#mod_development
1 messages · Page 450 of 1
you will more like get some metal poisoning lol
nice idea
dude cmon dont tell me u will add a potato in a shotgun as silencer 🤣 🤣 🤣 🤣 🤣 🤣 🤣 🤣
PZ doesn't support durability for silencer so we need a coder to make it XD
ok, so I have a question.
Would any of you download a mod addon that relabels guns & bullets into layman's terms?
Kind of like rimworld's gun naming system but y'know for PZ guns and modded guns.
How does Rimworld name guns? Never played it.
in a client/lua/ file, does getPlayer(0) always return this player, or does each player have a static id that is the same across all players?
Names are like "bolt-action rifle" and "pump shotgun", "revolver" and "autopistol" I won't use the name "autopistol" or anything that is TOO basic or TOO advanced but yeah
the names would be more like "civilian pistol" or "6-round revolver" or "assault rifle" though I would take suggestions, I'd rename the ammo to be "pistol ammunition" but of course i'd keep the name "shotgun shells" the same, there's no more layman-style than that
that's probably a better question for a general audience. I think most the people active in this channel right now prefer the actual ammo names over the dumbed down ones
ohhh ok
unless you're also merging types of ammo into singular stacks, which has a gameplay impact
nope
just get a zip 22 and ur good to go,no trouble no nothing
xD
How come no one has made a chainsaw mod?
nah,im no good modder,brita already got the cobray tho xD
even with ridiculous attachment system
@sour island This might be a question for you 🤔
players connected to the game are ID'd in order
I don't know if IDs are reused or not but (0) would be the first IsoPlayer created
this can cause issues with mods like superb survivors
@sour island thanks
also I don't know if getplayer() can use args but there's getspecificplayer()
Chuck here is the goto guy when it comes to code
. _ .
He use to work for TIS, until they fired him 😢
But let's not talk about that, he is a bit sensitive on that topic
yes, they gave me 1 star when I was their uberdriver
a kind of firing
@spark vector are you working on something in particular?
No, someone wanted to know if my mod was MP compatible; I have a line of code that refers to player 0, but should refer to the local player
yeah that's not going to work well
there are steps you can take to make sure your mod is more likely to not break though
pretty easy to fix, but I don't think I even need to; it's in a file that only runs if the mod was enabled halfway through, and it's more of a convenience thing to the player
depending on the mod
This is for Lockpicking Only
It was important when I first released it because people were adding it to their games midway through, but at this point I feel like if someone wants to use it odds are really good that they'd have it enabled already.
what is the issue that it's causing?
the code makes it so that if the player chose Burglar, they get gifted the lockpicking skills that they should have received at character gen (but didn't because the mod wasn't active at that time)
so in MP that would only work for the first player
you could use OnCreatePlayer()
then you wouldn't need getplayer() or specificplayer()
oh yea! that's a good idea
i'll get around to it eventually but I'm not going to bother with it until MP
yes
it would still work now, and save you the time after
hey, brita, all of your stuff looks REALLY good, but im worried that you are over-working yourself, so, just be careful i guess lol
love your mods btw
alright, cool
if he does it then he does it
hes probably porting all weapons from earth,thats my best bet xD
he also did some weapons i requested
cool!
the calico m950 variants,and the cobray shotgun
now im waiting for the last guy,zip 22 😄
im way too exited to see how hes even gonna modify it
why are you so fucking obsessed with the zip 22
cuz its a meme,some say,remember,switching to your zip 22 is always fast than reloading xD
i'm half tempted to make it just so have more oxygen around
dont worry,im on gasmask inhalations xD
i mean look at it,its literally an attachment for rifles lololol
i had no idea it was so smol
its ridiculous even if it has attachments lol
it looks like a bootleg smg thing
and i like it xDDDD
i saw those pics, figured it was about regular pistol size
yeah its smallish in hands
no grip
heres how its in close hands
holy shit this has a silencer as well xDDDDD
im sure brita can make theese the zip 22 has a rich attachment system
Hey man, if you don't mind me asking, what's got ya so jazzed up about the zip 22? You just don't see a lot of people crazy about it, haha.
it was in a review of forgotten weapons,i found out its only malfunction would be its often jamming,but its model looks ridicilous and cool at the same time,specially its attachments xD
the cobray shotgun is also very unique like a rebel gun,but thats already done by brita,even with attachments not mean to it xD
If I were to use the discord search function and put in “zip 22” I’d probably get at least 600 results from the past week lmao
🤣 🤣 🤣
welp. I've been tracking down mod errors for days only to realize my game wasn't on b41
and all of my mods were
I swear I used to be. must have reinstalled or something
oh man, b41's menu is a lot snappier
@tame mulch Can we have some help with your debug tool?
Whenever we use your teleport function we just end up glitched 😕
Looking for a way to teleport to the edge of the map
3000,4500 is the top corner for some reason
I wonder if there's a function for grabbing the edge?
ohsh!t.mp4
Oh shit indeed
proper creepy 🙂
Slowed the anim down a bit
Ahh yes, because do you know what I loved about State of Decay
Ferals
hah!
Hey guys... this is scavenged footage from episode 14, unfortunatly i could not fix an audio delay, so sorry.
