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Stack of Turtles
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Post by Stack of Turtles »

nobody should play zomboid till I feel like getting on
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Post by Magick »

Silver wrote: ↑ September 11th, 2024, 20:58
Oyster Sauce wrote: ↑ September 11th, 2024, 20:52
Seems like you're implying that I'm a pussy ***** ******?
Yesnt.

Tbh I've set things up like that cause I promised to pick up Vergil from that death trap, but realised I had to log off and I don't know how late I'll be back.
Since other people spawned in the city and felt overwhelmed too, I thought it can help at least a little bit.
Kek so you just stood him up? :lol:
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Post by Silver »

BobT wrote: ↑ September 12th, 2024, 03:18
Kek so you just stood him up?
Nnnot really... He wasn't online at the time either, so I couldn't just stay on waiting mode until he was back.
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Post by Magick »

Silver wrote: ↑ September 12th, 2024, 03:51
BobT wrote: ↑ September 12th, 2024, 03:18
Kek so you just stood him up?
Nnnot really... He wasn't online at the time either, so I couldn't just stay on waiting mode until he was back.
Typical post-apocalypse betrayal.
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Post by Silver »

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This **** is stressing me out, I'm not supposed to kill zombies. I'm supposed to be in the kitchen. :sad:
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Post by loregamer »

Russia Map Server too bugged out. Gonna tear 'er down. Let's take a Zomboid Vacay and reconvene when we're ready and we can get the Kentucky Map Expansion server going.

Will leave the old server we were playing on up for now as it still has 11 days left to go, so you guys can still join there til it runs out
Last edited by loregamer on September 12th, 2024, 06:19, edited 3 times in total.
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Post by Boontaker »

loregamer wrote: ↑ September 12th, 2024, 05:29
Russia Map Server too bugged out. Gonna tear 'er down. Let's take a Zomboid Vacay and reconvene when we're ready and we can get the Kentucky Map Expansion server going.

Will leave the old server we were playing on up for now as it still has 11 days left to go, so you guys can still join there til it runs out
My map issue never got fixed, shame. It's ok, I haven't played BG3 since release month so I'm itching to try a modded playthrough.
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Post by Oyster Sauce »

I miss my friends

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Post by loregamer »

Testing on the new server is going well. Any other mods we were missing before?

I was going to look into map collections that are compatible incase you guys knew of any already @Vergil @Oyster Sauce
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Post by Oyster Sauce »

Last edited by Oyster Sauce on September 17th, 2024, 21:04, edited 1 time in total.
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Post by Havitner »

loregamer wrote: ↑ September 17th, 2024, 20:58
Testing on the new server is going well. Any other mods we were missing before?

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Post by loregamer »

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Post by Vergil »

I don't know if 10 years later is even a good idea at this point considering the performance hit the last time I tried it
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Vergil »

cookin mcs like a pound of bacon burnin em
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Stack of Turtles »

won't need 10 years later mod if it's actually 10 years later
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Post by TKVNC »

Only mod you really need is the Weapon Condition Tooltip, and Zombie HP Bars

Everything else is optional.

Tho, Brita guns are pretty great.
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Post by Oyster Sauce »

soulless
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Post by TKVNC »

It's not very immersive, but I guess it's as good as we can get until they have visible damage on them like the Player.
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Post by Vergil »

TKVNC wrote: ↑ November 1st, 2024, 17:52
Only mod you really need is the Weapon Condition Tooltip, and Zombie HP Bars

Everything else is optional.

Tho, Brita guns are pretty great.
Brita is pure trash
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Finarfin »

Vergil wrote: ↑ November 4th, 2024, 00:18
TKVNC wrote: ↑ November 1st, 2024, 17:52
Only mod you really need is the Weapon Condition Tooltip, and Zombie HP Bars

Everything else is optional.

Tho, Brita guns are pretty great.
Brita is pure trash
Bloated **** mods.
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Post by Analogue Dreams »

Brita is a good 3D modeller and texturer, but is dreadful at balancing and scripting. (I think the Gunfighter requirement handles most of the scripting, so maybe it's some other modder who is horrible at that part and Brita can't do it at all, but whatever, same thing.) Brita users will tell you it has in-game settings, but these don't actually solve the problems, they've never looked at the script files to see how horrible the balance is. Zero sense or consistency. It is a real shame since they have some really nice models and textures.

I made my own firearms overhaul when I was playing PZ some months ago just to use on my little server with my friends, since I can do balancing and code but not modelling, so I forked Firearms B41, poached Brita models while making an attempt to avoid weapons past 1993 and sticking (mostly) to ones where the little info I found online said they'd be more common or used by military at this time. I overhauled code, loot lists, and rebalanced everything, and implemented a few of my own systems from scratch like burst fire modes. Think I frankensteined some other stuff into it too, why reinvent the wheel if someone else's done it + modders suck and I usually have to redo everyone's code to fix their bugs anyway.

