#Game Night Series
1 messages · Page 3 of 1
What I roughed out just sends the Pogs to a random coordinate after getting slammed, maybe something less random might be better? Like something semi-random based off the origin point of the stack?
Yeah something like a trajectory + rng
EHE does this for fliers
So it looks like the stack fell
Added the areas to distributions you mentioned
I left out some that didn't fit the theme tbh
["ClassroomDesk"] = { generalChance = 3, }, ["BedroomDresser"] = { generalChance = 6, }, ["ClassroomMisc"] = { generalChance = 3, }, ["SchoolLockers"] = { generalChance = 5, }, ["OfficeDeskHome"] = { generalChance = 0.25, },
Need to see how packed it is
Yeah, that's fine lol. Making offices more interesting to loot is just a personal bias of mine since my map has a ton of offices and right now all they offer is pens and paper
I have a test building with different room defs. It's mainly stores right now, but I'll update it to include bedrooms, classrooms and stuff
The community tools has an empty map for quick loading, adding another one with a building with different defs would be neat
Updated my test map with the game night room defs for testing. It's the big building to the right when you spawn onto the island. The second floor has bedrooms, classrooms, livingrooms
https://steamcommunity.com/sharedfiles/filedetails/?id=3145312970
I'll make a more proper test building later, but this should be okay for now
Do you think the starterkit should be consumed when you open it?
Might do a compact island with my PEI buildings to better simulate actual game play. Not sure if everything being in one big building affects how items are spawned
Like if you keep the box?
They are basically a big booster so would make sense if they are consumed too
Decks are already convenient to carry around. I don't think players would care to put decks into a container (unless condition is simulated lmao don't do this)
Boosters and starter kits seem good
Had to get creative to work around the fact recipe code is in server
function Recipe.GameNight.OpenBoosterMTG(items, result, player) result:getModData()["gameNight_specialOnCardApplyBoosters"] = 1 end
Basically if the modData is there it sets the deck differently
also the default item just spawns as 1 card
figured that could be useful
Just so we're on the same page:
Boosters and starters pull from the rarity tables and are specific to a set (ex. Alpha). So each future expansion would have their own boosters and starters that pull from their own rarity tables.
And pre-made decks are pulled from the entire catalogue? So future expansions that add cards to the catalogue will have their cards automatically included in the pre-made decks found around the world
Is this how you see it too?
Yes
The catalogue has to include all cards for the mechanics to work
so future expansions would be a matter of adding more cards to it
booster logic can also be changed to do different things on apply
like use cards from certain pools
Awesome
I actually went ahead and got started on the expansions that came out shortly after Alpha just so there's a template for others to see how to add expansions themselves later on. It's just the card image assets for now. If the process is as simple as inserting into a table, I think it would encourage others to consider making their own expansions
https://github.com/oppolla/game-night-magic-the-gathering-classic-expansions
could also double as the tutorial as well
If you make that file a .MD you can make it look pretty + show up at the bottom of that page
and I was thinking of making one for the gamenight github lol
Now that we have examine maybe the tarrot cards could do with some shrinking? 😮
Zener cards are scuffed - I need to remove the excess size
Also the card piles feel too thick
Yeah, Occult needs some tweaks with the newly added features
You can scale the stacks visually to the thickness of a deck of playing cards. That feels like a good standard
Tweaked it a bit
The slammers got a bit of a bump in height but that's also like 200 of them
168*
looks great
Final to-do:
[ ] Pogs Slamming.
[ ] Make stackable pieces drag to stack like cards do.
[ ] Figure out MTG distributions/deck stuff.
Keep polishing stuff
Also tempted to make the cards have rounded edges
But not sure it's work it
Not sure about it
hmmmm
got another dumb idea
nah, doesn't seem feasible lol
Wanted to see if I could grab the tile's sprite
lol that'd be too weird I think. Gotta de-isometric it and all that
Also seeing the room is important for situational awareness 😄
I like the current clear actually. Never had issues with visibility
And it lets you see zombies sneaking up on you
or people-flippers - in case a table's missing.
The pokerchips turned out insanely nice lol
Same code as the pogs cylinder, but it's coloring each segment white or the chip's color
Programmic art
You forgot the microtransactions in this one
zomboid battle pass
looking more and more like tts every day 🙂
"This battle pass contains unique card-backs to choose from."
Final to-do:
[ ] Pogs Slamming.
[x] Make stackable pieces drag to stack like cards do.
[ ] Figure out MTG distributions/deck stuff.
Made a first draft of the deck builder
I didn't think of a way to implement duo-land cards
But duo colors in general are good
Yeah, I don't think those cards can really be included in any pre-built deck system. It'd make them booster exclusive which could be cool too
Might make sense to turn that category in a more general miscellaneous table
Running into issues with getting it to fire
May have complicated the table juggling lol
Figured it out
alot of rng going on
May need to cut down on the chances of duo color decks?
2 black red decks, green, black, and red white
I think I see the issue
I gave single-colors a weight of 4, duo a weight of 1 -- supposed to be 25%
but there's 5 singles, and 10 duos
So if I'm mathing right - the overall chance of a duo is 33%
How common was it to run a duo deck?
made the weight 8 : 1, mono : duo
makes the pool 40 : 10
or 1/5
Final to-do:
[ ] Pogs Slamming.
[x] Make stackable pieces drag to stack like cards do.
[x] Figure out MTG distributions~~/deck stuff.~~
duo is the most common I'd say
Oh?
I don't know about back then, but it's the default most people would agree
Should I reverse the weights?
Yeah that makes a lot of sense
Would tricolors be even more common?
Not at all actually, since they were listed in the comments I made it scalable
In terms of being playable in MTG
I made a deck builder
All it does it rngs between the colors
Mono has only the one choice
Duo is about 50/50
Can add quad lol
The hassle was making a rarity table, rather than type it up, it's built when the catalogue is assembled
This is the output test to see it if was working
So rarity is a factor in the deck building?