Subscribe: http://www.youtube.com/user/RadioBill619
Livestream: http://www.twitch.tv/radiobill619
Feedback is great...
*Honestly, if I ever get around to it
I want to recreate Trumbull Valley in Zomboid
I made another body-building pose. 
@late hound it’s crazy you got access to these tools XD congrats
Not enough dakka
of yeah,i was thinking to get this mod,but i think also revolvers eject the bullets tho
looks cool
It's "brainer" in resident evil Umbrella Corps
The only thing that would brain is the guy trying to use it, when they trip and fall and Trotsky themselves to death with it.
I'm posting these WIP pic to show you guys my workflow, pretty quick
jees it hits me bad nostalgia when i think of umbrella korps xDDD
that game was......sorry to say,dogshit xD
Totally, this "brainer" was so OP that basically made the shooting game a melee game
Alright, I got the same issue, somehow the melee weapon doesn't shows up, guess it will waste me some hours again XD
rip
awesome,give it to brita to include it xD
Looks great!
thanks 😄 I guess the lighting will looks weird in game, will see later
anyone apt with modding wanna lend me a hand?
im trying to add a custom item into zombie loot tables but i havent touched lua before
is there a template somewhere i can use?
wheres brita,he havent posted any progress screenshots,i got used that he posts at least 1 screenshot per day to show his progres xD
He’s probably just taking a break lol
i doubt it,hes a machine xD
i can bet hes preparing something
something bigi
i know what hes preparing
a big zip 22 with 100 attachments xDDDDDDD
Is there an explanation of what changed with distribution tables? I've been trying to find info to see if I can manually fix a few of the mods I have with broken distribution but no luck so far
what kind of mods with distribution you re talking about
Just check the error logs. Find the lua and line in it. it will be the first line to use a certain table, that table no longer exists or is now a list of procedural tables
for example [mechanic][shelves], either mechanic was entirely removed, or there's no longer a shelves category in it
I think a few of them are actually your mods, SF
but there are some older ones like the mega mall (that maybe I shouldn't even be using because it's 5 years old), and the more cigarettes mod is having issues which may be giving my smoker character some serious issues
better lockpicking also can create lots of lua errors,althou that mod works fine in features
I think better lockpicking is one of the few I have that doesn't have distribution errors
okay, I think I see what you mean. one of them is erroring out on ["bookstore"]["counter"], but the Distributions file from the base game only has "cashregister" and "other"?
yeah bookstore n stuff
I gotcha. I think I can handle this then
does PZ throw out the whole distribution file if it hits an error, or just the bad lines?
i think bad lines,are you the dev of that mod
oh no I'm not a dev. just trying to fix spawns on a couple mods I have installed
i see
it's not a huge deal, but if I can get my error count lower, it helps me see if something is actually broken rather than spawning in one bad place
plus I think a few of my mods depend on a recipe magazine spawning and it can't, so that's an issue
wait, is the insertTable method of adding spawns not the right way to do it anymore? I was checking to see how the mods without distribution errors do it and it seems they're all on the JSON type format
spawning stops at the error line, so everything after that will be ignored
Is it happening for any of my build40 mods in build 40? I have separate versions for build 41
I'm on the b41 versions on 41
ooohhh ok, let me know which mods and I can update with the fix
k, I'm in class but I'll ping you when it's over
thanks
Probably all that include counters because most of those are no longer containers
easy lockpicking,superb survivors,and the m113 apcs mod can create lua errors
easy lockpicking i had stopped using it when i found that the mini game for unlocking doors doesnt actually do anything yet, if you dont tamper with the mouse it will always unlock no fail
i like the idea behind it and i plan to use it at a later date
yeah it almolst has that fallout 3 and new vegas unlocking
im serious its like the same mechanic to it
the boby pin specialy
the wire minigame too for hotwiring is good idea as well, although in those years any car that had no stearing lock could be started under the hood
yeah,makes it for an immersion
a slimjim mod, you know not the greasy snack stick the flat metal thing that you used to be able to open car doors with
hmm,no idea about it
they eventually phased out with electric locks and the change of mechanics to how they worked
yeah lockpicking should definitely allow wire hangers/slimjims
at least to unlock, not to start
but during this era many of car on the road could still be slim jimmed
yeh hotwiring in my idea would require a slidehammer and a wire
the slidehammer would be used to disable the stearing lock and from there its either a screwdriver or a wire to fire it up
i have found the player model
hmmmmm
but is it replaceable
and this x format what can i run it on
https://theindiestone.com/forums/index.php?/topic/24408-how-to-create-new-vehicle-mods/ found this but it doesn't answer my question
THIS IS A NEW FEATURE THAT CURRENTLY ONLY WORKS ON THE WEATHER TEST BRANCH, MAKE SURE YOU ARE SUBSCRIBED TO THE WEATHER BETA BRANCH BEFORE TESTING 1) The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a reference, replacing MOD_NA...
i recently converted the bodies to fbx, but have been unable to successfully replace the body. they're good for creating clothes on, however.
@grizzled grove Project.Zomboid.v41.50\media\models_X\Skinned isn't this the correct path?
it should be under the name "femalebody"
or"malebody"
that's correct. the fbx's i provided so far don't work as body replacements. idea is that you load them into your 3d app for making clothes
i was thinking of converting an fbx model to a .x and then replace the original one and back it up not as a mod but as a game file
if you can figure out, let us know, will you?