Wonder if it's worth getting back into playing/modding this game, since it occurs to me this site doesn't care about modder "permission" ********, so in theory I could actually share mods like that without Brita DMCAing the Workshop mods and the developer deleting them and banning me from it. Indie Stone has insane modder guidelines. I probably only released 1/4 of modding I did for this game due to them. I ship of theseus'd more than a few mods I had to redo completely.
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Post by Vergil »

Does Brita have a FAMAS?
I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Analogue Dreams »

Vergil wrote: ↑ November 4th, 2024, 20:37
Does Brita have a FAMAS?
Yes, both FAMAS F1 and G2. You can see all its weapons in screenshots of its Workshop page. Great pictures, I think of them like a Christmas catalogue of weapons assets ready to be ripped and reimplemented.
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Post by Vergil »

Analogue Dreams wrote: ↑ November 4th, 2024, 20:47
Vergil wrote: ↑ November 4th, 2024, 20:37
Does Brita have a FAMAS?
Yes, both FAMAS F1 and G2. You can see all its weapons in screenshots of its Workshop page. Great pictures, I think of them like a Christmas catalogue of weapons assets ready to be ripped and reimplemented.
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I'm just stating the facts.
Question is are you going to gargle the truth or swallow?
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Post by Rand »

Analogue Dreams wrote: ↑ November 4th, 2024, 20:35
I usually have to redo everyone's code to fix their bugs anyway.
Too often the case.
Analogue Dreams wrote: ↑ November 4th, 2024, 20:35
Wonder if it's worth getting back into playing/modding this game, since it occurs to me this site doesn't care about modder "permission" ********, so in theory I could actually share mods like that without Brita DMCAing the Workshop mods and the developer deleting them and banning me from it. Indie Stone has insane modder guidelines. I probably only released 1/4 of modding I did for this game due to them. I ship of theseus'd more than a few mods I had to redo completely.
**** those people. Modding is a cathedral effort. You don't own mods, nor can you.
It's EXACTLY the same as developers saying you can't mod their games.
And laughable that some modders think they can mod other's games, but others can't mod their mods.
Post them in MODHQ.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Analogue Dreams »

Agreed on it being a cathedral effort. It is dumb how there are so many modders who care more about making their own little shrines to themselves than their mods and the game having potential to be as good as they can be.

Worst part of the insanity is it coincides with being accepted and common for modders to look at others' mods to learn how to do anything, but anyone who knows anything about clean room reverse engineering knows the essential part of it is that you must not have knowledge of how the software you are trying to recreate (or hack, as this technique is how tools like script extenders are made) works. If you have knowledge of it, even through disassembly, it's no longer clean room and considered copyright violation. So if I look at someone else's mod to see how it's done, I am expected by the permission mafia to make my own from scratch rather than modify theirs, but yet because I have already seen their code and my knowledge of it cannot be erased, following their rules not to "steal" is by nature impossible.

Of course it's mostly art I stole in this case since modelling is the one skill I never learned, but I'm a pirate and couldn't care less about IP law regardless. :pirate:
Anyone have suggestions for other firearms I should poach from Brita's? I don't want to add too many and bloat it like Brita's itself where the loot lists get insanely cluttered, but I intended to add a few more last time I worked on it. Going to see about polishing my mods up and releasing them sometime, since it's a shame only me and a couple others have gotten to use them. I only mod games I am playing, but luckily been feeling the Zomboid itch again to do so. Maybe this belongs outside a server thread, but didn't notice one for the main game if there is one and doubt anyone cares much.

Consider the below lists. If you know weapons that would be common in 1993 Kentucky in civilian, military, or police use, I'm especially interested, since such info is hard to find and unlike Brita, I try to keep civilian/military/police loot separate when sensible. But I don't mind less common weapons that are unique/iconic or fill gaps. Antiques have their own loot lists, you won't find them in a police station or military base.

Firearms added by the original mod I forked include:
β–Ί Show Spoiler
New weapons already added:
β–Ί Show Spoiler
All these I rebalanced and expanded almost all of them to work with all plausible weapon attachments. When possible, I used some real life data like weight of weapons. Plus I implemented new sounds for every weapon, including suppressed variants, and I added 2 - 3 round burst fires to weapons that have it, along with a configurable hotkey to switch fire modes, which now also don't reset to default when you exit and re-enter the game. Weapon sound range is no longer nerfed in MP and unlike in all other weapon mods I tried, mine can be heard properly by other players, so enjoy getting out a nice full auto shottie like a SPAS or AA12 in Louisville and feeding every local that comes running. Especially if you put a suppressor on it expecting it to make it magically silent like other mods do, they don't make much of a difference unless you're firing .22 or 9mm.
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Post by Oyster Sauce »

Analogue Dreams wrote: ↑ November 5th, 2024, 03:36
Agreed on it being a cathedral effort. It is dumb how there are so many modders who care more about making their own little shrines to themselves than their mods and the game having potential to be as good as they can be.

