Project Zomboid

Project Zomboid

APEXMAKER
AlexSledge  [开发者] 2022 年 5 月 24 日 下午 12:06
Bug / Defect Reports
If you encounter issues, post here/search this thread. Please note the version you are using.
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正在显示第 1 - 15 条,共 69 条留言
TiTAN 2022 年 5 月 24 日 下午 12:22 
Alright so while I know the vehicle spawn issue is resolved, we are in mid save and I'm looking for a manual way to reset an area and force vehicles to spawn. overwriting the map_x_x.bin files didn't seem to reset the vehicle spawns.

Also, our map seems to be a bit messed... know of a simple way to resolve the following?
https://imgur.com/a/AuomFXx
AlexSledge  [开发者] 2022 年 5 月 24 日 下午 1:00 
The vehicle spawn issue wasn't tied to the cells, it was with the object definitions. Deleting the cells wouldn't have an impact since the scripts weren't telling them to spawn there.

Quick & dirty way to fix it in 0.9.1 might be to blow away the objects.lua in the \media\maps\ApexMap folder (which also has the cell files). Generate 0.9.2 by changing the MainDestDir=!USERPROFILE!\Zomboid\mods\ApexMap value to something else and run the 0.9.2 script. In the map folders for each map, copy each objects.lua to the matching map folder in the \media\maps\<mapname>.

A little bit of work, though not all the maps have an objects.lua so not horrible.
最后由 AlexSledge 编辑于; 2022 年 5 月 24 日 下午 1:01
AlexSledge  [开发者] 2022 年 5 月 24 日 下午 1:06 
Oh, as far as the in game map thing, I don't think that can be fixed in an existing save. Also, I am assuming "the following" is the missing connecting road to Slocan lake, and the Fort Knox/Eerie Country area not appearing on the map.
Happy 2022 年 6 月 4 日 下午 9:19 
The folder with the root files of the mod is incorrectly set in the .txt file with last patch

This needs to be replaced
rem set APEXMAKERdir=!WorkshopBaseDir!\2802508333\mods\APEXMAKER
set APEXMAKERdir=D:\APEXMAKER\Contents\mods\APEXMAKER

On this
set APEXMAKERdir=!WorkshopBaseDir!\2802508333\mods\APEXMAKER
thiefwalrus 2022 年 6 月 4 日 下午 10:36 
Seems Kingsmouth is still forested in the 0.9.4 version.
AlexSledge  [开发者] 2022 年 6 月 9 日 上午 4:42 
Should all be fixed now.
Feargalicious 2022 年 6 月 11 日 下午 5:27 
Doesnt seem to be working correctly for me:
getting errors:
https://imgur.com/a/ln3iZYU

Also, the APEXMAKERdir variable seems to be set to the D drive by accident, I assume thats what you use, so I had to change it.

Btw, thanks so much for the mod, youre a legend!! <3 :spiffo:
Lucky 2022 年 6 月 12 日 下午 7:53 
One question, if I have this mod, well, my game will not be slow if it is full of cities on the maps or there is no error? ? (I know it's a dumb question so tell me please)
AlexSledge  [开发者] 2022 年 6 月 13 日 上午 5:45 
@Father Fergie
This is likely caused because I left the path in the script pointing to my D: drive instead of the base workshop folder (from my testing).

In the script...
rem set APEXMAKERdir=!WorkshopBaseDir!\2802508333\mods\APEXMAKER
set APEXMAKERdir=D:\APEXMAKER\Contents\mods\APEXMAKER

Remove the rem from the first line, and add a rem in front of the second. That should get it going.
AlexSledge  [开发者] 2022 年 6 月 13 日 上午 5:48 
@Callkum6
Performance.... well in any given location you shouldn't see any performance difference, with the exception of the larger/more dense locations. I've found the performance very tied to the volume of zombies in the area - and in cities like Raven Creek there are just more of them. Most of Raven Creek works smoothly for me, but there's an area on the west side in a bunch of tenement buildings where is slows down (a lot) for me when all the zombies are riled up.

So, as a rule no, but give it a try. Zombie population is a more direct measure of lag than world tiles.
TiTAN 2022 年 6 月 19 日 下午 5:26 
Should mod.info include pack=Redfixpak in place of pack=Redstonepak? I am working on updating the 0.9.8 with the fixes from 0.9.9 without replacing/adding the new map locations.

Also, the APEXMAKER.ini is missing the sample data
AlexSledge  [开发者] 2022 年 6 月 19 日 下午 6:24 
Having any of them enabled breaks the stairs and roof-floors of Bendy’s Bunker, leave them out and you lose the custom Fort Redstone tiles, which are pretty much decorative.

Keep or Delete, that choice is yours. If keep, use the Redstonepak & Redstontiles files.

Additionally there is a typo in the mod.info, one of the packs listed still has the .pack extension, which was throwing off Grapeseed.

Since Western Town is a single cell replacement for Survivor Farm, you should be able to swap that out pretty easy if you want to.

And yeah, i left the maps= & mods= lines blank. Was prepping for a video, and overlooked that.
最后由 AlexSledge 编辑于; 2022 年 6 月 20 日 上午 4:36
AlexSledge  [开发者] 2022 年 6 月 21 日 上午 9:35 
In 0.9.9 ApexMap\mod.info change:

pack=CMpack.pack
needs to be
pack=CMpack

tiledef=CMtiledef.tiles 5669
needs to be
tiledef=CMtiledef 5669
WaPaKs 2022 年 6 月 25 日 下午 7:16 
day 7 of my journey creating server for my friends i have some vehicles clothes tweaks QOL etc, all working fine in vanilla map ,created 2 duplicate map settings with both mod for testing, adding apexmap mod on 2nd server give me connection to the server was lost while on loading map chunks, without my mods apexmap will work, do i need to enable tiles mod that are already enable on apexmap? also can i ask what mods are already enabled on apexmod? what about MonmouthBroadcasting and safe our station mod not the map?

update: i'm adding one by one, and i think yacht club is some kind of giving me some error also i'm not yet enabling tiles mod, i'm still 50% enabling all mods which is almost 70+ mods i tihnk, brita weapon and arsenal is one of no go
最后由 WaPaKs 编辑于; 2022 年 6 月 26 日 上午 4:58
AlexSledge  [开发者] 2022 年 6 月 26 日 上午 5:44 
Non-Map items included in APEXMAKER output.

Some of the included maps have a few included things which are not just the map. This does not include tilepacks which are shared across maps, or in game loot map items which are included / created depending on my discretion. I won't detail the items to avoid spoilers for people who want to discover them on their own.


Save our Station:
The entire mod is sucked it. Items, functionality, everything.

Pitstop:
All custom items included.

New Ekron:
Both items.

Western Scrap Car Yard:
The one custom item.

Snake's Mod Pack:
Nothing.

Christmas Village:
All items.

Monmouth County:
Nothing. (Debating pulling them in)

You shouldn't need to enable any tiles mods, the necessary ones are sucked into Apex Map Mod.

I always use Brita's/Arsenal[21]'s weapon mods - they should be fine. Sound direction indicator, Driving Skill, Weapon Condition, every vehicle mod I could find, all fine for me.
最后由 AlexSledge 编辑于; 2022 年 6 月 26 日 上午 5:50
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