👍
one thing is removing the player mesh doesn't crash the game
@nimble spoke so I have 7 of your "Time" mods and blacksmith, and they're all throwing distribution errors
somehow I did still manage to find a lantern from exploring time
Unless theres a vanilla lantern now
I'm still confused about distribution. I pulled out a "counter" line from one mod and now it's complaining about gigamart/shelvesmag, which seems to exist in the vanilla distributions
are fbx supported instead of x files .x files seams to be unsupported by lots of platforms
x files 👽
short for directx3d model it comes as a text
converting the model to fbx was ok but the way back is not ok seams like there is some animation information also attached to it that doesn't convert
i ll try my luck with the directxSDK tomorrow maybe something might come out
yes, the game can load .fbx files in place of .x
tried it didn't work
i replaced the x file with the fbx
this was the best i had gotten. the game seems to expect something additional in the hierarchy. No matter how i transformed the joints, the character would walk with the legs sideways and the spine flipped
I assume it has something to do with how the game adds the inverse character rotations, but I couldn't see any significant difference comparing to the .x file's contents
ahhhhhh well i haven't checked the x files
yet
@grizzled grove this is how it looks in maya 3d tho XD
ground flat
oh, a fellow maya user 😄
maybe maya is the problem
man i woud give my lung for a resident evil mister x model xD
soonTM
being upscaled custom rare zombie
being bigger than a average human
and all he do is walk and punch xD
i'd trust data from maya over blender, i don't know max at all to compare
that would be terryfying more than a zombie xDD
as mod i think its a great idea
@grizzled grove are the devs welling to give a hand or just too busy for it ?
well we are replacing actual game files
i never asked them
💩
they are in "all hands on deck" for getting the multiplayer stuff ready however
is that your own .x import, or from my fbx?
new x export
^
oh man, how?
online converter
i had to use a third party tool's demo, since i couldn't find anything else that would read the skinned .x files
huh.
Convert 3D files such as FBX, STL, OBJ, 3DS, GLTF, DRC, RVM, PDF, X, JT, DXF, PLY, 3MF & ASE to FBX, OBJ, 3DS & DRC formats.
thank you
its doesn't perfectly convert it tho
i had similar issues, and the demo deleted every 5th face of the mesh
let me geuss was uu3d ?
PolyTrans
one of the issues also is when you convert back an fbx to X its not the same file at all
in what way?
missing text about animation nodes and still checking
trying this conversion now, it didn't handle the joints or skinning at all
What's it that you could use a hand with?
1-how did they convert the models into .x (tools)
Not sure I get it entirely, but I know we have something planned and already had preliminary work done on in regards to getting an FBX example file for modders to use and to properly import models usable in Blender without them ending up borked etc
2-was the model rigged or had animation and etc ?
Martin does the models in 3DS as far as I am aware. X files are probably a legacy item with the intention of moving to FBX entirely in the future
I assumed as much, I jumped the gun a while back to help out the people making clothes, since they didn't have a skinned model to work from. Only issue I have is that i can't replace the body models at all
Aye, maybe that's where it came from. Skinned model to use as an example is something in the pipeline, though we are juggling priorities atm, and MP comes up on top in the priority stand-off unfortunately.
If there's stuff we can do to make your lives easier, don't hesitate to tell me though. That makes sure I can throw it up on one of the lists we keep and allows us to tick some things off whenever work frees up or someone on the team needs something different to clear their head
cool, thanks for that. So yeah, an official character fbx would be grand! Mine works for clothing, but not bodies; probably some missing metadata.
they use 3dsmax, no idea beyond that
anyone here familiar with Vector2?
No he's using a separate exporter
yes that's what we need!!!!
can you ask him its name
It's a proprietary exporter
Like I said, IIRC the intention is to move away from x files eventually, and along with releasing AnimZed, we are going to provide a skinned example model and so on.
Aye 😦
Good on you if you do 🙂
So you fuckers are cancelling the xfiles?!?!
Just wanted it to be known so there is no frustration that the time was maybe wasted or something
ye fuck that Mulder guy
@grizzled grove i think i found something
This site contains a database of all known freeware and commercial plugins for Autodesk 3ds max
why is math so hard
@sour island when i say math what is the first idea you get
hot math teachers
treat numbers as hot teachers then XD
^
wutcha doin chuck?
two points = line, unless you're doing something funky
I'm trying to have something travel down that line
but it's overshooting it and flipping out
are you also defining a length to travel on?
maybe?
the vector should(?) be infinite, so even if you go beyond point A or B, the delta should remain the same
the issue seems to be it's overshooting it unless there's a huge threshold given
but the implementation may be incorrect
not sure i can really help. i deal with this kinda stuff, but most of the time the math is taken care of for me
can i see your script?
streaming it atm
I'm doing just fine with the models @grizzled grove provided. I'm working on clothes, hair and beard
hahahaha
it works, but I don't know how
I tried random stuff then hit undo
and now it works with what I had before...