Worst part of the insanity is it coincides with being accepted and common for modders to look at others' mods to learn how to do anything, but anyone who knows anything about clean room reverse engineering knows the essential part of it is that you must not have knowledge of how the software you are trying to recreate (or hack, as this technique is how tools like script extenders are made) works. If you have knowledge of it, even through disassembly, it's no longer clean room and considered copyright violation. So if I look at someone else's mod to see how it's done, I am expected by the permission mafia to make my own from scratch rather than modify theirs, but yet because I have already seen their code and my knowledge of it cannot be erased, following their rules not to "steal" is by nature impossible.

Of course it's mostly art I stole in this case since modelling is the one skill I never learned, but I'm a pirate and couldn't care less about IP law regardless. :pirate:
Anyone have suggestions for other firearms I should poach from Brita's? I don't want to add too many and bloat it like Brita's itself where the loot lists get insanely cluttered, but I intended to add a few more last time I worked on it. Going to see about polishing my mods up and releasing them sometime, since it's a shame only me and a couple others have gotten to use them. I only mod games I am playing, but luckily been feeling the Zomboid itch again to do so. Maybe this belongs outside a server thread, but didn't notice one for the main game if there is one and doubt anyone cares much.

Consider the below lists. If you know weapons that would be common in 1993 Kentucky in civilian, military, or police use, I'm especially interested, since such info is hard to find and unlike Brita, I try to keep civilian/military/police loot separate when sensible. But I don't mind less common weapons that are unique/iconic or fill gaps. Antiques have their own loot lists, you won't find them in a police station or military base.

Firearms added by the original mod I forked include:
β–Ί Show Spoiler
New weapons already added:
β–Ί Show Spoiler
All these I rebalanced and expanded almost all of them to work with all plausible weapon attachments. When possible, I used some real life data like weight of weapons. Plus I implemented new sounds for every weapon, including suppressed variants, and I added 2 - 3 round burst fires to weapons that have it, along with a configurable hotkey to switch fire modes, which now also don't reset to default when you exit and re-enter the game. Weapon sound range is no longer nerfed in MP and unlike in all other weapon mods I tried, mine can be heard properly by other players, so enjoy getting out a nice full auto shottie like a SPAS or AA12 in Louisville and feeding every local that comes running. Especially if you put a suppressor on it expecting it to make it magically silent like other mods do, they don't make much of a difference unless you're firing .22 or 9mm.
will you make a server for us
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Post by Analogue Dreams »

loregamer wrote: ↑ September 17th, 2024, 20:58
Testing on the new server is going well. Any other mods we were missing before?

I was going to look into map collections that are compatible incase you guys knew of any already @Vergil @Oyster Sauce
Post is almost 2 months old so maybe not, but do you still need map recommendations? I had a pretty extensive list of good map mods on my own server last time I played, all compatible, and had played most of them to know if they were good/balanced or not. Could write a list if you need it.

FYI, you can add map mods to server mid-game without needing a new one. Modders say not to do it since they are dumb, but you can reset specific cells on the map with a script eliminating any issues with doing it.
Oyster Sauce wrote: ↑ November 5th, 2024, 03:40
will you make a server for us
I thought there already is one? I wouldn't want to be rude and intrude on someone else maintaining one, since keeping a server going can be work, and I respect the effort of server admin. But if my help was wanted, maybe I could help.
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Post by Rand »

Analogue Dreams wrote: ↑ November 5th, 2024, 03:36
Anyone have suggestions for other firearms I should poach from Brita's? I don't want to add too many and bloat it like Brita's itself where the loot lists get insanely cluttered, but I intended to add a few more last time I worked on it.
It's semi-rural East coast America
The most common weapons should be hunting rifles, shotguns, and all kinds of pistols.
Next, look up the weapons police in the 90s used in that area. There will be few of them in types and in number. MP5s are SWAT only, of course, and quite rare.
The next would be the American military small arms of the 90s. We all know what most of them are already. And they should be quite rare.

Anything outside of that would be collector pieces, especially foreign or obsolete military rifles, and rare as **** as a result.
If you see a FAMAS or G36 or UZI one game in 10, that's still 100x more common than one should be in that area.
Last edited by Rand on November 5th, 2024, 04:11, edited 2 times in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.