Project Zomboid

Project Zomboid

[B41 MP only] bikinitools: Server Edition
Showing 51-60 of 135 entries
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Update: 2 Oct, 2022 @ 12:39pm

PARPBase:
- fixed error when trying to place an economy sprite from the admin movable menu

PARPChat:
- added new event registration and teleportation system. refer to the /signup and /eventteleport command guide for examples. short version: /signup lets users register with a return position and refresh it anytime, /eventteleport list shows you the registered participants, /eventteleport execute gets them all to your location (start of event), /eventteleport return returns them all to the original location they used /signup last and once everybody is back home again, use /eventteleport clear to flush the list

Update: 2 Oct, 2022 @ 5:13am

PARPBase:
- added admin context menu options to show zombie population and isoregion debug windows without being logged in with debug mode
- if bikinitools is detected, the PA admin menu will be moved into the bt menu

PARPChat:
- added a new option to close all open radio tabs to the tab management button
- renamed a few main files, corrected some require statements. the require related stack trace on server boot should be gone now.
- renamed "staff" command category to "tools"

PARPEconomy:
- added sandbox option to lose a percentage of bank account funds on death (0 / off by default). the currencies affected are the same as the ones the players get interest on.
- added sandbox option to log lost bank account funds
- players are now informed of the money amounts they lost when they die (cash and / or bank money, if enabled)
- lots of code refactoring and optimization on server side code
- renamed a few main files, corrected some require statements. the require related stack trace on server boot should be gone now.
- renamed "staff" command category to "tools"

PARPQOL:
- experimental changes to how the special generators work (needs to be enabled in sandbox options. not recommended.)

i am currently testing an event teleporter. it will be merged with the chat once i confirm it works.

Update: 26 Sep, 2022 @ 7:21am

PARPBase:
- if no sprites are registered as protected PARP.Movables:objectIsProtected() will always return false
- added an additional check for when a sprite is nil in PARP.Movables:objectIsProtected()

PARPChat:
- modified the starterkit logic as follows: if a message after "/starterkit" is given, check for a kit under that name (same as before), but if the player only typed "/starterkit" without a message (kit name) they only get the basics (named _basic). this behaviour has to be enabled in sandbox options under "compensation". the current way of handling it is preserved with the defaults.
- when no starter kits were defined a message is shown instead of an empty list
- starter kit basics and specialized kits are now output only when defined (no empty headers)
- added sandbox option to print the starter kit contents to chat instead of a document (off by default)
- tried a different approach to initialization that does not depend on a server welcome message being sent
- removed a ton of debug commands that weren't necessary anymore
- added sandbox option to show a hint about /rpname in the welcome message (off by default)
- added sandbox option to show a hint about radio usage and channels in the welcome message (on by default)
- added sandbox option to show a custom welcome message (either as literal text or translation beginning with IGUI_) after the "welcome back" message is displayed

global:
- all folder and file references to Zomboid/Lua/parp_weird have been changed to Zomboid/Lua/parp_misc - this affects the death loadouts, spawner log file and redeemed starter kits. rename the folder parp_weird to parp_misc inside Zomboid/Lua on your server and you're good to go.

Update: 17 Sep, 2022 @ 11:30am

- hotfix because from toggling the lua console on and off with ^ it dumped this thing in the middle of the code. sorry!

Update: 17 Sep, 2022 @ 11:09am

PARPChat:
- added new function "refresh channel tabs" to the tab management menu for applying all tabs that should be there but for some reason aren't
- corrected a translation