The catch is to leave the original there, you can delete the skirt parts that are not linked with the rest of the body
I have one model working where I deleted the body, but don't ask me why that one is working though, none of the others do
I had to start with something simple (and silly of course) just to check the whole thing would work, so I made oversized clown shoes. Now that I understand what needs to be done I can move on and plan other items
i'm getting that "lets make a bunch of hair" bug
shovel
i only did that goofy blockman test so far just to ensure that things worked as well. in that one, the blockman geo and the skeleton were the only things present
ie, delete or don't include the body in the export
That's what I can't replicate. I forgot what I did in the first hair model
Now I can't find what it was and I'm hiding the body because deleting it breaks something
the biggest hitch i ran into was discovering that skin weights are super sensitive in PZ. I had two nearly identical exports with the weights being the only difference, but i couldn't find any valid reason why one worked and the other didn't.
Good thing is that using Belnder's Shrink/Flatten is enough. There's a super thin version of the body hidden inside the body for now, that I can delete later when I figure what exactly needs to be done
good luck 🙂
nice
Somehow the bag just doesn't shows up :S
skinned models are easy now 😉
even custom ones
or animations
kisses 😗
i wish i had the time to mod now, i'm a hungry artist just waiting for the next pay-check lmao
I'm still trying to fix this, aha rigging and weight painting, it always kicks me in the nuts XD
1st of many Yoga poses! : Warrior II
I think it's from the original game
you dont link to bones, you link to vertex groups :Y and should be linked to the main mesh ofc
let me try :3
It didn't work.
.. import femalebody_Zup.fbx -> positioning , join to the character model, assign everything to vertex groups like Bip01_Spine1 , delete the character model and export -> the bag floating in the midair, looks like it rigged to something but never worked correctly 
work your rigging here
yes
you can delete most of the body but the parents of the bones ur using
i mean, i didnt even deleted the body, just the vertex grouping
and make sure none of the texture is being applied to the body as well, only the model ur doing lmao
yes XD
but still doesn't work, maybe I need to open 2.9x and give it a try since you use the new version
yeah, i was using 2.79 only for DirectX
But whoever opted for that format must be punished with a slap to the bum u_u
guess something's wrong in import/export...
And yees , .x is the worst format I've ever seen. It's so outdated and hardcore like an old lady fart XD
🐴 hm, ur exporting only selection? no flips and such
backpack has its own bone, the straps probably goes on spine1
hey guys if i wanted to add items from a mod into a distribution table in the lua
do i need to add a require function for that mod item itself?
The gun jesus got Hermann Meyer's Lugers, pretty rare references
help?
@nimble spoke Thanks but it's like whatever I do, the rig doesn't works, even I uploaded the original body--- can you help me more about this issue?
You're trying a backpack, right?
yes
I rigged it to the femalebody_Yup, painted weights etc correctly, and moveable in blender, but when I put it into PZ, it's static (but I can feel it's rigged somewhere) and floating in the mid air
all of it?
it isn't static by the looks of it. I'd say it was the -z forward during export that might have broken it that way
can you post a screenshot of your export screen?
hi there! I am used to mod fallout and skyrim but i want to get to Zomboid for a short while. Are there any good tutorials out there for creating new armor ?
hello?
I've never coded in lua before so i need some help
is it as simple as
Distributions = Distributions or {};
local distributionTable =
{
inventorymale = {
rolls = 1,
items = {
"Base.WD", 1,
}
},
inventoryfemale = {
rolls = 1,
items = {
"Base.WD", 1,
}
},
}
table.insert(Distributions, 1, distributionTable);
--for mod compat:
SuburbsDistributions = distributionTable; <-- not sure what this does in the code i butchered
For making clothes. How to use: after you finished your cloth model, JOIN your model with this object, paint the weight from vertex groups, then export WITH everything included in this fbx (Uncheck "selected objects"). Object Types: Armature+Mesh. -Z Forward Y Up. Remember, 1UV, 1Material Only, Don't delete anything on this mummy body mesh.
To define a cloth, you MIGHT need use an online GUID generator make a GUID, in clothing folder, define xml in "clothingitems" folder, FileGuidTable.xml, Scripts->clothing->make txt for your cloth.
This model can perfectly hide inside character's body and works without an issue. God knows why we have to do things like this but at least it works 😄
@drifting ore You can use this thing
If we got better tools and able to edit bones, support .anim or .bvh, it's easy
Making custom poses and support custom bones are pretty different, but well, a good start
woah wtf is that
This is a metal gear gekko I made for the other game, the whole skeleton for the gekko is actually a human type, hands and forarm bones are used for the legs
If PZ supports bone editing, we can use custom animations to make some fun stuff, lickrs and
tyrant from resident evil, boomers and witch from L4D... no problem XD
that would be awesome
its what i thouth
some resident evil special types will be great
it wont make it generical zombie game
What mod are you talking about?
