgm?
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
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
that sad revolver from fallout 3 lel
GlassShiv
toothbrush shiv wouldn't be a bad idea either xP
are those vanilla? i mean the toothbrushes, i saw shivs in hydrocraft alrdy
Paw, do u want to make icon for my glass Knoif?
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
@hollow shadow something like (?)
there's transparency on the glass π
graphic design is my passion 
Oh lol i ended up making one myself yesterday, lets compare them
HMM
i think urs is better
more detailed and less shaded π€· you can pick any and will do good
I wonder how good you could make a spear icon :v
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
can u mek it pls :v you make so good icons
it's just a resizing + pixel art thing π
i know resizing too, but when you make it it looks better
this is m y shity icon for my salvaged spear
spëër
it's good, same idea
How the fuck does Paw work so fast
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 thatβs what spiked boots are called lmao)
the "little Frankenstein bolts" is there so you dont lose grip of the weapon π
ahhh
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? π€
I think I found #2
Yes. I'd like to know how much and how often the game sends data via network, so I could optimize my code.
For example, common task is to save large amount of data related to the world into save, and only part of this data need to be synced between server and clients.
Thank you in advance. π Anyway this will be very useful info in general.
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...
Yes)
Is there a way with your mod to set ones in the sandbox options area before starting a game?
Thank you for reminding. I wanted to make custom sandbox options in the next step.
Hahaha, that'd be awesome π
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 π€
The way you added esc menu options is very clean tho, I like it a lot, very unobtrusive!
Does anyone else get script error from Hoodies? I wear it up or down and get error.
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 itβs not a mod bug
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.
Okay, just give me a test mod package (complete mod I can run) that pings the network from a method via some file sharing service, and I will run it through the JVM debugger and try to find out for you. I have only done client mods for now and don't have time to setup a test suite for this case.
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?
@snow pendant You will have to de-compile the game and see for yourself
There is also the online API documentation:
https://projectzomboid.com/modding/index.html?help-doc.html
oh cool
Take a look at the Project Zomboid Modding Guide on Github:
https://github.com/FWolfe/Zomboid-Modding-Guide#project-zomboid-modding-guide
Huh, I ought to add to this!
Yeah, itβd 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
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
far as i know, the game is hardcoded to use a "petrolcan" rather than a fuel container, so theres really no easy way at all to make another gas item
i fiddled with it, i managed to make it so i can grab gas with my new jerry can item, however i cant fill anything with it yet
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).
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?
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.
Is there a function that says how much time passed from world creation?
getWorldAgeHours() returns 2 at 9:00
@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 π π€
Still working on the f l a v o r text
but it was fun going through old car manuals for inspiration
ping. Done.
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 π
Omg yaaaaaass thank you!!! Did not expect such quick turnaround π
you gotta go find a big data center or something?
Here it is, a test mod package (complete mod you can run) π https://steamcommunity.com/sharedfiles/filedetails/?id=2346189741
@undone elbow Alright, gonna set it up now
Fixed a bit (for build 40)
You just gotta tell me again what exactly you want π€
I'd like to know how much and how often the game sends data via network
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
Setting modData cause synchronizing
between client and server
So yes
There are methods
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
"1111"
self.header = ISLabel:new(self.width / 2, 0, 40, "SCENARIOS", 1,1,1,1, UIFont.Large, true);
You mean this?
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?
Problem is that I now have to guess where that code is executed in Java π
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
Not even sure what it does...
It's not that simple, but I can try my best to configure the debugger to sift that data
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}
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 π€
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
On Remote Control item only I guess
@undone elbow are you good to mod ?
Not really)
damn. got some problems to get all part form a vehicle
Just pick right method in a vehicle object.)
IDEA is mighty slow to startup today π
name=AUD - Aiteron Userfriendly Debug
Am I looking at the wrong mod?
There was a problem accessing the item. Please try again.
Only happens with your mod it would seem
Sorry, it hid after update)
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
star yea problem is i dont know which method one ^^ lol
@undone elbow Your mod keeps throwing errors for some reason
what errors?
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
It's strange because OnGameTimeLoaded event should be triggered at start.
Is there a method that gets this data exclusively on client?
Or does it all go through server?
The goal is to see how often the data is being synced from server to client right?
Can we try to call this data only on client?
--client or server
get_var = GameTime:getInstance():getModData().star_test.a
getModData() returns lua table that is auto synchronized.
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
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.
Yes, it is.
But your code is running completely on client side no?
My guess was that GameTime object sometimes resends all the data.
The package hierarchy is media/lua/client/StarsPublicTest.lua
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/
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 π
I also think this whole game is running on a single thread π€
@carmine cosmos I setup the code that checks info every tick and prints "CHECK: [message]" if something is changed in modData.