Oh cool, was never even something I considered
Artifacts are only weighing uncommon and common
Sorry rare and uncommon
My thinking was to get close to what a booster pack would have provided
That kinda solves one of the worries I had which was rares not being rare
There's also the "Black Lotus" card which is pretty mystical
even thought about giving it it's own special pool
But this rarity should keep it rare
Indeed
Can also mess with the weight of it
I used a general weighted probability function
So it's all easily tweakable
If one wanted to make rares in the world a bit more rare
Encourage people to find boosters
Anyway, I'll mess around with Tris tomorrow
Or well, in the morning 😅
Included trios at the ratios mentioned
spawned 10 decks, 1 trio, 2 mono, and 7 duo
Made a unit test of sorts
cards, +artifacts, +lands, +other (total) (rare, uncommon, common)
That one deck got 9 rares
it's a mono white deck
I assume that factors in
blue/black 0 rares oof
Hate that indents in notepad are weird
Had to keep editing monos lol
Tested loot distro 😅
every child brought a board game to school
hmmm
Wow, didn't realize last night how comprehensive the deck builder is 🤯
The spreads look good to me. There's no marking on the cards to indicate rarity so for most people, the differences won't even be evident
Chuck never half asses anything 💯
Doesn't pay to not plan a head lol
Final to-do:
[ ] Pogs Slamming.
[ ] Pogs Distribution.
[x] Make stackable pieces drag to stack like cards do.
[x] ~~Figure out MTG distributions/deck stuff. ~~
Might toss all of the gamenight mods into one bundle for BETA testing
So you're going to be... packing... the mods? 🤔 😂
Pogs might as well use the deck building system too. Much simpler though. 1-5 slammers, 8-40 Pogs. Something like that
I have become what I despise most
<@&1200064705109168258> Game Night BETA MEGA BUNDLE is live on #1214614856762794064
Cool, I'll pop in later to test!
I'll work on Pogs a bit later
Gotta busy weekend
But testing out the mechanics should help avoid significant bugs
shark and cytt's kentucky car overhaul keeps giving me update required
i've uninstalled it and reinstalled it, just aint workin
@honest tinsel any idea for a fix?
Game Night: Pro Edition
great mod, but man trying to do admin stuff with it on was a pain lol
i've installed it beforehand, uninstalled it, reinstalled it, just a bit peculiar
It must be my fault. I unsubbed from 493 mods so I can help test lmao.
I don't think I even have that mod installed
did you manually move around motorious zone?
that mod isnt even on the server
i just uninstalled it and relogged
Fixed the search thing, talking it out helped clicked what was going on
Also fixed the typo in booster packs
May need to make a model for it though - using the monopoly money rn doesn't work lol
Too thin
Testing it out rn
We should find a time where we can get a few players on at the same time to do a MTG test run
I am a bit strapped for time this month and next
Will be out of the country in 2 weeks for a week
Whenever you have time again is good. If the server is up, or the beta mod is hosted somewhere else, just having players on testing should give good info on playability
It's already playable as is, that was more for refinement
Yeah
For sure, just want to make sure I didn't break anything with the new changes
The networking issue is still a problem
Not sure if I can resolve that
Certain things just have to be lived with while we're in B41
Yeah unfortunately
Looking to see if the cooldown issue was fixed
Sometimes pieces would be stuck in use
I changed it a while back
I think players can live with a little bit of jank
Yeah, as long as stuff isn't vanishing it's w.e.
Unfortunately it's pretty easy to abuse stuff to duplicate it
Made some notes on UI stuff after testing a bit, no rush on tweaks. Whenever you can get around to it:
- Consistent inspect window location for hands, search, and play area (top-right off the main UI). Like a global location rather than tied to the specific UI window.
- Add option to draw direct from deck into the primary slot (hand)
- Draw 7 into hand. This is important for start of game.
- Tap card hotkey
Draw 7 for MTG?
Duping is always an issue, but servers can just go with honour system
I need a way to change aspects of cards in an easier way
I've been putting off merging cards and game pieces lol
Yeah at game start there is a whole process where players draw 7 cards into their hand. And if they don't like it, they can "mulligan" the cads, which puts them back into the deck and they draw another 7 cards
I can add a draw 7 to MTG and Uno
So right now, if a player mulligans 4 times, it's a really slow process
I'll need to figure out an easy way to replace quick actions
Make it tap rather than flip
Although right click tap isn't that bad
It works, more of a QOL thing in late game when you might have 10 lands you have to tap
Also drawing to hand was something I meant to look into
Yeah it's pretty important. Was kinda disorienting when it ended up in inventory lol
But doing to intermediate step of placing it on the board first works for the time being
😅 As it turns out I planned ahead, and made it so if you set a special for shift actions it will automatically use that one over flip
Glad I'm so smart 🧠
Let me know when it's updated on the server and I can pop in to try it out
Updated
Last stop for MTG/TCG is probably the cards to hand when drawn
and for Pogs is slamming / maybe some way to "stack all" - but it's pretty easy to stack them, and could be immersive to have to re-stack
Oh and the pog distro + packs, or however they come in
Internet was really bad where I was last night so couldn’t connect. Gonna check it out this evening
Agree, I think manually stacking them feels more true and immersive
Pogs and MTG got big around the same time with the same kids so makes sense for it to have to same distro as MTG. Maybe something like a randomly generated deck of slammers and regular Pogs. ~2-5 slammers, and ~10-30 Pogs?
It's not on the hosted version yet, but I got drawing cards to go into hand working
There's still issues with drawing more than 1 card - turns out what I had sitting there didn't work
There's a few mechanics I set up before needing them 😅
Maybe this is the universes' way of balancing out the shift action change being simpler than expected 😬 😅
Got it working, and made a guide MD + added your art asset guide. @short yew
MTG is ready, I think?
Now I have to figure out when the best time to publish it is
If such a time exists / matters
Documentation is really good! Should really help people get started making their own
I finally understand some things 😂
Workshop has more traffic weekends than midweek, but I don't think it really matters too much what day something gets released
Time of day might be more important if anything
Honestly the way most recent tab goes it’s almost better to upload during downtime that way you’re not flooded out by true music uploads lol
Awesome stuff this has turned out great
Probably doesn't matter when it gets uploaded - can try to put feelers out to some of the servers
I wonder if the SteamWatch update ever went out
You free later today to hop onto the test server to try a proper game of mtg?