All animations & poses in this mod are vanilla and were made by Martin of TIS. My Custom Animations mod is currently under development.
cool
im using it,its cool to mess around
and joke that i shot myself and i get up still alive xD
and shamble like a zombie? xD
I really want sit on the sofas
yeah,and i use invisible mod so i can almolst play as a zombie xD
saw that anim haha
this one is the best xD
i could then pretend and say
i had a very shitty day
😂 🤣
thats why I made two different sitting-on-chair anims that look less than taking a sh!t
no
well i mean as an idea to the devs
u cant just eat xD
humans gotta go release too xD
get out of here with that idea
if you ate rotten food you release a lot then you get hungry
This is not a life simulator.
somekind it is xD,in other way
it wants to be a realistic as posible for apocalypse
But adding some simple animation & poses is a great idea
well yes
the pooping animation can fit already this need for human pooping xD
i mean,it already has the animation,it just needs to be a human need xD
its finished today
especially in the late game when we have nothing to do, at least I want to sit on a couch and watch the horde
doors need more work
That's great!
i spent four hours messing with the mesh
@craggy furnace I saw some snapshots you released... are they going to be an event or something?
yes
is the heli going to be interactable
reimagined and improved helicopter events
theyll start to fall out of the sky around week two+
and it crashes, generate a wreck container with some random stuff?
that's the idea I always imagining , btw I wish there's a way to trigger the heli event manually
because the heli event is so far the only way to spawn zombies from nowhere
yeah, it wont be like that anymore
theyll have more of a surveying movement
they wont just linger on your ass until you die
how about you use military radio to call the heli
you dont
now that you say that
itd be a neat idea to tie it with the military radios
not sure how to tie it but indeed
military is pretty hard to get in default item spawns, and there's computer, which is even harder to get
I hope we can do something extra with these rare items
it originally started as its own entity for my clothing mod
but now that ive overdone the heli i will postpone my clothing mod indefinitely
I always likes saiga 😄
and woot
me too)
@main lion oh my god
you made a gun for blair
beautiful
he will appreciate it
SHIT MY I LOVE YOU
I WAS JUST THINKING WHERE WERE YOU XD
SEE GUYS? I TOLD YA HE WAS WORKING MY GUN FOR DAYS XD
i was thiking of it has a 10 round version
if it*
@main lion Oh great and mighty Brita, when will you do the other HK pistols and my favorite: HK4?
hk4 sucks zip 22 da best gun in da world xD
its just another makarov copy xDD
just kidding
i bet he already got the model tho
I'll make that tomorrow
brita i love u men my heart almolst got out when i saw this xDD
dat zip 22
cobray and zip 22,mans best weapon friends xD
could i also request a reising M55 o great brita?
inb4 the zip 22 explodes when you shoot it more then 4 times
shut up zip 22 is amazing xD
i want to shoot one with extended mag
@main lion Can you not ever release the Zip22? Like ever?
I just want to watch Soldier96 weep tears of rage in this discord.
i doubt it xD
the ultimate punishment
no zip 22
he wasnt uploading here for like days
and the first upload after that was the zip 22
xDDDDD
so im sure he made it specially for me 😄 ❤️
@main lion Finish modeling it, even make a video showcasing it, but just sit on it, pretty please?
and i aprishiate that
allot
probably because he has to process the fuckton of obscure guns people ask for lol
i ask for xDDD
cough me
I created this video with the YouTube Video Editor (http://www.youtube.com/editor)
thompson but
a brick
im the one who requests obscure guns xD
pretty much
@main lion Put the source files on its own hard drive, so that when you croak, a friend will do like Terry Pratchett and crush it with a steamroller.
you forget theres a cobray shotgun too
@drifting ore More like two supremely shit guns. AND YOU WILL NOT SHUT UP ABOUT IT.
he made it specially for me ❤️
i did shut up once i saw it xD
at this rate someone make a pawnshop mod for all of the wacky guns to spawn in
although i am perfectly happy with knowing that theres an M2 hyde
aka brick thompson 2
you guys hate the zip 22 so much xD
Is there an over/under shotgun in the modpack yet?
oh, look its tomorrow
https://www.youtube.com/watch?v=1_SiSgAP1BY
wait its not an AK?
all clips go to their respective owners!!
Like a beretta Pennsylvania 10
More like you are obsessed with an objectively garbage firearm.
aprishiate at least the design,not the inside,but outside xD
just make it so the zip 22 is obscenely rare and the reliability is horrible so you'd only keep it as a novelty item
oh wait it was made after 1993

truefully yes,it would be a better than nothing weapon
didn't brita say he'd scrap guns that were post '93 i forgot
man fak yo theres many weapons in the pack that are after 2000 even xD
And it would also be incredibly rare because I’ve never seen one in my entire life until you showed us one
ofc xD
it was my pleasure showing it xD
the virgin modern gun requester vs the chad antique firearm suggester
Like I’m pretty sure any AK would be more common than that lmao
cobray shotgun aint modern xD
it was made in the 80s
Ah yes classic Springfield musket muzzleloader
Perfect for killing one zombie then death
Pawlow must make a ice sword for us
i must have it for science matters at fort knox
Exactly
i keep a musket for home defense just like the founding fathers intended
Hold someone up in superb survivors with a musket
i would hold em with a zip 22
They don’t even put their hands up lmao
they will piss their pants
from laughter
try shooting anyone with a zip 22 with a helmet on and your screwed
well its a smaller caliber
.22
It’s like hitting someone with a paper plane
even my M59/85 can tank that 
its small and compact cmon guys xD
its not like a colibri
which even my knife is doing more damage than that
do you want to see the zip 22 final form
no
you call it a fail gun but it has like +100 attachments for it xDD
is that a night vision scope on the bottom or a spotlight
yes sir
mfs gonna be running around with M16s and 20 pound night vision sights on them soon
'yeah i like to travel light'
This joy emoji abuse is making me literally pondering to ask admins about soldiers annoyance.
ok lemme do a new one
better?
