#mod_development

1 messages ยท Page 455 of 1

craggy notch
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I moved my game to another drive and it worked

final plinth
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wait it works on one drive but not the other?

craggy notch
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yea I had the same issue I moved it my other drive and the spawn points started working

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very weird, are cars not spawning in raven creek for you

final plinth
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I dont use raven creek personally so i dont know

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ill check it out

wooden rapids
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All map, spawnpoint mods, yes ๐Ÿ™‚

final plinth
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ok so, i doesnt appear cars spawn there for me either so that is probably something with the mod

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but i can spawn there

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so thats something with you

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have you tried testing it with only raven creek enabled?

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you could have a conflict

craggy notch
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@wooden rapids do you have another drive

final plinth
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I do

wooden rapids
craggy notch
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try moving the steam install there, I had the same issues and I moved it there and the spawn points and car spawning worked fine after I did that

wooden rapids
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Hmm, so you mean that i put Zomboid where my User directory is?

final plinth
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yeah im not gonna test that but that could be something to try

craggy notch
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@wooden rapids no just go to the games steam settings and put move install folder

feral lion
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i tried to edit my spawnpoints but unexpected error

final plinth
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isnt it actually project zomboid > properties > local files > move install folder?

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@feral lion what was the error?

feral lion
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1616519607588 IsoMetaGrid.Create: finished loading in 13.083 seconds
1616519607589 can't find map objects file: media/maps/Odintsovo/objects.lua
1616519607590 Max #ZONES on one chunk is 0
java.lang.RuntimeException: can't create player at x,y,z=442,11310,0 because the square is null
at zombie.iso.IsoWorld.init(IsoWorld.java:2373)
at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:259)
at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:235)
at java.lang.Thread.run(Thread.java:745)
1616519607604 LuaEventManager: adding unknown event "OnPreUIDraw"
1616519607604 LuaEventManager: adding unknown event "OnPostUIDraw"
1616519662841 waiting for UdpEngine thread termination
1616519662852 znet: Java_zombie_core_raknet_RakNetPeerInterface_Shutdown
1616519662899 znet: Java_zombie_core_znet_SteamUtils_n_1Shutdown

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yea i thought something i missing

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maybe the Z coordinate is wrong?

final plinth
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oh i had this issue

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i still dont know what i did

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but it stopped

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oh wait

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it was a map mod that was bugged

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i removed it and it fixed it

feral lion
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i disabled map mod as i remember

final plinth
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hmm

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i dont know then

feral lion
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it says 442,11310 wtf

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i dont write number like that

final plinth
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yeah it was the same when i had it

feral lion
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{ worldX = 0, worldY = 0, posX = 64, posY = 241, posZ = 0 }

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ah odintsovo have world number 0

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okey try now then

tame mulch
craggy furnace
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need to center the main rotor

low yarrow
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Oh i just used "auto weight". Maybe i shouldnt do that ๐Ÿ˜„

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Will try to weight paint it manually

final plinth
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you can also transfer the weight from the base body

near pond
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next character im taking off high thirst. its so annoying

final plinth
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hang on let me get a video throttlekitty sent me, its pretty helpful imo

near pond
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wrong chat

final plinth
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This video will show you how you can use Automatic Weights, Transfer Weights from one mesh to another in Blender 2.8 and also show you how you can Smooth your Vertex Groups Weights. Also works in blender 2.9.

Watch each episode of How To Tutorials and get quick solutions to common challenges faced by artists during project execution. Each episo...

โ–ถ Play video
final plinth
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๐Ÿ˜„

low yarrow
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So a few thing i found out:

  1. Import the model in a scale of 100
  2. Apply the bones to the visual transform before you link a mesh to it
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If you select bones in edit mode they should not jump anymore

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If i dont apply them they jump up in edit mode

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And then select everything and "apply transformation" so the origin is in the center

rocky lark
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Hey uh so, if anyone knows about the cheat menu mod it changed how new vehicles are added to the menu, and I have literally no idea how to add in new vehicles in a separate mod without replacing the entirety of the current modded vehicle code. How exactly would I go about this? I can try and explain but I barely code anything that isn't someone else's and... to say the least, I'm stuck and can't figure out how to use currently available code.

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AFAIK It has something to do with tables? and i don't understand much else.

lethal sparrow
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To say; you want to spawn a modded vehicle usign cheat menu, but can't?

rocky lark
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ok so there's a table named modVehicles I think it's a table anyways and I am so unexperienced in lua I don't know how to add to it
a sample line i think was

    {"Autotsar GovNoVoz-250", "Base.TrailerFirst", "Trailers"},
}```
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I have coded o n c e in project zomboid and 99% of the code was someone else's magic

rocky lark
lethal sparrow
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I'm not a savant either, but I think that looks rather intuitive.

#
    {"VEHICLEINTERNALNAME", "HOOKLOCATION", "VEHICLETYPE"},
}```
Would be my best guess.
rocky lark
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the dev said they added framework to add in your own modded vehicles to the menu.... they forgot to put in an explanation that doesn't involve copying, pasting and replacing current code

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it's modVehicles["MODID"] = { {"display name (can be anything)", "vehicle ID", "category name (can be anything)"} } directly quoted from the code

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so what I have tried so far

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  1. copy all the code into a separate file and add onto that
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what that did? it works! but may be copyright infringement

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and overrides current code, and it gives me the chills from the time I did that and fucked over code in rimworld

lethal sparrow
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If they included a blank template for the purpose of mod compatability, I can't help but feel it was put there to be used for mod compatability.

rocky lark
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it wasn't blank

rocky lark
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it wasn't in a separate folder

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it's an explanation to how the code works, above all the main code

lethal sparrow
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Oh, I see.

rocky lark
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this is in the main folder

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and... uh... I am no expert coder on how to add my own lines without fucking up the current lines

lethal sparrow
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If you're only looking to modify that version of cheatmenu, then you'd simply extend the way they did it, following the format. Find the vehicle ID of the mod Id that you wanted to include, and CTRL+C, CTRL+V another entry replacing the necessary variables to match the destination vehicle

rocky lark
#
CheatCoreCM.modVehicles = modVehicles -- do not modify. do not place definitions below this```
lethal sparrow
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Looks like one ModID can contain as many entries for vehicles as you want, so go nuts. This is a personal-use copy, so I doubt you'll see lawyers over it.

rocky lark
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at the bottom

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so it kind of locks it in when it's done????

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Idk

lethal sparrow
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Probably. Only one way to find out, right?

rocky lark
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Tried

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failed

lethal sparrow
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Did you at least get a helpful stack trace?

rocky lark
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adding just the plain modVehicles = {} shit results in an exception

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lemme get the stack trace

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it says something about index... non-table

#
function: ReducePlank.lua -- file: ReducePlank.lua line # 8.
[23-03-21 16:37:34.150] ERROR: General     , 1616531854150> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index of non-table at KahluaUtil.fail line:82..
[23-03-21 16:37:34.151] ERROR: General     , 1616531854151> DebugLogStream.printException> Stack trace:.
[23-03-21 16:37:34.154] LOG  : General     , 1616531854154> -----------------------------------------
STACK TRACE
-----------------------------------------
function: ReducePlank.lua -- file: ReducePlank.lua line # 8.```
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line 8 is the final bracket

lethal sparrow
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Is this in a separate file than what you showed me before?

rocky lark
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yes

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I want to publish the patch damnit

lethal sparrow
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That's why. There's no definition set for modVehicles = {} where you're editing.

rocky lark
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so the current option is copying the entire modVehicles file (1 file) and replacing it

lethal sparrow
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You're adding an entry to somethign that doesn't exist

rocky lark
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ok so

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when I try to make a new modVehicles it totally overwrites the rest of the vehicles

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so IDK how to add onto modVehicles

lethal sparrow
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What I assumed you were doing was editing a copy of CheatMenu for personal use. Unless they included plugin hooks, I don't think you can extend their code from a separate mod.