Let me know I’ll be on later tonight
Is there a generic pogs booster pack?
Also slammers and pogs can't stack together
or should they? I thought they were different sizes
They're enough of the same size I think they could stack together.
Are they used together in a stack during gameplay?
I thought you'd generally only need 1 slammer
I can make the booster pack spawn 2 different types of items
I'm just thinking what happens if you keep opening packs and keep getting 1 slammer and a few pogs
Or maybe make it so you can only find slammers in schools and such and not packs?
Maybe I could also make packs for each series
Not normally, but there really shouldn't be a reason why you couldn't either. At my school, what ended up happening was people only playing with slammers because there were so many paper Pogs floating around it wasn't worth playing for. Sorta like schoolyard inflation lol
Not sure retail packs would add much to Pogs. I don't think there was any rarity or anything like that so they'd just be a random pack of 1 slammer and some number of paper Pogs
And if they exists side-by-side with the found collections, they'd just be a smaller version of that
So packs aren't worth adding you think?
I don't think so. They don't really add anything to the Pog experience imo lol
I think I set up the distribution for pogs
On detail application pogs can spawn a slammer
@short yew hmu whenever
Fixed up the old slam action
testing now
Might be able to toss on an update for you guys to test
I'll be free in about an hour if that'
s good with you
sounds good
I hate that bug
where the loading UI goes away and it leaves you on the title but no menu?
I'm on the install mods screen. It says everything is installed but it's not leaving that screen
It does say Workshop Item is different than on server up top
But I'm currently unsubbed to all Game Night stuff
same in a few
Let me know if you can get in. I'm still stuck
ok im joining now
usually reconnect fixes that bug iirc (stuck at mods screen)
im on the install screen now, i recently reinstalled windows so redownloading all these mods
GAME NIGHT: DELUXE 
Any other solutions for the mod screen issue?
did it stop loading for you after a specific mod?
cuz i think mine just got stuck too
Fail ID=3213456026.
It installed all the mods. And then nothing happens after
check ur console log lmk
did another mod really get pulled tonight whats going on
that must be game night mega id
Deja Vu lmao
sec, lets break out my trusty
batch script to fix this shit
i need to clean these up and release them
Will try that
@honest tinsel might need to reboot server
still getting fail id after remove/resub
yeah, removed my acf and still getting game night fail ID
server needs to be poked

Yeah, I'll do it in like 5 minutes
no rush man
Dropped off the wife
an error as old as time itself
if you can think of it, can you shoot me the server logs? Im curious to see if it shows us trying to connect with fail ids as well, or if thats only in console file
can't even tell. just shows connect and disconnect
🤷♂️
I guess Udderly sends the info to the host
Trying to get slamming to work right
think I can push the envelope with a game that was released in 1994? or too far past lore dates
first edition was released in 1983
For the MTG expansions I went to 1995 lol
people probably won't be able to tell, they'll just think "oh yeah that looks vintage"
Only issue is the super obvious (c) 1994 on it but they'll forgive
Are you still thinking about doing Talisman?
yeah thats what I was referring to hah
Ive only played revised 4th personally, but 3rd came out in 94
When you mentioned it before, I did some searching and got most 2nd edition assets
But I've never played the game so it doesn't make sense to me
You can prob find a TTS workshop item that has high res scans
last tiem i checked they only had 4th :c
wonder if its the same as the one from talisman island
Also had some space expansions and stuff
art and some gameplay but the games been the same mostly
I can send the art assets I got your way if you want to see if it's workable
there's a city expansion n other stuff for 4th its dope
game hangs hard on rng lol
oh damn, the tts scans are color
the ones from talisman island were black and white
that space board is crazy looking
oh yeah it is
yea games been pretty much the same the whole time its been out just art and refinement
wonder how different the rulesets are
Added this to the main mod's description:
Going to have to update all of the add-ons lol
if you reupload the mega bundle this kinda sounds cool
The mega bundle will be going in the fire when it's confirmed stable lol
I never figured out how to do directory links
but it would have helped with testing
Rebooting the server now
Sorry for the wait - had to get pogs behaving
Slamming them was getting one of the pogs jammed
turns out I was using the internal version of stuff (denoted by the leading underscore)
and _dealCard was causing problems cause it doesn't handle the pickup/place
"There's a note included with the game pieces. It reads: GamesWorkslop Publisher Prototype."
Could just say it's an alternative reality
Reminds me of the whole county/country thing, which is pretty silly
Server up
<@&1200064705109168258>
If anyone is around. Testing new MTG and Pogs add-ons for launch.
Make sure to unsub from all game night add-ons.
Clearly on the timeline of events, magic being released early brought about the apocalypse
i guess i was wrong
2nd edition released in 85
Talisman Expansion Set in 86
Talisman The Adventure in 86
Talisman Dungeon in 87
Talisman Timescape (based on Warhammer 40k setting) in 88
Talisman City in 89
and Talisman Dragons in 93
Is there a clean way to reset the loot of a server?
I guess I could make loot respawn as fast as possible
in-game host menu soft reset
idk off top of my head what it deletes
id just download the server data and then reupload it once you've soft reset
MTG 
Indeed
stacks turned out so good looking
you emulated the cardboard look real well
agree
Just restarted my computer, hopefully it'll work now
Speaking of lifestyle, how do I mop these floors
pail with water on the floor near you
Found an issue with drawing cards, if you place it down the search window stays up + you don't actually de-equip the card lol
servers fixed 
lol
https://steamcommunity.com/sharedfiles/filedetails/?id=2985394645 same thing but draw instead of take
@honest tinsel can u set my access level
function: getCardAtXY -- file: gameNight - deckSearchUI.lua line # 80 | MOD: Game Night
function: cardOnMouseUp -- file: gameNight - deckSearchUI.lua line # 170 | MOD: Game Night
java.lang.RuntimeException: __add not defined for operands in getCardAtXY
@short yewall setup for later
what'd you use to get the assets from tts https://www.nexusmods.com/tabletopsimulator/mods/263 worked
images folder is weird
what a first draw
ugh of course the decks are in sheets
The UI hand thing is glitched cause dealing drops the card in your hand for a brief moment - should be fixed in the next patch
I was trying out an RP server tonight that's using my map. If the MTG table set up, free same time tomorrow?