Yeah
Mm yes
I have that modl
model
brita has it all xD
this will be like a 2gb weapon pack for pz
since he has the cobray and zip il not get other weapon pack 😄
oh yeah,cool semi auto m16 scoper xD
really big
oh yeah i bet xD
this is amazing whoever posts screenshots of weapons or does some random request brita seems to have it already literally xD
im just a bit curious about the weapon sounds
how they will sound like
damn
looks real nice
one of my friends has one of the M3 carbine scopes and it weighed 30-ish pounds if i remember right so i assume it would be pain to lug one around ingame
Is that the thermal scope?
We got to play with those when I deployed to Afghanistan. Real fun toys to mess with.
Now that I think about it, I wonder how much trouble it would be to set up a thermal filter for PZ to complement eris's NV filter.
Semi related, bit years and years ago, one of the weapon mods I used for New Vegas had a thermal scope as a weapon attachment.
Also, ArmA 3's Nightstalker scope.
i wouldn't know because everytime i play arma 3 with my friends we beat anyone who uses a scope to death
say, if we're making gun requests for brita, i should ask for my IRL .22 rifle
pew
are we requesting meme guns?
https://www.hi-pointfirearms.com/img/handguns/YEET-Cannon-b.jpg
HI point carbines and pistols suck
ive seen a zip .22 made from a piece of steel tube, a bottle tip from a baby bottle a drilling bit hose clamp and a wielding glove and you are correct not something you would want to hit a helmet with , if you can even hit that accurate
soo uhh im still struggling to get this Lua to work
i cant seem to add these items into the zombie loot tables
Distributions = Distributions or {};
local distributionTable =
{
all =
{
inventorymale = {
rolls = 1,
items = {
"Base.WD", 3,
},
},
inventoryfemale = {
rolls = 1,
items = {
"Base.WD", 3,
},
},
},
}
table.insert(Distributions, 1, distributionTable);
--for mod compat:
SuburbsDistributions = distributionTable;
-
I don't like that method for inserting new entries into the distributions tables; I've always distrusted it, but I do force myself to use it for some categories of items and it works just fine for me w/o issue? There's just things about it that I don't understand, and I just don't like it.
-
This is the simpler method for adding items to distribution tables, that I generally use. It is more of a pain in the ass to set up, but I prefer it for being more controlled and succinct.
table.insert(SuburbsDistributions["gunstore"]["shelves"].items, 1);
table.insert(SuburbsDistributions["gunstorestorage"]["all"].items, "Base.22BulletsMold");
table.insert(SuburbsDistributions["gunstorestorage"]["all"].items, 1); ```
- A find the #1 issue people have with elements of their mods not working is just not understanding/using basic troubleshooting stuff. It may be that you lua is fine, but that you didn't set up the Base.WD item scripts properly, and consequently, there is no Base.WD item to spawn. Generally, until one gets a handle on the thing, it's best to trie these things "incrementally", ie.
- first make sure that the Base.WD item works and can be spawned in.
- then, once you have confirmed there are no issues with the Base.WD them, then you move on to spawning it.
Also, being able to evalute the console.txt file for error messages is crucial. Your lua looks fine, so my suspicions are that either the Base.WD item isn;t set up properly, or there is some other issue with the actual lua file, aside from that code. It could be bad/sloppy formatting elsewhere in the file. It could be a bad filename. The console.txt file could hold the answers if that is the issue.
Im trying to spawn items from a mod into zombie loot tables
Also, how do you know that the Base.WD items aren't spawning on zombies? How many have you killed to see if it's spawning or not?
For testing stuff like this, it's best to set the spawn chances incredibly high. It might just be RNG making you think that they aren't spawning.
So i know for a fact that said item does exist
@willow estuary killed 1000 zombies at 100 drop rate and no dice
Have you testing spawning the item into the game?
Assumed confidence re stuff like know for a fact that said item does exist instead of checking to make sure is 100% gonna be a problem with figuring out why things aren't spawning etc.
yes
ive managed to spawn the item into the game
but its an item from a mod not the base game
so is base.WD wrong?
im not sure what the module name is
the mod author just titles his module as Base as well
so i dont think thats the issue
ive tried using the method you mentioned and again, it didnt work
- You are using debug mode?
- Use debug mode, use the item spawner to spawn in the WD item and then use the edit item option to see exactly what the Module + name for the item is. Or if you know your stuff you can just look at the script files to be able to evaluate what the module name is.
yea i tried that
the scripts literally only use 1 module
module Base
he didnt create a new module
so its just Base.WD
That's probably the case, but just being throrough in checking and making sure regarding details like that is absolutely crucial for troubleshooting.
the mod is brtia's weapon pack btw
i just wanted to make the WD-40s spawn on zombies
but i didnt expect it to be so complicated
yea the error said line 2
so its probably the item itself
or the pathing thats wrong
double checked its simply called Base.WD
should i post the mod's lua ?