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I couldn't, anyway.

rocky lark
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this is the file I'm trying to edit from another file. I can simply copy all the code, edit said code, and it'll be fine but IDK if he'll get mad for copyright. It still requires cheat menu

lethal sparrow
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Then you have arrived at a moral crossroads that I cannot advise you on. Do anything you want for personal use, but I wouldn't upload it to the workshop.

feral lion
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where to find guns in kingsmouth?

lethal sparrow
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I would guess somewhere in the area marked "military/airfield"

feral lion
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i scanned the whole airfield

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almost no any gun

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they speak about something like a secret base

late hound
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There is an armory there in the middle of the base.

feral lion
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you can circle me on the picture?

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im in the highest weapon rarity (abundant) still no weapon

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i mean "guns"

late hound
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something is messing with your item distributions there, that is the armory

feral lion
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it is 40.43

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can i add manually loot for some place? on the map?

lethal sparrow
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That would more a more complicated solution than you need. You should examine your mod list to see potential threats to distributions. And, if you posted your DebugLog I could peek

feral lion
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maybe, thanks

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i try totally without any mod, but i dont think its any mod fault

willow estuary
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Nah dude, it's just that won't work properly at all in b40.
The guns, and more importantly the military loot definitions, don't even exist in build 40.

feral lion
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ah but i had ORGM rechambered

willow estuary
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Doesn't matter.

feral lion
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ah thats bad

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thinking about adding it manually before the match

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or something o.O

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maybe a zombie loot mod idk

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and i can find guns in zombie bodies

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what is that weapon mod name? its starts with B

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cant find

willow estuary
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That will not work in build 40 either FYI.

feral lion
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ahhh that sucks ๐Ÿ˜ฆ

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brita weapon pack

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ye its for 41

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its strange that there isnt any "random loot" mod

feral lion
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what type of shelf is this in the armory?

lethal sparrow
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I would guess armystorage locker

willow estuary
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Try making a mod with just this is a lua file. The filename should start with a letter after D, just to be sure.

require "Items/SuburbsDistributions"
SuburbsDistributions["armystorage"] = SuburbsDistributions["gunstore"] 

or

require "Items/SuburbsDistributions"
SuburbsDistributions["armystorage"] = SuburbsDistributions["policestorage"] 

Caveat: haven't tested, can't make any guarantees, but it should work. Won't spawn "military" class loot specifically, but I remember b40 gunstores and police armories with ORGM having a fair amount of military hardware. Policestorage is probably the better bet from what I recall.

feral lion
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yes i want to do that

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im dont understand zomboid programming yet ๐Ÿ˜ฆ

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i understand need to make a custom mod with a lua file which contains what you write

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but dont understand the filename starts with d thing

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if you are kind enough just make me this short file?

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and i try it then

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it looks a really good fix

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modname/media/lua/server ? or what , this is what i dont understand

willow estuary
feral lion
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๐Ÿ˜„ ๐Ÿ˜„ perfect my dude

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saved my day!

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so the endfolder is server okey

willow estuary
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/Server/Items to be sure.

And again, I can't guarantee that this will work? I just think it will. But I'm neither knowledgeable or smart.

feral lion
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๐Ÿ˜„ same as me

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but how does zomboid know that he needs to load that lua?

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i put in to both folder XD

fallow bridge
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there's like 3

feral lion
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but there is with ORGM

fallow bridge
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oh

feral lion
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we want to add it to the loot table.

fallow bridge
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i forgot about that mod

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it should be auto

feral lion
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also i read i add RealDurabilites and also the sounds gonna work

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i think its doesnt auto cause its Kingsmouth and not the standard map ๐Ÿ˜ฆ

willow estuary
feral lion
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autodidacta ๐Ÿ˜„

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just probably its not enough :\

willow estuary
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You're going to have to read the tutorial most likely.
And then keep trying until you make something that works.

feral lion
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it appears

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something happened

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cause there is the police army stuff

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still not found any gun o.O

craggy furnace
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evil

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just evil

sour island
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how/where to you call this sound event? Still not having any luck incorporating a new sound

lethal sparrow
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Depends on whether you only want the player to hear it or for it to play in the world for the purposes of zombies/multiplayer

sour island
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I'm using playsound from a world emitter

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works for vanilla sounds- not so much for custom sounds in scripts

nimble spoke
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I use it from a vehicle emitter

sour island
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ah, I don't have a category set

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perhaps it's finicky on which emitters can play it?

feral lion
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trying with the gunstorish

sour island
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ty for the clue

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it was the category

feral lion
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the grenade works as i see XD

nimble spoke
feral lion
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which mod does the grenade launcher comes from?

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are there any police on kingsmouth?

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thinking of adding the loot for more place

clear lodge
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Any modders that do commisions?

lethal sparrow
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I'm a novice but I'm open to new ideas. What did you have in mind?

clear lodge
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A clothing mod that add some new bulletproof vests and shirts

lethal sparrow
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That sound interesting, but it's a complicated area above my rank. Sorry

feral lion
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i can mix two loot distribution? require "Items/SuburbsDistributions"
SuburbsDistributions["armystorage"] = SuburbsDistributions["gunstore"] + SuburbsDistributions["policestorage"]

lethal sparrow
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I'm doubtful, but you could try it.

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Worst case scenario you get an error telling you you can't.

feral lion
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it works this way? ๐Ÿ˜„

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im thinking of adding the policestorage distribution to a crate

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but i dont want to switch it

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so i mean original crate loots+policestorageloots

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are there any command to not "=" but "add" or something

lethal sparrow
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It would take more elbow grease, but yes you could insert new entries to an existing table.

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For the purposes of your question though, no, you can't add an entire table to another in one go, to my knowledge.

nimble spoke
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you can append tables, but you'd have to append the items table inside one of those to the items table in the other

drifting ore
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Thanks planetalgol for the vest repair mod, it is a mod I am quite thankful for! spiffo

craggy furnace
grizzled grove
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oo nice

nimble spoke
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so thanks to @final plinth a missing piece was found. In order to delete the body mesh when you're creating hair, beard, clothes or whatever, delete all unused bones and vertex groups as well. I think he already said that here but I just want to confirm that it works for the models I've been using that kept the body mesh

craggy furnace
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neat

willow estuary
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Thanks!

errant meteor
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@lethal sparrow I have been playing my first game in years and your soda mod has saved me a bunch lol, the water shut off. Lucky I found a soda machine with a fair amount of soda.

nimble spoke
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Hell yeah, now I'm ready to fight zombies, sectoids.... or even street fighters!