I use Tabletop Simulator. When you load a game, it downloads everything to your Documents folder
Just make sure to flip every asset so it downloads
I have a semi-quick process for cutting sheets if you need those in card form
Resurrection?
Yeah
The tool I linked was heaps faster didn’t realize assets worked like that
How does it work?
I was gonna make a grid template in photoshop didn’t realize know how else to do it
Locate the tts exe
Choose mod
Download the assets for mods
They’ll all show up in the images folder without needing to flip or draw or whatever
That's way better
Ya too many pieces to be bothered otherwise
I use Photoshop too. What I do is create a project the res of the card I want, then import the larger sheet and shift it one by one. But since it's pretty consistant, you can get through a sheet fairly quick
But it is tedious though
Selecting the original option also still draws 1
Those submenu options can still be used as options themselves - but most people don't do it lol
Was gonna mention, draw random could lead to cheating in cards games
Yeah and if it does it'd be shuffle + draw or something
most games it's shuffle -> draw
Yeah
I also need to probably add a sound for shuffling
Yeah . That’s what I was going to do too. Knock out a row then select all and duplicate a few rows then repeat
or animation
yup sounds queues would be good too
also for searching which is another possible way to cheat
but if you make the sound really obvious
Could add like an option to code it off per addon
Comment out the code or something even
Which version did you decide on?
2nd ed
2nd edition released in 85
Talisman Expansion Set in 86
Talisman The Adventure in 86
Talisman Dungeon in 87
Talisman Timescape (based on Warhammer 40k setting) in 88
Talisman City in 89
and Talisman Dragons in 93
Are you going to package all the expansions too?
revised has such better card art though
most of the old and new expansions just add gameboards, and few cards
so not that many pieces
i think all of the game night mods have been lore appropriate so far>?
Yeah so far. As long as the anachronistic ones are their own expansions it's fine. Probably nessesary because so many of the best games are new
If you guys feel like there's something missing from the guide feel free to PR it
it looked good i was skimming some of it
Updated with some slight changes to the in-use feature + draw multiples
@cinder tide hire us
Next test you should perform lol
I'll tell the boys
say when, let's make it happen
I suppose tonight
Scrantonicity plays Phyllis' wedding. This is not our first wedding. This is the third wedding that Scrantonicity has played. We also played our bassist's wedding and our guitarists wedding.
Going to try and make this round of testing a bit more beefier.
It'd be super cool to get several games going at once
And if you want it to be super accurate, the room should cause nausea the same way zed corpses do 😆
Fill the room slowly with sweat
these always put a smile on my face man good job though fr
Seriously, someone was just asking about videos @night edge , you should hit them up.
@short yew you down for some magic tn
I'll hit them so hard
Yes! Ican hop on whenever
Still down? Like 30 min
Finishing up dinner. I can hop on in 20ish if you’re around
Had to leave the house unfortunately I’ll have time this weekend
Cool no worries
Did a bit a solo testing. Didn't get any of those in-use freezing decks which is good
Randomly generated decks are tough lol. The one I used had only two creatures in it. So some pre-made decks are much more usable than others it would seem. For testing we might need to do a bit a quick deck building beforehand lol
Christ that’s rough
Yeah I fully expected to have to build a deck lol
Might look up some builds lmao
Well now I have to too 😅
Is there an expectation for creatures vs spells?
I can add another layer to it
Would need to make another grouping lol
Not another grouping! 😱
It's fine. Building a deck is part of the experience
Some decks are bound to work right away which will make them extra special
it's a feature
Exactly 😉
There was another thing I noticed though now with draw to hand working. Not sure if it's simple or complicated, but when you draw cards into your hand, it should flip to be visible. Right now, if a deck is face down, you draw it into your hand face down as well and have to manually flip each
That's a good point
There are some issues with dealing/drawing cards - couldn't fix it yesterday.
Basically trying to draw all of the cards from a pile.
Leaves behind an item with no cards in its list lol
Stayed up two nights in a row trying to fix these weird issues lol
We should organize a really big test when more stuff is ironed out
Seems like I did it
[x] Fix deal/draw breaking on entire piles.
[x] Test if I set up multiple shift actions properly (MTG tap/deal).
[x] ??? Fix context menu.
[ ] Release
I would release it, but the context menu staying around is a problem lol
I could put in checks to prevent it from causing bugs, but it sticking around is weird in of itself.
@short yew you down to clown tn
I'll hop on but can't speak rn
studio apt problems
<@&1200064705109168258> Going to be on for a few hours, if anyone wants to put Game Night through it's paces.
Connecting Info
Updating due to finding a bug
Which ate that MTG deck @cinder tide
You sure you didn't get hungry and eat it? 
Maybe I did 🗿
🗿
Yessir. Might be home a little later though, like in 5-6 hours from now
Mod works for now - just don't try to drag cards from the search window
Hand UI works fine even though it's inheriting searchUI
@novel thunder
I'm gonna hop on, and do it

Fixed the issue and rebooted
I'll join up once the mods download. I have no idea how to play MTG though.
gettin on
noticed logging in that my character still had car keys from last time. guessing you've reset since then but if you had to get rid of keyless cars that's probably why
no luck
any errors?
Could be an error
Errormagnifier is showing a few things but I never saw an error notification in the corner
actually wait
didn't you say a while ago to unsubscribe from other game night things first? any chance that has anything to do with it? cause i didn't unsubscribe from anything
Yes it would cause issues
Unsub from anything related to game night
The server is using a repacked bundle
brb
Not to do with game night, but a lot of police zombies with modded clothes are spawning, and their clothes disappear when they die
the clothes themselves don't seem to be broken, as i knocked one's baseball cap off and picked it up
i've used small town first responders before, wonder what's breaking it
got kicked with a malformed packet type twelve when i tried to lie down in bed
We don't have STFR installed I think
well, i had a hat in my inventory that said it was from that mod. should be in the cardboard box in the room downstairs with the supply crates
huh, it's gone now
pretty much every zombie that spawns on my end has what i think is stfr uniforms on
ok now something really weird happened. i just died and instead of focusing on a zombie of my character it's a random naked zombie with a knife stuck in it
Small Town First Responders isn't in the modlist, but I just knocked another hat from that mod off a zombie. No idea what's going on.