I dunno man, I generally try to avoid getting too involved with the specific issues anyone has with their modding attempts, as it can just get too frustrating more often than not? But yeah post the lua, just no guarantees, as I generally do not like to get involved
i cant get it to work for the life of me
Since I was pinged- did you copy this insertion method from an existing mod?
no i just copied what was provided from the forum initially
require "Items/SuburbsDistributions"
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.WD");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 3);
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "Base.WD");
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 3);
this thing
but it doesnt work for some reason then i changed it to the other one
you do realize it doesn't do the same thing as what you have right?
arent i writing to the distribution table?
what Blair and what you just posted adds 1 thing to the list at a time
your code above is adding a whole list into the exsisting list
you're list linking
so if i want to add into an existing list
i have to use what i posted, correct?
without overwriting the list
you could use table.concat to add two things at once
if I'm reading it right a normal distribution list appears to be a series of paths and numbers
list = {path, chance, path chance, path chance}
when you insert your list it's doing this
list = {path, chance, path, chance, list = {path, chance } }
but I just woke up
wah
this is adding a path and a chance at a time
yes i understand that part
what you had above isn't
so what should i be using?
@sour island Don't think this is where you got pinged from 😛
table.concat?
It was your friendly fox giving you a nudge in CL
i have no idea how that function works though
I stumbled into this one first
you can google it or find it on lua.org
i simply want to add a single mod item into vanilla zombie drop tables
it adds a list to another
if you don't want to add values one at a time
but there's technically nothing wrong with that
so if i just do this table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.WD");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 3);
im just overwriting the current tables?
does this not work?
what is line 2?
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.WD");
what is the error?
wait
i may have a solution for you
much easier then this
here
require "Items/ItemPicker"
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, "CSword.HeavyMachete");
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, 3);
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, "CSword.HalliganBar");
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, 1);
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, "CSword.IceAxe");
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, 3);
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, "CSword.PulaskiAxe");
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, 4);
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, "CSword.PikePole");
table.insert(SuburbsDistributions["toolstore"]["shelves"].items, 3);
table.insert(SuburbsDistributions["toolstore"]["counter"].items, "CSword.HeavyMachete");
table.insert(SuburbsDistributions["toolstore"]["counter"].items, 7);
table.insert(SuburbsDistributions["gunstore"]["counter"].items, "CSword.BushKnife");
table.insert(SuburbsDistributions["gunstore"]["counter"].items, 5);```
god i need to update all that
it does
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.WD");
i cant get it to spawn on zombies
yes
thats an entirely different thing
require "Items/SuburbsDistributions"
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.WD");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 3);
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "Base.WD");
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 3);
so, do you want them in zombies or attached to them
i wonder if its not spawning on actual zombies but just on corpses
hmmm
have you checked hydrocraft?
meaning?
hydromancer has a bunch of stuff for spawning in zombies
yea i did
curious
they use the same code
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.WD");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 3);
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "Base.WD");
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 3);
exactly this
does it throw an error ingame?
there is a sparse chance its actually spawning but you havent seen them
i believe thats not a guarantee because i tried that before for debugging and it didnt work
yeah, likely it is spawning
its not from my code
so its probably pathed wrongly
how do i leave the debug screen?
i want to try spawning the item to see if i got the correct item id
f11
do you still have the bits above and below?
where the list is being stored then applied?
okayyyy
i think i know the issue
the item ID is actually Base.WD40 not Base.WD despite saying Base.WD in the scripts
the heck
i dont think so lol
my screen shot key is set to F11
btw thanks for the help you guys
@sour island it works now thanks
i just had the wrong item name
holy shit
i feel so dumb now
@willow estuary thank you too
is it me,or this looks like a giant dildo
It's a peaceful balloon weapon reminds zombie the joy of life.
thats cool,can you release theese weapons you do so far as melee at least?
I may make a few more and then release them, I don't do any modifications for LUA part so my mod will be subscribe and go---no need to start a new game
yeah ofc its the same with brita
no need to start new game
- i thnk u are doing great with melees
britas is making the firearms
you do the melee xD
finally found a military canteen and military flashlight which is attachable for belt and can shoot with 2 hand guns at night xD
Doing some dabbing.....
is that a custom animation
yes
do some dance animations it will be hilarious as fuk xD
i would make my eod bomb suit guy to do break dancing xDDD
with the minigun
Item drags, cause uncontrollable random movement+ playing this animation, but recover unhappiness and hungry and pain panic etc...
(just kidding XD
Devs gave you animzed right?
the devs should release a tool to edit the bones so peoples can add custom zombies with custom animations xD
if they can do this anims then i think its possible
i really want to see an mister x oversized punching xD
Is the animation modding tool out? Just wonder because so many custom animations
hey chuck you still around?
No they didn't.
They will. It’s called animzed
But they are waiting until B41 is finished
oh boy cant wait then a full mister x mode lwith punches xD
hopefully it allows us to make amputee models and use those prosthetics
amputations are possible, at least visually, coding the changes in gameplay is way harder
i can understand that it changes the way you would interact with alot of items
nice
Actually @iron salmon back to the skinned models thing. What would help right now is if you could ask about a few things in the character's 3dsmax scenes. I'd like to know the Up axis of the scene, as well as the Up and Forward axis for these nodes: Dummy01, Bip_01, Bip01_Pelvis, Bip01_Spine, please.