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just give me that heavy plasma and I can take the war to Cydonia

jovial summit
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dick kickem

craggy furnace
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i am here to chew ass and kick gum

drifting ore
lethal sparrow
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That's a modded map, I presume? It's well made either way.

indigo hound
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Yes. This is my mod (temporarily hidden in the workshop))

lethal sparrow
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Well, it's quality. Well done

indigo hound
carmine cosmos
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I am currently doing some research on the extent of Lua modding. If anyone has any mod ideas that are currently not possible to implement with Lua modding please let me know.

late hound
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@indigo hound Looks great!

fallow bridge
indigo hound
sleek saffron
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Can anyone point me to where I can find Module.ItemId of custom vehicles (in my case AquaTsar's boats on trailer) to spawn in for NecroForge?

indigo hound
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๐Ÿ˜†

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sry

fallow bridge
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I misunderstood

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I couldnโ€™t open the rest of the convo

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So I couldnโ€™t see it

feral lion
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What is the "Granade Launcher" ID?

clear lodge
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Im a bit confused, why does every turf have a white outlining all of a sudden?

fallow bridge
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Usually happens when you turn your lighting down or something

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But I mean hey you can see the tiles now

feral lion
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are there any method to change zomboid to use its own "mods" folder? not the one in users/name/zomboid/mods

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somebody have vacation island map? ๐Ÿ˜ฎ

craggy furnace
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๐Ÿ‘Œ

feral lion
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a safety system in the game can work like: when im go into the PVP mode the skull symbol in the top of my head appears immediatly but i cant hurt player for X seconds.

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in this way i can avoid players "backstabbing"

drifting ore
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pog heli mod

sonic helm
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Is there anyway to access server commands in SP?

lethal sparrow
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I've never used it, but I'd have to assume Cheatmenu lets you, right?

craggy furnace
night shard
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sounds great

jovial summit
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Hell yeah

craggy furnace
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its just cycling all the variations of that line

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it has many more

nimble spoke
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Return to your home! WTF are you doing out there?

feral lion
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Are there any group party like system which helps to avoid kill eachother?

left plank
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@craggy furnace is the heli mod playable?

craggy furnace
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@left plank wdym

left plank
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like, is it stable?

craggy furnace
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far from it but its getting there

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we still have a ton to do

left plank
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oh I thought it was released

craggy furnace
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no, thats the thing i gave to aiteron

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have a teaser for your trouble

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this will be the first mod (and implementation of) the military beyond a formality

feral lion
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Then what is the point... Ehhh.

craggy furnace
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youll have an actual military presence on the map

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they will be out and about killing zombies and telling you to leave areas

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there will be a cordon around the map for the first 5 days and you may not leave it

willow estuary
# feral lion Then what is the point... Ehhh.

It's so people don't accidentally kill their buddies meleeing zombies.
Common occurrence in MP.
But it's only necessary if the server doesn't have the default PVP safety system enabled.

lethal sparrow
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Besides, who doesn't like friendly fire? The only thing better than killing your friend on purpose is killing him on accient.

feral lion
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Its really good Blair my problem is that guns can killl...

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Its just not logical for me

left plank
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I'm wondering what happens to the zombies underneath the heli? Doesn't it function as a car, and so it would run them over?

feral lion
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I will be the happiest if it was no friendly fire in a faction

craggy furnace
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no

feral lion
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I miswrote sorry

craggy furnace
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its an entire rework of the helicopter event

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youll have helicopters over and over for the first week

feral lion
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I want that if i invite a mate to my faction he then cant kill me only if he leaves the clan

left plank
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wait is it different than the flyable one?

craggy furnace
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entirely

feral lion
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I want something like a delayed "warranty"

craggy furnace
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fair to say this is the big one

left plank
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ohhhhh okay, so you don't know when the flyable one is coming out then?

craggy furnace
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its out

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iirc aiteron threw it out

left plank
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Oh I'm confused then, sorry, I thought it was an all in one mod

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do you intend on merging the two heli mods at some point?

craggy furnace
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nope

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itll be awhile before i can actively figure out how to animate those rotors

left plank
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do you think interiors will help with that?

craggy furnace
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yes

left plank
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once steering wheels and tires have movement? if they do?

craggy furnace
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i can do it in this build

left plank
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you can?

craggy furnace
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i need to bust open martins debug stuff

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yeah

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i could fix the interior car too

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its all doable in this build

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all the cars have interiors in vanilla have interiors they just arent rigged up

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getting the rotors to work would work via lua interacting with the rig

left plank
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damn maybe you could help TIS with car interiors or maybe get ahead of the release with some work then

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interesting, it seems pretty complicated

craggy furnace
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they know how to contact me

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when i get around to it ill throw it around

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id have no problem helping martin with interiors

lethal sparrow
#

Screenshot slightly related, is it achieveable to add my modded sounds to the game's "advanced" sound options, in that the player can use a slider to adjust the volume of each sound individually?

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If they find the crushed can sound too grating I want them to be able to muffle it..

willow estuary
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I believe that they automatically get added to the options.

lethal sparrow
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That's so shockingly easy I didn't even think of it. Cheers, blair, I'll check for it during next playtest

willow estuary
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I mean, that won't stop people from complaining by any means.

lethal sparrow
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No, probably not. It's a conundrum, like the smell of gasoline. I personally find it satisfying (the sound, that is) but others will hate it. It's a divisive issue.

#

Some love the smell of gasoline, others hate it. I've never met someone with neutral feelings for it.

#

The sound in question, BTW.

willow estuary
#

Also, probably won't be an issue for you so much, but just be aware, that if the comments get to become an annoyance for you, say if you get people making too many rude comments and complaints about stuff like that sound etc?

You can just disable the comments and you don't owe anyone anything in that regard, especially if people behave poorly in them.

#

Hahaha, yeah, I can't see that sound being an issue, but there really is no bottom.

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I was expecting something more grating by far ๐Ÿ˜„

lethal sparrow
#

That's good advice, but people have been greatly supportive. Maybe soda is the foundation on which common ground can be found. The only piece of malice I've recieved was from a pissed-off Russian guy in the youtube comments saying that charging a dollar for soda even in the apocalpyse was "Exemplary Capitalism"

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And that was still so funny I couldn't be upset by the negative rating.

willow estuary
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๐Ÿ˜„

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Yeah, I only said that in that I expected a more abrasive sound, and that I've had people get mad at me for my slushes being loud.

nimble spoke
craggy furnace
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i do

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its not ingame but i do

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that helicopter is just a test model for him either way

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i am making more helicopters anyway

nimble spoke
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Ohhh I saw it flying in that workshop link

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are you going to update it with animated rotor?

craggy furnace
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he is

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ill be giving it to him when i get around to it

halcyon wasp
#

DO ANY ONE KNOW WHY THIS HAPPEN? the size is fine when its on hand witch i adjusted with sizes in blender ..... dunno how to adjust the item size when its on the floor... pls let me know if any of u know about this .... thanks a lot

craggy furnace
#

@halcyon wasp yes

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object orientation

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go into blender, size it with a similiarly sized weapon from the games models, and use object orient to size it

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save and export

halcyon wasp
#

let me try it rn ~~~~~

severe ridge
#

that mechwarrior strap

zealous wing
#

More like Warhammer 40k titan strap.

willow estuary
#

That's a Jaeger strap!

fallow bridge
low yarrow
#

looking through clothing files i stumble alot about this "GUID".
Anyone know where they come from?

late hound
#

what do you mean?

low yarrow
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I just wonder where the source of this GUIDs are.
It could be a internal tool they use who spits these out

late hound
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nah I use a GUID generator

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can be easily be made

low yarrow
#

So i just generate one, and then put it into this file so other files can be linked to that specific cloth?

late hound
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and add an addition to the GUID table file too

low yarrow
#

Alright, thanks!