I'm subscribed to it, but I wasn't aware the game would try to use mods from that list on a server without them.
im not entirely sure whats happening there @honest tinsel
I could try logging out and just disabling it in my mod list, but if that's the issue I'm surprised I didn't get any weirdness last time I joined the server.
I'm known among my firends for my weird and horrifying computer problems but this might just take the cake.
It’s a possibility that mod does some weird client stuff and since we have anti cheats disabled it may be allowing some funky things to happen
Just about to drive home. If anyone is on cool, if not then another time
Chucks gonna look into adding search bar to make deck building easier
Or something
Ya I’m down I’ll be back in soon
@short yew my bad man, not feeling so well. im gonna skip out for now
No worries. Just got back gonna do a solo test
Played around with it a bit. Felt pretty good building a deck. If legibility is an issue, a simple solution could be to increase the size of the search UI window to better see the cards. Search sounds complicated lol
I think some QoL can be done to the search windows
Also a tutorial video or something lol
Also, kind of interesting, @short yew, @cinder tide said deck building was too impractical. I'm curious to hear both sides.
I think a search bar to parse names shouldn't be too hard(?)
function: slamPogs -- file: gameNight - implementPogs.lua line # 138 | MOD: Game Night - Pogs function: onMouseUp -- file: ISContextMenu.lua line # 90 | Vanilla java.lang.ClassCastException: class se.krka.kahlua.j2se.KahluaTableImpl cannot be cast to class java.lang.Double (se.krka.kahlua.j2se.KahluaTableImpl is in unnamed module of loader 'app'; java.lang.Double is in module java.base of loader 'bootstrap') at se.krka.kahlua.vm.KahluaUtil.fromDouble(KahluaUtil.java:36) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1222) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1924) at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104) at zombie.ui.UIElement.onMouseUp(UIElement.java:1228) at zombie.ui.UIManager.update(UIManager.java:816) at zombie.GameWindow.logic(GameWindow.java:262) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:765) at zombie.GameWindow.run_ez(GameWindow.java:667) at zombie.GameWindow.mainThread(GameWindow.java:495) at java.base/java.lang.Thread.run(Unknown Source)
I receive this error every time I try to "Slam!" a stack of pogs with a slammer in my inventory
Maybe a button to flip all to the same side, shuffle button, and search bar for the top of the UI.
I'll check it out, thank you
Also, is there a way to zoom in on the Pog art? If not, that would be a wonderful feature, as appreciating the artwork is a big part of Pogs
The largest texture size is on the examine feature
Maybe we could get larger sized textures for them since examine wasn't a thing at that time
Also @cinder tide it's probably not very obvious but you kind of have to use a table to mess with decks.
One thing I can try is making search windows interact with each other.
I think right now, you don't ever have to open your inventory to mess with stuff
Which is a drastic improvement
I was
The main thing was that we have all the cards on table or in inventory
Can’t search easily through them all
I wanted to grab mountains and fireballs etc
I can build a 60 card deck way faster with being able to search cards by name
It definitely makes it a little more difficult to deck build without
It’s not detrimental, but just makes the process a lot longer than it should be
And then the ability to possibly split or draw the entire stack so it doesn’t have to be done 7 at a time
Yeah, I hear ya
Even this process could be alot faster to go from search to search
But a filter would be even more helpful
- flip all
- draw/deal all
- search filter
These would make a lot of other games easier to interact with as well, not so much what’s already implemented besides magic since they don’t have a ton of pieces
A big thing is also a drag box for the UI
That would help some issues
Rn setting up Catan still requires messing with the inventory window
Cause I cba to move all those pieces lol
I just drag them from the floor onto the play field
To move them in bulk
Cleaned these up a bit
Probably going to release as is - and try to implement the bigger stuff later
search UI to search UI should be doable
Looking at Zomboid steamcharts the player count is highest at noon on Sundays lol
Sounds good
What I did for deck building was searching a face up stack and drawing the cards into my hand. Hand has no limit so you can draw all 60 into it
Just picked the best cards I could find in the stacks.
The land cards are easy to spot in search UI so I snatched up the amount I wanted
Search windows have no limit btw
Hand one is much smaller though
I also want to take a shot at making hand UI scale abit as you hover over it
but what it is now is alright
Made a list of other ideas
New github feature - you can make a checklist and mark issues on the checklist line completed this way
Hey, you got this working! I noticed it last night but since “draw” did the same thing. I did that and forgot about this
Wait is this also stack to stack?
And stack to hand?
I'm polishing this rn
This wasn't a thing last night
HandUI is the same thing as the searchUI
So it all should work - but rn I'm trying to fix an issue handUI seems to uniquely have lol
Looks amazing, regardless
Wanted to push it out, but I think this was an important feature
Noticed it was missing lol
Think the finishing touches are a bunch of smaller QoL improvements. nurver brought it up earlier, but more ways to split a deck would make handling decks much easier.
Something like the addition of 'Split" deck which splits the deck in halfs, quarters, the amount from a deck would be helpful. And group select in the Search UI
Basically things that speed up the things that are currently one at a time only
Too much automation like auto reset, auto flip all, might break from the spirit of PZ
One subtle PZ moment last night as I was building the deck was some cards in the stack were flipped the wrong way. There was something so real about having to deal with that lol
Yeah, that would be very handy for quickly getting the cards to players
Will prob need to write a full instruction manual in the 'question mark window' at the bottom left. Maybe an image that visually shows all the functionality?
Yeah
Split works
only allows if the deck size greater than the max option (7 cards atm) * 2
so tl;dr: you can only start splitting once you have 15 cards
Rebooting server
Up
Going to do some quick tests in MP and just release it
Also, I assume this goes with out saying - but are the random decks super shitty?