I can't be sure of anything because of the conversion process
How do you make zomboid stuff in blender
You smash your face into the keyboard like a monkey until a masterpiece appears.
I've done blender but not for project zomboid
Not sure the difference
Is it the same as any other modding
Like this
can someone tell me the difference between normal mods and legacy mods ?
Legacy probably means its an old version. If you're talking about the Armored Windows mod, it's probably B40.
Are you using B40 or B41?
b41
use normal then.
aight thx
What I'm asking, are zomboid models still just regular 3d models just look a little 2d ingame
yeah, for character clothing/props the game uses .x, but can load fbx.
might want to check out some mods on the workshop to see how they're doing these types of mods
zomboid runs on a custom engine
Ah
im never using directx again 8V
looks like fbx animations work, still have my current issue with joint orients though
quickie test here replacing Bob_Walk with a flappy arm anim.
AuthenticPeach has been using what i can only imagine is a very painful tool/process for their animations. So once we get the problems worked out, we can set up animation rigs to make life easier.
unsure if i want to learn blender rigging though.
It's only painful if I don't like the end product. I was able to get good results, but complicated animations are out of the question with my method.
the tactical 'turn into a midget' maneuver
Custom java based engine
cursed lmao
Gonna cry?
yes
gonna pi-
yes
Anybody knows where can I find all Recipe.GetItemTypes? I'm thinking about make a recipe to convert dropped hats , glasses , which doesn't disappears automatically , into some resources, guess filling every item manually is not a good idea
Little kid plays piano - 1993 Colored
Play Moonshine Sonata and a secret door will open
whats the best mod if i just got the game
If you just got the game, play it without any mod, live and die for a couple of times, after you understand the game you can start use mods or you'll lose a lot of fun and understand the game wrongly
^^
The core part of gameplay is management, you need keep risk yourself to get weapons, foods etc to live. And you need manage what you should carry and what you shouldn't. But there are a lot of mod modify the game data without telling you. Get an axe with 100 durability and 1 shot any zombie by using a plank to build might be useful but absolutely kill the fun part.
yeah it's for PZ
Like I said, a looot of detail for PZ.
Those textures could be 1/4th that res and you wouldn't notice ingame.
Model could be simpler too I think.
I'm gonna second that; there can be performance hits and other issues with too many large textures + high poly models in PZ.
the model iteself only uses 560 faces, still pretty low polygon count
and the texture size is 512
Well, good job on making it look super detailed then 😄
I'd still keep paring the tris down. Every little bit helps.
The trigger, rear sight and barrel could all use fewer IMO.
Otherwise, not bad I guess.
I'd say keep at it then.
If you want, use the base PZ weapon models as a reference? A lot of them are basically made of primitives.
Good, good.
but I like your idea, I'll make a better M16 with the same base game model and see what I can do 😛
I like it.
its a good detail,but then again,the game may lag too much cuz of high poly stuff
No, it doesn't , if your PC can be laggy because a few hundreds of polygon or can't handle a 512*512 texture, the only thing you need to worry is it might gonna explode.
Case in point, I have an i9 and a RTX 2080, and this game can and will chug at times.
and it's absolutely not because a few hundreds of polygon and textures
I always encourage modelers and modders to do things as cleanly and efficiently as possible. Just because that's good practice.
yeah me too it is good
PZ is kinda badly optimized to be honest. A game literally made of 2d sprites can bring even top tier systems to their knees. Every little bit helps.
E.g., in my stuff, I use color indexing when making textures and sprites. It helps a little tiny bit.
Optimizing in surely a very important thing but 96kb data(my M16, model+ texture) isn't really matter that much to modern PC. PZ has a very basic 3d shader that even your SNES could handle it. You can let every zombie on your screen carries my gun in 6months later mode and you won't feel any lag because it's just single 96kb totals of data used repeatedly. I totally understand your passion about optimizing but this is simply not because my work.
since the update i cant reload my shotgun nor can i switch weapons with the keys... which mod fucked they up with there update
probably didnt look at the icons models too much
but they do work tried it today
- its compatable with silencer mod
and it makes em have realistic gun names
that m625 model type reminds me of resident evil barry s python xD
i got like 75 xD
i have a collection,u can choose from there
combat text
hmm
I was looking for it for a few days now
then I essentially ignored it
didn't feel realistic
I don't know man
you have a bit of project zomboid in your mods
I know this isn't related to modding
but where did project zomboid get the zombie sounds?
they made it themselfs?
yeah i can bet that
althou i use resident evil 2 zombie sounds xD
they are kinda more scarier to me
weird
there's this game on roblox
and it uses the exact same zombie sounds from project zomboid
possible
those who remain?
yeah they just ripped the sounds from pz game files
its not just the zombie sfx but some firearm sfx as well
imagine an aaa company ripping out an indie game
HK4 380 / 22LR
brita is god
comfirmed
Me favorite gun of all time now.....thanks
ok can everyone now stop request guns,i mean,let him finish what he has,and remake the attachment system xD
so he can release something already xD
after hes all done with that he may continue work with what he has and add new stuff update after update
So has this now been added into the mod for a update?
not yet
but i suggest we stop requesting guns for now so he can update it xD
if we keep requesting he will make em cuz hes a very good person but that slows him down to polish the mod system and release it
after hes done with the core system we can then request xD