#

Is that the right one?

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(GUID table)

late hound
#

fileGuidTable.xml in /media

low yarrow
#

Found it, thanks!

willow estuary
#

Yo Scavenger, Twitch streamer Klean's using your mod in his game ๐Ÿ˜‰

low yarrow
#

Oh cool ๐Ÿ˜„ Have to check it out

willow estuary
#

He likes your Kukri.

low yarrow
#

Nice ๐Ÿ™‚

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Oh i know him. Have watched a dead matter stream once of him

willow estuary
#

Yeah, he's actually pretty stoked on a few of the mods people here have come up with. Save Our Station. Paw Low's stuff.

halcyon wasp
feral lion
#

i try to use any crowbar missing model mod but it not work, why? 40.43

#

1616679592471 Mod Loaded: Crowbar Model by Jab (Model by WolfeClaw) (v1.00)

feral lion
#

i tried the missing weapon models mod not work either

mortal widget
feral lion
#

looks cool, only problem no MP in 41 ๐Ÿ˜ฆ

drifting ore
#

no britas...

#

UNbased...

pearl monolith
#

HEY EVERYONE !! ๐Ÿ‡น๐Ÿ‡ท GREETINGS FROM TURKEY ๐Ÿ‡น๐Ÿ‡ท (english is not my main languange, soo yeah sorry for the mistakes) i have some great fxxxing news for ya. Are the weapons that the game offers you is too boring ? You want more melee weapons to bash some zombie heads ? well here's your medicine. I made a mod that you can find +25 melee weapon around the world. well technically not "AROUND THE WORLD" there not spawn. you need to beat the living sh*t outta some zombies to get one of these juicy melee weapons. well maybe you asking "Hey ! madax why arent you uploading this badass melee weapon pack to steam workshop". well... i dont have the game.. yet..... I'm selling the crates I dropped from pubg to buy the game.. I still lack 10 TL(Turkish money). When I save the money to buy the game im gonna upload this mod pack to steam workshop dont worry about it. till that day comes ENJOY THE
SHOW BOIS !!!!!! (oh btw these weapons pretty rare to find and not OP)

#

So which weapon would you like to see in the game? just tell me but please be realistic i can't add fantasy weapons people !! this is suppose to be a realistic weapon pack.

opaque fiber
#

looks awesome

craggy furnace
#

i wish i was better at modelling ends

craggy furnace
#

mmmmm i think this is destined for police and news chopper colors

fallow bridge
#

ignore all that

#

just thought about it

craggy furnace
#

@fallow bridge YOU PINGED

fallow bridge
#

I HAD A QUESTION

#

but decided against it

craggy furnace
#

SPEAK

fallow bridge
#

i was gonna ask you try to make sure the textures don't blend

#

for example the helicopter mod you textures/modeled and shit the back wing basically fucking vanishes when looked at a certain way

#

due to the colors

#

but considering the heli event your making won't really have a visible heli

#

or a easily visible one

#

i doubt you'll have to worry about that @craggy furnace

#

there

#

YOU HAPPY ๐Ÿ˜ญ

craggy furnace
#

i mean

#

that wont be an issue

fallow bridge
#

exactly why i removed the question

#

๐Ÿ˜ 

fallow bridge
#

apologize

#

or ban

#

;((((

strange loom
#

Ok, now iโ€˜m in modding section. My first question: Wheres the nude section?

#

Just kidding.

autumn sierra
strange loom
#

Do anybody have experience in creating new 3D cloth?

fallow bridge
#

@strange loom PawLow and Shark make clothing

#

OI

#

@craggy furnace @severe ridge WAKE UP

#

MALEN WANTS TO MAKE CLOTHES

strange loom
#

You donโ€˜t have to wake them up for me. ๐Ÿ˜…

fallow bridge
#

naw shark was awake

strange loom
#

Hello Shark. ๐Ÿ––

#

@craggy furnace I have several questions for you if itโ€˜s okay.

craggy furnace
#

sure

strange loom
#

Which modeling program do you use?

craggy furnace
#

blender

strange loom
#

2.79?

craggy furnace
#

2.91

strange loom
#

Is there a script to import the x-files?

craggy furnace
#

nope not for 2.91

#

you can export to .fbx now

strange loom
#

Just the x-files to blender 2.91?

#

Without script?

craggy furnace
#

you may export .fbx to zomboid

#

its not super widely known since its a rather recent development

strange loom
#

Ah, okay.

craggy furnace
#

you may also export your meshes to 2.79 after you export them as an obj/fbx if you want to process them in 2.79

#

but .x is depreciating

strange loom
#

So .fbx and directx is in this case the same?

craggy furnace
#

nope

#

they can just be read and used in zomboid

#

.fbx models have issues in zomboid as far as sizing for now

#

you can size them correctly on a characters head but on the ground they can be odd

strange loom
#

I understand.Which files do you use for template? I mean there are body meshes. Do you use them?

#

Sorry, iโ€˜m really not the technical guy but i try my best.

craggy furnace
#

i use obj mostly to export them to 2.79

strange loom
#

So for project zomboid itโ€˜s no matter if the 3D object is in .x or .fbx?

craggy furnace
#

yes

strange loom
#

Ah okay. Thanks for your help.

#

One more question.

#

Do you have files which you starting with or you start modeling freestyle?

#

I mean you importing an original object from the game and then starting editing it, right?

lethal sparrow
#

Depends on what you want to make. If there's in-game precedent similar to what you want, like a vehicle, then I'd certainly import a vanilla model to reference. Otherwise, if you're trying to make something outlandish like a bart simpson plushie, you're probably going to have to start from scratch. Never forget the old Blender classic of overlaying your reference image, though.

craggy furnace
#

i edit it live ingame

#

orientation wise

strange loom
#

Thanks for the adwise, Alfrety.

fallow bridge
#

speaking of which

#

what type of clothes are you making?

strange loom
#

Can someone show me some results? Just for motivation.

sour island
#

Anyone familiar with how to implement translations for a mod?

strange loom
#

@fallow bridge Me?

fallow bridge
#

@strange loom yepperoni and cheese

strange loom
#

I want to make some command and conquer stuff. Pls dont judge. ๐Ÿ˜…

#

Red Alert.

fallow bridge
#

oh cool!

#

that's actually really fuckin cool

nimble spoke
#

most of the time inside your code you will use getText("translation_entry") instead of typing your text inthere directly

lethal sparrow
#

So that's why my translations didn't work.