They're very lore accurate
I'll pop in gotta switch up the workshop stuff
Feeling good to me
Would make a fixed size by the simplest solution?
Certain people have small screens, some have large
I'm going to try centering the graphic on the UI - I already do this with mouse dragging stuff
Felt pretty good to me. Put a quick deck together, and went through the actions of playing a game
Cards images might be too scaled down in hand UI? Possibly make them closer to play window sized?
In most card games, it's where the players eyes look at most of the time
Tweaked it a bit - it's alot less off
Before, the pieces would be several squares away
Now it's stable across the different sizes?
Well visually yeah, just need to plug in the differences for the mouse behaviors
Everything refers back to the same function - so it should be quick
All seems to be working
I’m stuck running some errands but I’ll be around later
Yeah it does capture that feeling well
How did you want to do the help guide? Keep it text? Make it an image?
Text might be good if people wanna end up translating idk
Had a little bit of stuff to do
Missed my noon deadline lol
😢
Had to reboot with a fix
Maybe I should test more lol
The peak traffic window nooo! 😭
That is always a good idea 😄
Maybe we should wait for @cinder tide to build a deck and see if the UI is better now
Window to window transfer works now
Yeah
Also, positions are centered*
The most recent small fix was for boards/larger pieces
Which were still following bounds from before, and couldn't go back the midle of the view cause of it
💀
The game has spoken 💀
Rejoining
I put 900 cards in a stack while chuck had them all split up in different search windows
I'm on
I have stuff to close windows in that circumstance - so I need to revisit that
@honest tinsel , just sent a message but it disappeared, likely because it included a link.
I found a website that has transparent background PNGs of Pogs, sortable by country of release to make it easier to find sets that would have been available in USA '94.
Just give me a heads-up if I can help out by assembling a collection of them. I have an RTX card so I'm also able to AI upscale them if you need them to be a specific size.
Also I don't think you should just slam all those decks together - they were different colors lol
I think @short yew might still have the original images at a larger size
I think I got them from the same site you found
Milkcap mania?
They files in the mod are the same size as the ones from the site
yeah
If anything, they prob need to be scaled down 15%-ish lol
The framework allows for the in-game size to be scaled down - the examine window also lets you scale down -- nothing scales up
So the larger the base texture is, generally the better
If it matters, I'm playing on a 2880x1620 screen. The images are reasonably sized on the website, but I can barely make anything out in-game. Might just be a display issue, or maybe I need to adjust my UI display settings?
That's 4k?
Must not have seen it, but I'm jumping into the test server to check it out.
Ah that's 3k, didn't know that was a thing
3k, I think. It's an odd size due to nvidia dynamic super resolution.
and yeah, people sometimes will play at 4k - idk why
@short yew you getting on?
I can take one for you
on now
The search windows do close when messed with in SP
so I guess there's a lingering 'item' in MP
@honest tinsel did you disable the 360 rotation for the pogs?
No?
They all seem upright
You should be able to rotate them using mouse wheel?
I had them auto rotate in a random 360 direction every time they were moved
You mean the ondraw thing?
Let me check if that got lost
also found a bug with pogs
shift action breaks on them weird
going to take shift action off them
@honest tinsel can you reboot it rq
Maybe chuck resized them? They were default size when I uploaded the repo
searching that stack of 360 cards lags bad
I think at some point you may have batched lowered the res
earlier i put down almost 1000 cards at once itr wasnt the greatest
May need to cap deck size to avoid explosions
same goes with pogs
Maybe
1000 cards are about 1 foot stacked apparently
Sounds about right
shouldnt be able to carry unlimited amount anyways
I think the restructure was moving them into a new folder
well, endurance/weight caps out at certain point
I can up the weight of cards
Hmm I’ll look into it because I don’t think I’d lower them to 125
I think rn each is 0.001
They were in the initial commit - this was done before examine became a thing
Maybe you sized them down to match the cards a bit
Also, getting your hands on 1000 cards is kind of rare?
ya true
But yeah... need to think of a way to prevent that
Maybe I did. I’ll take a look at the older files
lmk when rebooted
Will do it in a minute
Obviously not as pressing as the “Slam!” functionality, but it sounds like scaling the pog examine size shouldn’t be an issue?

fixed the rotation aspect + remove shift action being slam since that seems to not play nice
joinin
searching that deck is fine now
no more l;ag fest
@honest tinsel
stepped away to let cat out came back game just shit itself
wasnt doing anything just had two search windows open
[14-04-24 19:41:01.232] ERROR: General , 1713138061232> 7,938,775,320> GameWindow.uncaughtException> Unhandled java.lang.OutOfMemoryError thrown by thread PolyPathThread..
[14-04-24 19:41:01.233] LOG : General , 1713138061233> 7,938,775,322> -----------------------------------------
STACK TRACE
-----------------------------------------
Callframe at: getMaxPlayers
function: prerender -- file: ISEquippedItem.lua line # 144 | Vanilla.
[14-04-24 19:41:01.240] ERROR: General , 1713138061240> 7,938,775,328> ExceptionLogger.logException> Exception thrown java.lang.OutOfMemoryError: Java heap space at ConcurrentLinkedQueue.offer. Message: Unhandled java.lang.OutOfMemoryError thrown by thread PolyPathThread..
[14-04-24 19:41:01.240] ERROR: General , 1713138061240> 7,938,775,328> DebugLogStream.printException> Stack trace:.
[14-04-24 19:41:01.240] ERROR: General , 1713138061240> 7,938,775,328> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor1051.invoke..
[14-04-24 19:41:01.241] ERROR: General , 1713138061241> 7,938,775,329> DebugLogStream.printException> Stack trace:.
[14-04-24 19:41:01.243] ERROR: General , 1713138061243> 7,938,775,331> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Not enough arguments at KahluaUtil.fail line:82..
[14-04-24 19:41:01.243] ERROR: General , 1713138061243> 7,938,775,331> DebugLogStream.printException> Stack trace:.