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?
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?..
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
No, on 41
But anyhow you have set everything up and pushed on Steam?
Yes
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?
Server (or client) will send only on demand
e.g. by typing SetProperty(1) in console
@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
Got it. Thank you for helping!
can use dis bike somehow or just a prop ( think its hydrocraft )
Looks like a prop
Would look absolutely like garbage
If it was a drivable object
Sorry I couldn't be of more help, I would nee more time and patience to do further testing
We should wait for the MP to roll out and then we can do network testing
As much as I love Hydrocraft, the only good things from it is the expanded food, weapons, weapons, and foraging. The books spawn too often, the crafted objects you find are bulk locked behind the smelter and iron mine, which the iron mine cannot be crafted, but cheated in
Foraging is good too, but the dev for that needs to compress the crafting side down and balance some more stuff out
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
68
if this is for zomboid assets, aren't sprites essentially legacy at this point and everything is moving to 3d models?
So far there's no indication that environments will be 3d. There's an old blog post on the prospect of it, but i don't know if that will happen
Most i saw was ground items getting 3d models, such as cement bags, towels, and other common items that the player may drop on the ground
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.
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, youβll be able to find and troubleshoot issues with the EBS.
is there a goal to keeping the EBS running?
oh that's true, I wasn't thinking about world objects like trees and such
Tried putting it into multiple functions, cant hear any alarm noises :I
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
so that means that the world sound works, so just reduce that to like 10,10
I mean, you can let the EBS die and then you wonβt 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.
Itβs my first mod so I thought Iβd start small, open to other reasons to keep EBS running π
Perhaps letting the EBS fail means a helicopter comes in to fix it, which ya know, might be less than ideal
cool, i like it
I have some other mod ideas but theyβre 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
Iβm kinda stoked for multiplayer to drop and role play servers to be a thing
Yeah, it will be fallout style. If anyone has any ideas / suggestions for this mod - write here
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 youβre doing this
Maybe add a pick gun or dedicated pick tools? Also, I recommend watching a few vids of Lockpicking Lawyer on yt for ideas
Good. Maybe I will add hotwire minigame too
Ha, that would be amazing
Anyone know when the character model will be released for modding? :o?
or is it already and I haven't noticed?
It's not.
I love the Lockpicking Lawyer, learnt most of my lockpicking from him
yeah I +1 the lock picking lawyer, that will give you some great inspo
Iβll ask since Iβm kinda surprised I havenβt 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.
Iβm running out of hoods and windshields in my game π
anyone there use to use the debug tool in zomboid ?
@mint sphinx which debug tool? you mean the general debug console activated by -debug?
yea the -debug
yup, I've used it, what you need help with?
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
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
cant even find any referance in the lua files that call lol
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
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
playing with the game sound effects, dying lightπ
sounds cool, hope it wont screw my map mods up
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.
Depends on what cells youβre modifying, if you tell me now I can avoid them lmao. For V1 I may just determine existing locations around the map as βweather stationsβ
oh they aren't my map mods lmao, just worried about wpe n shit
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
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
Ok awesome Iβm 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
riverside atm has no major map mods, muldraugh has nearby ones but none to the city itself
same from muldraugh applies to rosewood
Ok cool
hey @zealous wing sorry for the ping, do you know any food mods with preservation like smoking or drying in them?
I like the art you use, tho I would raise the position of your UI so you can still see your character when youβre doing this
@cunning canyon if the player wouldnβt look at that center of the screen then they couldnβt see zombies entering the hearing radius fast enough, which could lead to a bite
Iβll ask since Iβm kinda surprised I havenβt 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 Iβll defno make craftable versions of a bumper,
Its impossible now
Darn
any mod to perserve food?
if anyone ever mods in laser and plasma rifles, hit me up folks
as always, entirely made out of self-recorded samples
hey, just what you see pal
what?
Ah can't believe we didn't figure that reference out
oh yeah, aware there aren't any yet
Anyone else reading #pz_b42_chat from time to time?
I've been thinking about ways to distract zombies or attract hordes. But how cool would fireworks be?
fireworks could just be "placing" and lighting
I mean, if you're throwing a firework
that sounds like a really, really bad idea
JPP can attest
sorry, I was thinking of firecrackers
PZ Devs: "New Item: Fireworks! In unrelated news, we have implemented body dismemberment"
where I'm from everyone throws their firecrackers, the big 116dbU ones
Yup just place, have lighter/matches then run.... 5/6 seconds later pop pop bang fizz
well we just had new year's, so im sure everyone has fresh fireworks recordings π
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
ive no idea on this π just sounds
np π
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 :)
Code screwed up in Discord
Read the RuntimeException message, you are trying to access a null table