#

I thought I was just a fool among men.

sour island
#

I keep getting offers to translate Conditional Speech

#

I figured I shouldn't ignore them

nimble spoke
#

Train your self to always use getText() instead of writing the string in the code and your mods will be ready for translation

sour island
#

true

#

most of the lines are already in tables so hopefully it won't be too much

sonic flame
#

I wanna play PZ but not until I have my mod finished, but I don't feel like finishing the mod

#

This is why I don't mod games lol

sour island
#

ah translations work 1 to 1

#

can't really use this unfortunately

nimble spoke
#

What do you mean?

sour island
#

my phrase sets are linked lists of various phrases- I would prefer to keep it that way and allow for people to add as many phrases as they want

#

I'm not sure if I could have entire lists loaded in using getText

nimble spoke
#

you can use getText anywhere you would be able to use a string

sour island
#

yes but this one mean my phrasesets would look like .Pain = {"pain1","pain2"}

#

getText("pain1")

nimble spoke
#

how do they look right now?

sour island
#

the same way- but this would mean phrasets would have to be identical lengths across languages

#

the syntax of translate looks like lua though

#

if I treat the text ID as a key and the other half as a value I wonder if I could have it grab a list

nimble spoke
#

getText uses a string to find the translation entry, you can do whatever you want to inform it that value

sour island
#

excellent

#

how does get text know in which file to look though?

nimble spoke
#

you can roll a random number and then local entry = "pain" .. number

sour island
#

I understand it probably automatically looks for _EN (etc)

nimble spoke
#

and then get Text(entry)

#

yeah, it picks from the language you're playing

sour island
#

Does it compress all the files found in Translate into a giant list of lists?

nimble spoke
#

list of lists?

sour island
#

Do I have to worry about pointing to the right file

nimble spoke
#

you don't point to a file, you point to an entry in one of the files

sour island
#

alright, thanks

nimble spoke
#

the game loads all vanilla entries and then all mod entries when you launch pz, and then again when you start/load a game

grizzled grove
#

wutcha raging about, shark?

craggy furnace
#

realizing i have to UV all of it

final plinth
#

fun

craggy furnace
#

going to do a police and news helicopter

#

imma just turn on some loud acid techno and turn my office into a RGB strobe fest while i UV this on the edge of sanity

grizzled grove
#

doesn't look too bad, tbh. you using that auto unwrapper for blender?

craggy furnace
#

i dont

#

i have a habit of projecting from view

grizzled grove
#

ew no

craggy furnace
#

yeah i know

#

i wonder if i should try just marking parts and smart uving

grizzled grove
#

trying to find the addon for you, there's one that acts similar to one of the methods in maya, and it's a lifesaver

craggy furnace
#

oh please throw it over

#

last time i worked on a heli it nearly killed me

grizzled grove
craggy furnace
#

oh brilliant

#

i just wanna stream line my workflows

grizzled grove
#

$20 usd, but worth it if blender can't do that stuff natively

craggy furnace
#

its a shame really

#

ill go ahead and grab it

#

spending 3 hours uving and painting sucks

grizzled grove
#

you sweet summer child ๐Ÿ™‚

gaunt lava
opaque fiber
low yarrow
#

Was missing such a mod as heavy smoker ๐Ÿ˜„

gaunt lava
low yarrow
#

I try to figure out what is needed to do so a new clothing appear ingame in the cheat menu.
So far i have setup this things:

#

Do i need more then this?

#

I have not done any LUA distribution things since i dont need them for testing i think.

#

For weapons it was just enought to make the script which is visible in the first picture

nimble spoke
#

That should be enough to get it working. You might want to lower case the texture file name as I found that to be iffy before

#

I mean, get it working as an item, I don't use cheat menu so I can't help with that

low yarrow
#

Thanks. I might then just do a debug distribution and see if the error is maybe in the cheat menu itself.

sour island
#

@nimble spoke I keep getting errors for missing phrases and getText is returning it's own argument? What could be doing that?

#

Does the name of the list in the txt file matter?

nimble spoke
#

yes, entries in ContextMenu all start with ContextMenu_ I think, try to add them to the correct file name

#

when in doubt check the base game files and follow that

sour island
#

Not sure what I'm doing wrong

sleek saffron
#

Any of you Silent Hill fans?

fallow bridge
#

I am

#

@sleek saffron

sleek saffron
#

Working on a radio static mod similar to SH1/2.

fallow bridge
#

Neato

sleek saffron
#

Gonna try to turn this game into a horror game

fallow bridge
#

Zombies cause the radio to static out?

sleek saffron
#

Yep

fallow bridge
#

Noice

sleek saffron
#

Plan is to make a mod collection (using existing mods too) to create a SH1 themed run that includes sprinters and super zombies.

craggy furnace
nimble spoke
sour island
#

I figured it out- the txt file was named UI_Phrases_EN

#

I thought naming it UI_EN would replace the original

nimble spoke
#

Yeah, translation files are the only instance where you use the original file name not to override the file

sour island
#

the other weird thing is if setText("example") can't find a translation, it just spits back out "example"

nimble spoke
#

setText or getText?

sour island
#

sorry getText(

nimble spoke
#

example doesn't follow any entry naming convention so what you see in game is what you typed in getText simply

sour island
#

normally I would expect it being a blank string

nimble spoke
#

If you use ContextMenu_Example and then add treanslation for those you will get it working

#

no, the game shows the missing entry so it is easier to identify it and fix the problem

sleek saffron
#

Needs some fine tuning and some refactoring but it's getting there.

half oak
#

I know it's against the spirit of the base game, as the devs have made it clear that Project Zomboid is the story of how you died and have no intention of ever implementing a way to "win", but with all due respect I still believe that some people would really appreciate a mod that adds a "rescue" event.
It would give said players a lore friendly, overarching, long term goal to work towards over the course of their play through. A goal that many already have: survive. But now there's a payoff at the end.
What we know according to the radio / television broadcasts is that, sometime after the second wave of the Knox infection, the military had been checking survivors for bites and giving them print-outs that read as follows:

'This is addressed to those unaffected by the second wave of the Knox Infection.'
'You might know who you are by now..'
'If you don't, you will in coming days.'
'The disease will not spread to you as it has to others...'
'... but through fluid contact, by which I mean bites...'
'... it surely will.'
'The time has come to bear arms against this threat.'
'They may be your family, they may be your friends.'
'Do not hesitate to pull the trigger.'
'These are dark days, but as a nation we can and will prevail.'
'You have not been forgotten.'
'We will come for you.'

This is a clear indication that the military have plans to collect those who are immune to the airborne variant of the infection.
Perhaps it is to rally them to fight back against the zeds as the print-out suggests with the " 'These are dark days, but as a nation we can and will prevail.' " line, or for further experimentation. We don't know.
Maybe, even if the player gets rescued and "wins" the game, it still ends up being the story of how they died because they're taken to a lab for experimentation.
But either way, I still think it'd be a great addition for the people like me who sometimes enjoy having preset long term goals in place to work toward.

#

My idea is that there would be an adjustable period of time that would have to pass before the event could occur. Maybe a year by default.
Once the period of time has passed, a new broadcast can be heard on the radio / television to those in the exclusion zone. What's left of the military are evacuating all unbitten / unscratched survivors who are still alive. They give a location, somewhere remote on the map as to attract fewer zeds, and give a date that they will be arriving.
You, as one of these survivors must make your way to the remote location given and wait for evacuation. The chopper arrives and you are "rescued", for better or for worse.
If the player misses the evacuation, another rescue event happens in x amount of days. Maybe another adjustable variable.

Sorry for the wall of text, but do let me know what you guys think and if a mod like this would even be possible. Thanks.

strange loom
#

Hello everybody. I have a problem with modeling in blender. When I open ProjectZomboid/media/models_x/Female_body.x the model is in an uncomfortable pose. Can I change that or i need to open another file?

low yarrow
strange loom
#

Thanks, mate!

#

The model is very tiny. When I'm zooming in it disapears.

#

So I have to scale it, right?

low yarrow
#

uff... If anyone who knows more about clothes and has some time i would apprecricate a quick check on this mod and why it doesnt work.
I pretty much copied the "paw low loot" settings for hats.
But my hat wont appear ingame via cheat menu or distribution.
Running out of ideas ๐Ÿ˜„

low yarrow
#

When you export it you might want to export it with a scale of "0.01" if it appears to be too big ingame

strange loom
#

Oh, okay.

lethal sparrow
#

I learned that the hard way a while ago.