[14-04-24 19:41:01.246] LOG : General , 1713138061246> 7,938,775,333> -----------------------------------------
STACK TRACE
-----------------------------------------
Callframe at: tonumber
function: prerender -- file: ISEquippedItem.lua line # 144 | Vanilla.
Lol
I think the max deck size needs to be a thing
Maybe like 200 cards?
I could also see if anything is trying to be rendered that doesn't need to be
yeah thats a decent amount
Is the searching decks being taken away thing still occuring?
I threw in something for that
When I get back tonight I’ll do a stack test with my cards to see how high I can reasonably stack them 😆
I didn’t encounter any problems when I was on earlier. What was that issue?
Nurver took the decks off the table while I was searching through them
My windows didn't close and I could generate cards lol
My guess is items aren't deleted/scrubbed if there's a reference for them hanging on
Now that I think about it, searching a deck would be something you would need to pick up the deck to do, so maybe searching could temporarily move the deck to your inventory or otherwise blocked in some way while it’s being searched? What did you do to prevent that from happening?
Rebootin'
All seems well now
Tempted to just release it
Maybe someone will catch a bug or two while I'm asleep
Feels pretty ready to me. Did a quick scientific test on stack sizes and 190 cards is what I can comfortably hold in one hand 😆
cardboard crack
Truly. Now hopefully we create fiends in PZ
Did a quick check and still feels good to me
TCG+Volumetric Update:
- Added specials overrides for category and name for cards. (for Pogs)
- Improved internals to the action mechanics. (Better MP syncing)
- Tweak: Drag over to merge decks now less sensitive. (5px -> 8px)
- Fixed: Rotating items will stay in the constraints of 0 - 359 degrees.
- Added: Disable piece rotation by type. (Disabled a few different types of pieces)
- Tweaked Monopoly naming conventions.
- Allow cards to generate ContextMenu from SpecialActions.
- Added ability to draw/deal multiple cards....
Build 41
Framework
Misc
Multiplayer
Pop Culture
Silly/Fun
Item
18.374 MB
steam://url/CommunityFilePage/3058279917
Forgot this does that lol
yeeeeeeeee boy
did you implement maxc stack size?
Nah, it's going to need more time to test that thoroughly
I'm imagining you'd be able to pack in up to the max and the rest of the cards stay put
but that creates some issues and I'd need to change a few of the gears so to speak
sounds g ill make sure i go easy on the test server
My suggestion would be to spawn the MTGCards item and not boosters or starters
Flip em over and check what colors they are
try grouping up only decks with the same colors or pulling good cards out of them that way.
For better or for worse, there isn't a way for an admin to spawn specific cards lol
Updated the server to the live version(s)
Pog slam is working, but the examine window still doesn’t scale, as a heads up
Yeah, I prepared the in-game texture to scale to what it is now, but the textures need to be replaced by the larger scale stuff.
Okay; I assume you & Oppolla have that, but offer's still on the table if you want some AI upscales of them/anything else
How large are the originals on the website?
600x600?
I think the largest that would work would be 300ish?
If @short yew still has the original files sorted it would be less work than to redownload, rename stuff, and resize.
Otherwise, I'd be happy to receive more hands to help. 👍
I'm seeing varying sizes between 350² and 500² at a glance. For future reference, the AI upscaler can batch resize as well, if that's helpful.
Either way, congrats on the latest release & I hope your morning goes swimmingly 🙂
Someone found bugs 🗿
The mod Take Any Amount apparently breaks item handling.
For drawing cards
Ah fuck off
The comment? 😅
Yeah
Oops
Wym
Made some quick screenshots for mtg and pogs so people can see how it looks in game
but had trouble making it not look to busy with the background
Chuck just throws everything on the floor and it aligns perfectly for him
You can be in a closet and just drag the camera away
I can't seem to find the full res Pog image files 💀
Will have to redownload them all again, rename, organize, etc
It was made before the examine feature so I think I destructively resized them
I offered help to Chuck, same offer applies— let me know if you’d like a hand assembling a collection, AI upscaling/batch resizing, etc.
And as we all remember, KY wasn’t overrun by the dead until late 2006, so TIS is being pretty liberal with their anachronisms to begin with.
I'm curious how the AI upscale looks. All the image files are in the mod folder if you want to give it a test run
what? i thought literally all of the world was toast after the first month because it spread via planes etc
It was
I don't think there lore goes passed the first two months
But yeah, who cares 😅
Unless this guy is a professional card collector or avid magic player from that time, it shouldn't even hit his radar, much less bother him.
I wasn't referring to the in-game lore, an attempt at dry humor suggesting KY was in fact attacked by zombies-- seems ridiculous to be hung up about minor anachronisms when it's a fictional premise to begin with.
Either way, just figuring out if there's an easy way to preserve transparency when upscaling. Not that masking out the corners is difficult, but still playing around.
All good, went over my head lol. And yeah, it's not an insane premise that in this version of history had an earlier release of MTG.
I think 300 is a fair size
I don't think one would need to upscale beyond that?
That's 340², looks pretty good if it showed up in game at the same resolution. Either scaled, or with the option to zoom in
Looks pretty good. Was this from 125px?
No, sorry, that’s from the site just as a size comparison.
The upscaling attempts look good, but there’s a weird corner cut out of the images as it “decides what to do with” the transparent parts. I’m getting the same results across a couple tools so I’m gonna take a crack at it in the morning.
Weird, not getting the same issue when attempting to scale from your 125x125 images.
Either way, I’ll just need to create a mask to make a transparent background, or figure out if there’s a setting I can find to preserve transparency
i keep hearing the game night card thwap
in-game, ai-upscaled (pre-mask), original scan
It doesn't look terrible, but there's only so much detail preserved in texture used in-game. However, downscaling from 500 to Chuck's suggested 300 cap looks pretty good.
I don't want to step on toes, but I might get started on assembling that collection? (Paying special attention to detail to make sure they're period-accurate, lest I further anger 3SinkBathroom or nurver)
(ignore the weird corners, the mask tidy clear that up)
Is there a bug happening on your server, or is this a post-traumatic thing?
in my dreams

Yeah go for it! As long as the names match the current file names, it should work seamlessly. Even the numbers don’t have to match up with what’s currently in the set, as long as total is the same
Anything up to 96 is fine imo 👀
Okay, cool! I know you tackled that previously, so I'm low-key relieved to have you 'hand it off'.
