Project Zomboid

Project Zomboid

Equipment UI - Paper Doll Equipment Interface [B42/41]
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Notloc  [udvikler] 23. mar. 2023 kl. 11:11
Updates and Bug Reports
Known Issues:
  • Awkward drag and drop handling of items that can be placed in alternative slots (i.e. watches, rings, hoodies with hood up/down)
  • Incomplete drag and drop support from equipment ui to other containers.

Fixed
  • Equipment UI initializes in an invalid state until detached/reattached at least once.
  • Incomplete translation support
  • The UI is slightly off-centre when the scrollbar is not visible
  • Error spam on death
  • Hotbar slot names are always English
Sidst redigeret af Notloc; 17. apr. 2023 kl. 10:55
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Mr Sunshine 23. mar. 2023 kl. 14:30 
Yeah, I got something to report. The mod is too freakin' awesome ;)
Sidst redigeret af Mr Sunshine; 23. mar. 2023 kl. 14:31
~ Độc ~ 23. mar. 2023 kl. 21:01 
Got this error spamming when die with UI open
attempted index: availableSlot of non-table: null function: updateHotbarSlots -- file: EquipmentUI.lua line # 182 | MOD: Equipment UI function: prerender -- file: EquipmentUI.lua line # 233 | MOD: Equipment UI java.lang.RuntimeException: attempted index: availableSlot of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492) 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.pcallvoid(KahluaThread.java:1827) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:38) at zombie.ui.UIElement.render(UIElement.java:1515) at zombie.ui.UIElement.render(UIElement.java:1527) at zombie.ui.UIElement.render(UIElement.java:1527) at zombie.ui.UIManager.render(UIManager.java:446) at zombie.gameStates.IngameState.renderFrameUI(IngameState.java:1183) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.gameStates.IngameState.renderframeui(IngameState.java:1172) at zombie.gameStates.IngameState.renderInternal(IngameState.java:1324) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.gameStates.IngameState.render(IngameState.java:1271) at zombie.gameStates.GameStateMachine.render(GameStateMachine.java:37) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.GameWindow.renderInternal(GameWindow.java:340) at zombie.GameWindow.frameStep(GameWindow.java:774) at zombie.GameWindow.run_ez(GameWindow.java:667) at zombie.GameWindow.mainThread(GameWindow.java:495) at java.base/java.lang.Thread.run(Unknown Source)
tyriael_soban 24. mar. 2023 kl. 21:19 
Edit:
I see what happened now - mods have to be manually enabled on each save file :|
Sidst redigeret af tyriael_soban; 24. mar. 2023 kl. 21:23
Notloc  [udvikler] 24. mar. 2023 kl. 21:25 
Yea I see that one a lot. You're far from alone in not realising that at first.
I think its why so many people think mods need a new save to work.
Luna Lycan 25. mar. 2023 kl. 20:29 
There seems to be some issues with the new hide Equipment option.

Mod version: v1.4

Steps to reproduce:
- Enable "Hide Equipped Item" Option
- Attach Bat on Back
- Equip Bat (either right click equip primary / both or press hotbar key)
- Start an exercise


Result:
- Start animation to put bat on back
- On finish a second Bat model appears in hand as if equipped in primary
- Exercise is not started


Temporary fix:
Disable "Hide Equipped Item" Option to be able to exercise.
If you are stuck in the weird state after trying to exercise just press "Space" to shove.
Sidst redigeret af Luna Lycan; 25. mar. 2023 kl. 20:30
Notloc  [udvikler] 25. mar. 2023 kl. 20:44 
Quality report. Will give it a look soon.
chloptik 26. mar. 2023 kl. 20:05 
Does not show in my mod list and dont working
Notloc  [udvikler] 26. mar. 2023 kl. 20:07 
If its not showing in your mod list than Steam didn't download the mod.
Unsub / resub with Zomboid closed to get Steam to download it.
Wintermote 26. mar. 2023 kl. 20:18 
Hide equipped items doesn't seem to work on co-op multiplayer; the option is there, but toggling on/off doesn't change anything in the inventory tabs
Notloc  [udvikler] 26. mar. 2023 kl. 21:37 
Oprindeligt skrevet af Moonwolf:
There seems to be some issues with the new hide Equipment option.

Mod version: v1.4

Steps to reproduce:
- Enable "Hide Equipped Item" Option
- Attach Bat on Back
- Equip Bat (either right click equip primary / both or press hotbar key)
- Start an exercise


Result:
- Start animation to put bat on back
- On finish a second Bat model appears in hand as if equipped in primary
- Exercise is not started


Temporary fix:
Disable "Hide Equipped Item" Option to be able to exercise.
If you are stuck in the weird state after trying to exercise just press "Space" to shove.

I can't replicate this. My character puts the bat away and exercises without issue. Perhaps a mod conflict?
Regardless, I've improved how the items are being hidden, it might help, but I can't say for sure since I don't have the problem.
Wintermote 28. mar. 2023 kl. 3:28 
Whatever was done in the latest update fixed the inventory issue in co-op for me
76561198392776101 28. mar. 2023 kl. 20:40 
I haven't installed the mod, because i am concerned that i will not work for custom clothing. But can it work?
Notloc  [udvikler] 29. mar. 2023 kl. 14:00 
Yes it works with custom clothing. If the clothes uses real body slots it will work exactly as expected. If the slot is unknown it will appear in dynamically created slots similar to how the hotbar slots work.
CarlosRojasCu 29. mar. 2023 kl. 19:05 
@Notrolc

Hello friend, a little suggestion, is there a possibility that the hide option only hides the clothes and not all the items?
For example, that weapons or other attached or equipped objects continue to be seen in the player's normal inventory. The idea is to have quick access to them to repair or see their conditions... Of course, it is within the possibilities to be able to add that option. Thank you :)
Notloc  [udvikler] 29. mar. 2023 kl. 19:48 
Yea I can add that
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