#

"Is this 12oz can large enough?"
"Yeah, if oz is short for OCEAN"

low yarrow
#

A reasonable amount of soda ๐Ÿ˜„

lethal sparrow
#

That was the day I learned that Project Zomboid is really, really small.

low yarrow
#

Also if you hit "N" in blender you can under "view" set the "clip start"

#

If you change it to 0.001 you could technically work with very small objects

#

But i would not recommend it for funny reasons

#

So the best way is to scale it up by 100, and then scale it down by 100 at the export

strange loom
#

Thank for the information, friend. I'm learning, I make progress, I'm really happy! Thank you very much! ^^

#

One question.

#

I don't need blender 2.79 for modeling anymore, right?

low yarrow
#

No. But i would let it on your pc in case you want to import a official model as reference

strange loom
#

Ah, okay.

low yarrow
#

hopefully the official models one day are fbx

severe ridge
#

you can do tons of things with fbx only :Y

low yarrow
#

Oh paw low, i saw you are good with clothes ๐Ÿ˜„

strange loom
#

Is he?

low yarrow
#

Yea, i just used his mod as reference to get my hat into the game. But my version doesnt work for some reason.
Must be missing something

strange loom
#

I need people like him to learn and you need people like me to earn money.

strange loom
#

@severe ridge Will you marry me?

severe ridge
#

Lmao, I'm kinda out right now ;-; just learning new stuff with the amazing people here before i take new directions.

strange loom
#

I have a little question: How I make a new layer of selected meshes in blender 2.79?

severe ridge
#

Looking to make proper custom and finish the ones i made next time, just don't know when ๐Ÿ˜‚

#

Layer? You gotta group them, no?

#

So you can select from the model grouping list

strange loom
#

Yes...?

severe ridge
#

I just don't know a lot right now ๐Ÿคฃ i use grouping because it's needed for rigging. I had 0 ideas on 3D modelling before i started my mod

#

But I'm transitioning into the new blender for fbx only

strange loom
#

I was wrong, I was looking at scenes. This is wrong, isn't it?

severe ridge
#

Scenes is for animating? ๐Ÿค” Cameras and such?

strange loom
#

Yes, my bad.

#

Okay, I don't want to anoying you. I will find out by myself. I mean, this is standard blender stuff right now.

low yarrow
#

Collections are kind of groups

#

Oh, you have to select a object first before you can hit m

#

Or right click into the outliner

strange loom
#

Nothing happend.

low yarrow
#

Are you in blender 2.9?

strange loom
#

No, 2.79.

#

But I can use 2.8.

low yarrow
#

Ah right, it came new in blender 2.8 ๐Ÿ™‚

strange loom
#

Ah, okay. ^^

low yarrow
#

I got so used to the new design that i dont even know anymore how it worked before 2.8

#

My brain just deleted that info as i dont need it anymore ๐Ÿ˜„

strange loom
#

Yes, I heard that blender 2.8 is a complet new program.

low yarrow
#

Yes, it now has default left click to select things

strange loom
#

I have so much plans to do. ๐Ÿ˜„

severe ridge
#

im just a little tired of it :x tbh

#

If people donated anything i would do more ofc xD but that's not the place for that i feel like

#

i just stay around for the subscribers :Y

#

i wanted to make a standalone and better holsters mod but i don't know if they actually plan adding models for them :l

strange loom
#

Everything you do should be for yourself in first line.

severe ridge
#

yeah, it's basically what it is ^^"

#

but i do like nice stuff and doing nice stuff :x lel

strange loom
#

Yes, I will do stuff and publishing it, but it will be C&C stuff, because I'm a huge fan of it.

severe ridge
#

c&c?

strange loom
#

And C&C isn't everybodys game.

#

Command and Conquer.

severe ridge
#

oh yes

strange loom
#

In first line I will do it for me and when other peolpe like it I'll be happy too. ^^

#

I'm really thankfull for the help I got here.

severe ridge
#

it is nice c:

strange loom
#

Selected some meshes but the button for grouping is inactive. ๐Ÿ˜ฆ

#

(It's a scaled duplication)

#

I have find out. I have to go to "vertex groups".

craggy furnace
#

booba

rocky lark
#

Ok so for B41 I want to add parts to a car that exist in the code (IE camper van, adding a fridge from tsar's common library)
Is there some shortcut I can do in lua/scripting to avoid completely overwriting the camper?

steady herald
#

alright i had a good idea for a mod. no clue how to do it but throwing it out there. bunkers and basements. special tools like jackhammers and stuff that allow you to build underground. along with that, actual ladders.....and no this is not a really really convoluted way of me asking for ladders so i can climb stuff in raven creek......

rocky lark
#

I agree this is a good idea but as of right now there is not a Z-level for unerground.

rocky lark
feral lion
#

I installed to my b40 but not work

#

I need to also enable in the mods menu? Or is it enough to add it to my server host

#

Cause all of my mods work without enabling it in the main menu if i host it

steady herald
rocky lark
#

ok that's too far

#

that pinged me D:<

#

i mean the idea is too far

steady herald
#

which part of the idea exactly?

willow estuary
#

It's currently literally impossible to so good basements in project zomboid with the engine as it.

Now you can do janky fakes with teleportation, but it's not good by any means, and has a ton of issues.

#

And it wouldn't work with stuff like player excavations.

grizzled grove
clear lodge
#

Anyone doing commissions?

final plinth
#

commissions of what?

lethal sparrow
#

He wants a clothing mod done.

clear lodge
#

Yeah, some custom 3D models with code

tacit sparrow
#

when are we gonna see nunchucks added

#

or advanced melee combat mods

#

performing a din mak on some undead

willow estuary
#

Weapon models aren't animated, so nunchuks are, sadly, not possible to do in a non-lame fashion.

sleek saffron
drifting ore
#

Is there any mod that changes the metal blunt weapons so they all don't use the same model?

final plinth
#

not that im aware of but if you want i could add that to my weapon mod

drifting ore
#

That would be pretty cool.

final plinth
#

alright ill finish up what im working on and try to get that done

craggy furnace
late hound
craggy furnace
#

working on some stuff now, yeah

craggy notch
#

Is it possible to add sounds to certain areas of the map?

#

Like music playing in a shop or something

craggy furnace
#

mmmm

#

thats a good question

#

id love to add mall music

#

this is good mall music for valley station

autumn sierra
#

also to make the loop make more sense on some of them, maybe you should have the person say "I repeat: do not leave your homes." just a suggestion to make the looping better

#

but I really like that concept, it makes a lot of sense to me

craggy furnace
#

ive got some stuff i am fiddling with now

#

those helicopters arent joking

#

there is an actual threat element to them

autumn sierra
#

oh really?

#

do they shoot?

craggy furnace
#

yes

#

thats the plan

autumn sierra
#

it'll be interesting to see how that plays out

#

will they shoot zombies too?

carmine cosmos
#

Just to clarify, I am not being facetious, just genuinely interested about such ideas

steady herald
#

one cool idea i had was throw able spears. it makes sense for crafted spears, as more ranged weaponry is a definite plus when it comes to fighting hordes of zombies lol

river plinth
#

I saw a Lua based helicopter implementation a couple of months back in the TIS forum, but can't seem to find the thread now. Anyone has a link to it?

sour island
#

Like, flyable vehicles? I've only ever seen prop planes and the very recent helicopter Aiterion is working on

river plinth
#

Na, the one TIS uses (so just the sound that follows players and attracts Zeds)

river plinth
#

Ok, so I've forgotten the basics and my jd-gui won't work right, sorry for the noob question, but how do I add items to a ISWoodenCrate?