Even if they're trying to help, I always find it kind of annoying when a 'coworker' walks up and starts doing the exact same shit I'm doing instead of finding their own way to help.
Is there a reason for the cap at 96? Or just that's what's currently coded?
For these series thing that go on for years, you just have to pick an arbitrary cutoff point. I feel as long as it's in the spirit of '93 it's bendable
You can add more if you'd like 😅 - the file names just have to correspond to the lists being assembled
If you're familiar with github you can make PRs
basically suggestions/submissions
@honest tinsel mind if I update the image on the workshop page to include more Pogs and Pogman? Feel like it needs to be more obvious what the add-on is in the image
Looks good 👍, also drop that pogman in the /images folder 😮
God I’m thick in the head.
I thought you meant a hard cap of 96 images. I haven’t talked this much about the 90’s since— well, the 90’s.
Noticing a couple different naming conventions; LimitedEdition1.png & Pog_(collectionName)_1.png
I'm guessing the LimitedEdition1.png was erroneously named, since the Slammers follow the latter naming scheme?
The naming convention isn't uniform, but you can also change it if you wish.
The lists to assemble the items just use PREFIX + n, where n is 1 to the designated max.
The existing images with the slammers go cleanly from 1-142, but there's multiple 'sets' in the pog images.
Is there any functional reason for having them named that way (coding, searching, collecting, etc), or just the way it was uploaded?
It’s just to help keep the sets organized and manageable. Back when I was assembling the images, I was deciding what to include on a set-by-set basis. A bunch didn’t make the cut (but might in the future?) Also allows for possibilities of booster packs per series which MTG uses
Okay, I sort of got the feeling it was intended for that. I’ll keep that in because I feel like collecting is a big part of Pogs, so best to keep a foot in the door for the accessibility of future expansions.
I could also add tooltips to them
That's a feature I have for stuff like monopoly, but I need to get textures for those
I know it’s not the appropriate channel, but the “set” idea brings up an idea my wife and I were discussing while playing MP with Named Literature.
She enjoys tracking down book series, and I thought it would be interesting to have;
- preferential literary genres similar to the music tastes from Lifestyle,
- a small bonus in stat relief when reading a book from an author and/or series you’ve finished at least 1 entry of.
Including info such as?
Series, amount currently collected from that series, etc
Yeah, I recall you mentioned your schedule is changing after the last release, I had just forgotten about that idea & wanted to throw it on the pile.
Hope you’re still finding time to relax! 🧘
I am, thank you.
If you'd like, I have a repo for named literature. Feel free to drop an issue.
The Monopoly board is hard to read due to the quality and lack of a closer zoom, any way this could be fixed? was very fun playing this with friends
There should be tooltips when you hover over parts of it
Other than that you can scale it using the + button next to close.
Ah, so just hover parts of the board to read them, ok that makes sense
Yep, the size of the window is pretty fair I think, the issue is some things are just crazy to try and read.
Hmmm
I just thought of a crazy feature lol
I could have the board have an even larger texture stenciled out for a small area - like a magnifying glass
Not really all that useful for Monopoly, but maybe for other games
That's a pretty neat idea; let me know if there's a specific texture you want blown up 🙂
Also, while I'm familiar with github, I've never really used it for requests, so I'll get savvy with that for the pog stuff.
I mean tts suffers from it too
You are just able to inspect and zoom freely
I'm gonna go out on a limb here and say this probably isn't how it's supposed to look like? LOL
I don't know what happened to the quality but it died 💀
I also tried hovering over the board to read the spaces and it just says "monopoly board"
Turn off Texture Compression
Ah, thank you
what you dont like your monopoly board deep fried

Pogs is bombing though lmao. Might need to add some Pogs to the thumbnail 😆
not to say they weren't popular, but might be an age thing
a lot of people probably have no idea what they are
Probably related on popularity too
I think it someone were to do Pokemon or YuGiOh assests those would blow up more than mtg
Might have to hit up tabletop sim lol
Pogs was definitely a flash in the pan kinda fad. Didn't have much legs
There's that YuGiOh guy on workshop. Maybe we could reach out and see if he wants to make a Game Night version
Is there?
Downloading it check it out
The current pokemon and magic mods are not really integratable
I think the chances for this one to be are 0% lol
Most people will script 1 item per card
So if I wanted to make a 1:1 converter I'd need to have the card's replace to GN style
and nuke their scripts
So the only thing usable would be the images
With the framework in place, images are (hopefully) most of the battle
Yep
For pokemon their boosters and starters would also need to be drawn up in Lua
But that should be about it
Someone suggested making a collection so they can find supported mods easier
I did find it funny on reddit someone said "is the d&d one official?"
dnd is the best
aside from the basic cards and poker stuff
blackjack in zomboid is kinda hard still though
That’s cool they’re asking
Yeah, I'm glad people like them. I think picking the right game to add will help.
pogs mod image doesnt have pog man in it still wasnt sure if you were gonna update mod for that
its in the workshop pictures though
Legit dilemma I'm facing.
I was trying to avoid another 3SinkBathroom situation, but I'll throw in the 1994 ones 😛
Maybe I'll denote the 1994+ pogs with a tag in the name to make it easier for them to make a mod patch to remove anachronistic milkcaps.
I would be surprised if anyone went that far
still thinking about doing talisman 2nd ed
Note to self; dry humour doesn’t translate as well over text.
Create a repo and let's get the ball rolling on that 😁
Honestly, I've seen weirder patches
I think I already did
I’ll push the images later today
@honest tinsel is the pog repo public? I can't find it on your github
Or what's the most convenient way for me to share the upscaled pogs?
Pokemon battling would be very cool ngl lmao, would love to see that
It's on Oppolla's github IIRC:
https://github.com/oppolla/game-night-pogs
That would explain it 🤦
Thanks!