#
crate:create(freeTile:getX(), freeTile:getY(), freeTile:getZ(), crate.north, crate.sprite)
local crateInventory = crate:getInventory()

crateInventory:AddItem("Base.Axe")```
#

My crateInventory is nil, but my crate is not

willow estuary
#

Try getContainer()

#

Also, hmm, you might not be defining the crate as a container?
Does it have an inventory space after it's created?

uneven shell
#

Is there a way to see what mods are causing the error box to pop up without having to load them one at a time and start a game?

river plinth
#

@willow estuary Yep, it has. Is a normal wooden crate after I execute create

#

I just tried crate:getContainer() and crate:getContainer():getInventory() and none works

#

I did this in the past but lost the mod files due to formatting and corrupted backup

#

just can't remember how

willow estuary
#

Hmm, that's odd in that getInventory(), or getContainer() should work.

river plinth
#

I can put stuff in manually, so the inventory of the crate works

nimble spoke
willow estuary
# river plinth I can put stuff in manually, so the inventory of the crate works

Okay, this here is probably overkill, but try this and see if it works? It's just repurposed code from a WIP of mine.

local square = freetile
local newBarrel = (IsoObject.new(getCell(), square, "carpentry_01_19"));        
local container = ItemContainer.new("crate", square, newBarrel, 1, 1)
newBarrel:setContainer(container)
square:getObjects():add(newBarrel);
square:RecalcProperties();
local crateInventory = newBarrel:getInventory()
crateInventory:AddItem("Base.Axe")
river plinth
willow estuary
#

No, I'm just dumb ๐Ÿ˜›

pearl monolith
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anyone know how to make clothing mod for project zomboid ? idk what should i use for the animations and models. all i know is blender

final plinth
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you can do it with blender

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and i dont think youd need to use custom animations

pearl monolith
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do you have any tutorial sites or vids for me ?

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(english is not my main languange btw)

final plinth
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hang on one sec

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ok so you know how to make models im assuming

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?

pearl monolith
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well im not professional but yeah i know the drill

final plinth
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do you know how to skin a mesh?

pearl monolith
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hmm.. probably not

final plinth
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ok this video is what helped me

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This video will show you how you can use Automatic Weights, Transfer Weights from one mesh to another in Blender 2.8 and also show you how you can Smooth your Vertex Groups Weights. Also works in blender 2.9.

Watch each episode of How To Tutorials and get quick solutions to common challenges faced by artists during project execution. Each episo...

โ–ถ Play video
pearl monolith
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thx. it can't be that hard

final plinth
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and these are the base character models with skeletons from throttlekitty

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essentially just import those models, make your clothing item, and then do the weight transfer from the vanilla body

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once thats done you should delete the vanilla body model, and any bones and vertex groups that arent linked to the clothing mesh

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then once you export it youll have the model

halcyon marlin
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are all clothes their own models? i thought some of them were just textures on the actual character model too

final plinth
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almost all of them are just textures

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the thicker clothes are another model

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but they all share the same model

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or things like the spiffo suit

halcyon marlin
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how do you go about making clothes with textures instead of models

pearl monolith
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ok m8 lemme play with these a little bit thx a lot

final plinth
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@halcyon marlin you just make the texture and leave the male model and female model blank and it should put the texture on the character model im pretty sure

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in the xml file for that clothing item

halcyon marlin
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im not really familiar with 3d modeling and texturing, do you know if i have ot make a uv map to make the textures or can i paint directly on the model and export a texture off of it? i dont really know the best workflow

final plinth
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the UV map is part of the model

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its saved in the model file i mean

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if you paint on the model and export it it should work

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anything that isnt the clothing texture should be left transparent tho

halcyon marlin
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ok thank you, you are good at explaining things

final plinth
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lol thanks

river plinth
feral lion
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AnyBody who got this working in b40?

craggy furnace
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no

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youve posted about it before

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no one has managed to

final plinth
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why has no one managed to?

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because im trying to figure something out similar to that right now at great difficulty

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im trying to make the lead pipe, metal pipe, and metal bar use different models

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but i cant get the weapon to not be invisible

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model works

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but only if its replacing another already existing model file

feral lion
craggy furnace
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@feral lion ill look later

final plinth
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hey scratch what i said earlier i finally figured it out

feral lion
halcyon marlin
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just reuploaded this ancient mod

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if anyone could help me with patching it to work with other gun mods i would appreciate it

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i would like to get it to work with Firearms B41 but i really just dont know how to go about it

feral lion
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Is it already in the HydroCraft? as i know

hexed anchor
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start with brita's weapon pack

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they're active in this discord, occasionally post stuff about their work here

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and I think it's currently the most popular gun pack right now

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due to variety of guns

halcyon marlin
feral lion
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@final plinth @craggy furnace Missing Weapon Models conflicting with Realistic Durrabilites mod, now is fixed.

final plinth
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LOL just a tip: make sure you export models at the correct scale...

hexed anchor
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same

feral lion
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XD

severe ridge
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Holy, is that a giant crack pipe? ๐Ÿคฃ

final plinth
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no its supposed to be a metal bar XD

low yarrow
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yay. Finally i got a clothing item appear in the game. Took me just 3 days ๐Ÿ˜„

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Icon and mesh isnt working yet tho

final plinth
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awesome

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well that part is the easy part tho

low yarrow
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Yea. Its probably a formatting problem from now on. Not a big deal i hope ๐Ÿ˜„

lethal sparrow
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Talk to me if you need a sprite done. It's the only part of the modding process I do well.

final plinth
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if you need help getting the mesh or icon i can help

low yarrow
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Thanks for the offering of help.
I might come back to it and ask questions here if i wont come further

final plinth
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alrighty

craggy furnace
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mesh done

drifting ore
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whats next

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the apache

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no

craggy furnace
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@drifting ore daring me?

hexed anchor
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do the osprey

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c'mon now every zombie related piece of media has either an osprey or a chinook in it

craggy furnace
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chinook maybe

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fun fact: the chinook helicopter is due for retirement in 2060

willow estuary
orchid leaf
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do build 41 mods work on build 39?

willow estuary
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Aside from unlikely theoretical circumstances, absolutely not.

opaque fiber
feral lion
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admin menu not work even if i use no mods

low yarrow
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Finally my hat is in

viscid kelp
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But it's not your hat. Your hat IRL has white brim, but in the game hat has black one.

low yarrow
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Well, the brim was actually one day pitch black when i bought it

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But i take him with my hiking tours and festivals and now it has absorbed so much dirt and UV light that it appears white ๐Ÿ˜„

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Guess i need a new one. But as long as the shape is fine...

severe ridge
severe ridge
low yarrow
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Thats some solid tipping ๐Ÿ˜„

severe ridge
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tf2 has shown that there's no such thing as enough hats ๐Ÿ‘Œ

low yarrow
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This is getting a little bit sci fi

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The idea is to make some endgame clothes which you find like 30-40 days in the apocalypse at zombies.
I can imagine some people would get a bit more creative to protect themself against zombies with style

hexed anchor
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take inspiration from some early-to-mid game armor from stalker

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like the NBC suit

low yarrow
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Good call, i might look into stalkers armor as inspiration.
Funfact: The outfit i just work on i called "stalker" ๐Ÿ˜„

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(I have not made that concept art btw.)

solar mulch
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I gotta say

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the new gunfighter + brita update is amazing

low yarrow
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Backside looks a bit distorted tho

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But yea, thats a 100 in neck protection ๐Ÿ˜„

strange loom
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โ™จ๏ธ๐Ÿ’ฏโ™จ๏ธ๐Ÿ’ฏโ™จ๏ธ

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Really nice!

severe ridge
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hot

cunning canyon
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Anyone happen to know how to grab what language the user currently has their game in?

craggy furnace
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dont like the edge work i did on it

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@cunning canyon have you checked localization?

cunning canyon
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like, searched the files?

craggy furnace
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hold on let me boot up my IDE and go looking

cunning canyon
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nothing for localization, but when i search language i get something promising in MainOptions.lua

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I think the problem i'm going to run into is that MainOptions is in the client scripts... and the weather forcaster stuff is in the server scripts... not sure how mach that matters at the moment though

craggy furnace
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i was just looking at your code too

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the override specifically

cunning canyon
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Translator looks interesting

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oh dear yeah my override is garbage

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i copied the whole file, very naughty

craggy furnace
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indeed you did

cunning canyon
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i would like to not do that eventually

craggy furnace
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just figuring out a way to display a message via the EBS when the function is called

cunning canyon
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if you find a clean way to override that ISWeatherChannel please please please hmu and i will unbork my override

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so it can play nice with your stuff

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i basically only needed to override a single method but couldn't figure it out at the time

craggy furnace
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damn my ide is acting odd

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i am cycling over ways to just get rid of the override

clear lodge
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@craggy furnace Bowie knife?

craggy furnace
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bolo knife

cunning canyon
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found it @craggy furnace

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there's a global Translator object you can just get the "language" variable from

craggy furnace
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great!

final plinth
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@drifting ore My weapon mod is now updated to contain the metal blunt weapons ๐Ÿ™‚

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I also fixed the rest of the mod for anyone interested

cunning canyon
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spent the last 45 minutes why "languge" was returning nil >_>

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you could say something was lost in translation

craggy furnace
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lol

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thats why you always have emmett

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check spelling and automate that shit

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its why i use VSC

craggy furnace
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fight me

clear lodge
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Big flat knife man is back!

craggy furnace
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TIS: we added fbx support!

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everyone: but did you really?

low yarrow
craggy furnace
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yeah

low yarrow
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Then you might just have used the wrong scales. I always export stuff with a scale of 0.01 in the export menu

craggy furnace
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its behaving very strangely

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okay

low yarrow
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I use this transformation for weapons:

craggy furnace
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it was my fault

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i got it

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something was on by default

low yarrow
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Looks better ๐Ÿ™‚

craggy furnace
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ah, so FBX is fine but its very different to X

severe ridge
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๐Ÿ˜…

lilac night
craggy furnace
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yikes

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ive just totally gotten rusty on weapon modding

cunning canyon
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dear god can someone explain why the length of these arrays would be different?

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i assume it has to do with gsub

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and the way i'm chaining it

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but idk

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the last entry in the second one is just "1"

grizzled grove
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not a scripter, but...

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would you need to wrap lines 10 and 11 in brackets or something, to keep them separate or something?

cunning canyon
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but idk where the 1 is coming from, i'll probably need to make a cleaner example to fully explore the problem

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my guess is gsub maybe is returning the number of replacements??? but it doesn't normally do that

grizzled grove
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from the docs:

A pair of values is returned, the modified string and the number of substitutions made

cunning canyon
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oooooh

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so i guess if you are returning inside an array

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lua like, appends it or some shit

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ok well, good to know i guess

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That's pretty unintuitive behaviour

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i'd expect just a reference to the table to be put in the table i'm initializing

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but oh well

grizzled grove
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yeah

cunning canyon
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welp, i pulled out all the english strings into a localization system, so now i guess i'll reupload this and make sure it doesn't break on folks before i start adding additional languages lol

solar mulch
# lilac night What all does it add?

It's a complete rewrite with new a lot mechanics, unification of ammo canisters, 3d canisters etc it's too much to fully explain I suggest to check it out

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Just feels a lot more fleshed out now

hearty turtle
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heres a suggestion for someone with actual modding knowledge that wants to cause people pain
-let zombies drive cars

fallow bridge
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Hell even superb survivors canโ€™t drive cars and thatโ€™s thee most complex mod to exist

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Would be really cool though

grizzled grove
hearty turtle
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id imagine mostly either
a)completely random driving, starting, stopping,turning, etc
b)can steer towards players but with low reaction time and only at full speed
c)car just stays still until zombie inside is alerted by something, then just pick a random steering angle and accelerates backwards or forwards, with no steering at all.
d)some combination of the above

cunning canyon
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Figured i'd cross post this here since pz_chat moves fast:

opaque fiber
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ill check it out later spiffo

carmine cosmos
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However this just gave me a great mod idea I might work on, remote controlled toy cars

fallow bridge
willow estuary
lilac night
clear lodge
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Seems like you forgot some polys

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@willow estuary

willow estuary
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I'll make sure and complain to Filibuster after he was nice enough to make them for me out of the kindness of his heart....

severe ridge
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๐Ÿ˜‚

lilac night
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It seems hella involved. How long would you say you put into it?

lilac night
# severe ridge ๐Ÿ˜‚

Guess who finally found a witch hat in the wild and then loaded up the world next session only to find it had corrupted.

severe ridge
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rj Oof

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How so?

lilac night
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No clue.

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I had a lot of mods, so maybe that?

severe ridge
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:Y maybe, I've heard something related happening with swatpack but it was other mods doing. No ideia which tho e__e i haven't changed anything

cunning canyon
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Probably 3 months. The mapping was actually the most time consuming though, the actual Lua only took like 2 weeks.

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It was my first mod so it probably wouldnโ€™t take as long the next time around.

craggy furnace
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very nice

slim plume
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Hey - amybody can help me out on creating Tile Properties "*.tiles" with TileZed? - or how to creat tilesets?

fallow bridge
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@craggy furnace are you a shark or is that just your happy look?

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๐Ÿ˜„

craggy furnace
fallow bridge
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Good

low yarrow
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Is it possible to replace the hair mesh of specific hairs when put on a specific hat?
Like for someone who doesnt wants jump to far into the rabbit hole of coding? ๐Ÿ˜„

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I am creating a hat which is fine for some hairs. But at those who doesnt fit i would not mind to make a completly new hair model just for that hats

lethal sparrow
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My current understanding is that some hairs become other hairs when a hat is worn (I.E. Lob becomes ponytail)

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You could take a look at that and see about making it not do that?

low yarrow
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Mh true. I it might already exist in a way i could re-use

lethal sparrow
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Indeed, it'll just take a bit of

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scavenging

low yarrow
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๐Ÿ˜„

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Actually that could be a mod idea. Like add alternative hairs for all hat items

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I put it on my long to do list

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pony tail is kinda ugly

lethal sparrow
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I'd use it. I want some middle ground between my chosen hair and wearing my standard tin foil hat

nimble spoke
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all that is defined by the hat group you set for your hat and for each hair type in media/hairStyles/hairStyles.xml

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so maybe play around with hat group first, and if no group gives the desired result then possibly change the hair styles

nimble spoke