Update: 16 Sep, 2022 @ 1:17pm

- small hotfix to remove some debug info

Update: 16 Sep, 2022 @ 1:04pm

PARPChat:
- added a new button in the chat window titlebar for easier tab and radio channel management. it allows to tune in / out, forget past channels, disable flashing, ignore and close individual tabs if it is supported.
- the "disable / enable flashing" feature is saved during sessions, while "ignore" works until the next relog
- added sandbox options for default radio / event / staff channel names (will be truncated to max. 3 characters in length)
- changed event channel name from 000 to EVT
- added sandbox options for enabling a global help channel and its name (HLP)
- added command /help that will only be bound if the channel is enabled. requires relog.
- added sandbox options for enabling a global (ooc) chat channel and its name (CHT)
- added command /chat that will only be bound if the channel is enabled. requires relog.
- EVT / CHT / HLP channels do not need a radio and are available without tuning them in
- fixed the default tab command for events
- changed the channel detection pattern to allow for alphanumeric input (not the /tunein channels)
- emote commands that are automatically generated from the emote wheel are now always lowercased
- removed /emotes and /groups commands because they have become obsolete with the command helper button
- the result of command executions is now printed in the currently active tab instead of "general"
- added support for intro texts to custom chat tabs. the intro is added every time the tab is created and only when a translation has been set that fits this pattern: "IGUI_PARP_C_TabIntro" followed by the alphanumeric letters in the channel. examples: "IGUI_PARP_C_TabIntroRHLP" (channel R#HLP) or even "IGUI_PARP_C_TabIntroR123" (channel R#123). just add the translation strings to your server translation files in some adjustment mod and you're set
- PARP.Chat:addLine(message, options) can now send the message to a specific tab id by setting options["tabId"]
- sandbox options tidied up
- code cleanup

PARPEconomy:
- added sandbox option to randomize zombie cash currency from the "cash currencies" sandbox options

PARPBase:
- increased message timeout for message queue

Update: 11 Sep, 2022 @ 3:29am

PARPChat
- fixed issue with emote wheel emote text showing broken color information

Update: 10 Sep, 2022 @ 8:22am

PARPChat:
- visual changes to the commands overview
- clicking a command from the commands guide will enter it into the chat line
- added a check for source/destination container to exist in the vending machine item transfer hook
- added sandbox option to disable/enable blinking of default radio channel tab
- added sandbox option to also show success/error messages as halo note over the player's head
- added sandbox option to enable a less rp focused version of the /say, /faction, /radio, /event, /staff and /shout, as well as the emote speech templates
- added translation templates for /radio, /event and /staff chat lines
- refined the integrated movable / tile placement tool
- internal change to PARP:translateIfNeeded so it supports multiple translation placeholders
- when writing in vanilla radio frequencies with equipped radio the coloration info in asterisks should now be suppressed
- added check for empty logo file in sandbox options
- fixed potential issue with refreshing custom permissions
- changed all occurrences of the default radio channel "001" to the variable PARP.Chat["defaultRadioChannel"]
- changed all occurrences of the default radio channel "000" to the variable PARP.Chat["defaultEventChannel"]
- fixed error when using /commands. it now properly tells you to use the commands button instead.
- lots and lots of code cleanup

PARPBase:
- full code restructuring and a lot of cleanup
- added PARP:logMigration() method which logs in Zomboid/Lua/parp_migration.log - if there's issues with the currency being moved over to the new format send me this file from the server side

PARPCurrencyExample:
- added check for loaded chat to the custom commands example

PARPQOL:
- added sandbox option to store original vehicle script names (for later features, in case a vehicle mod breaks and vehicles randomize)
- generator safeguard check now runs every 30 ingame minutes instead of every 10

PARPEconomy:
- moved economy code and tiles into this submod. if you are "suddenly" missing the features, enable this"
- added new sandbox option to define the currencies allowed for cash payments
- added new sandbox option to log global item shop sales
- added admin context menu options to ATMs for merging accounts and creating money
- added sandbox options to enable vehicle shop at vending machines and a minimum / maximum distance for it to work
- moved PARP.Chat.Currency["buyPrices"] to PARP.Economy["buyPrices"] with backward compatibility for existing lists under the old name. please update accordingly.
- moved PARP.Chat.Currency["valuables"] to PARP.Economy["valuables"] with backward compatibility for existing lists under the old name. please update accordingly.
- the global item shop menu at vending machines is now grouped by letter
- shop context menus (vehicle and item) will now prefer the game's translation for the goods instead of titles. the title from the price list is used as fallback and should be considered optional.
- the vending machine bound vehicle shop will only work if the player is inside the defined vehicle shop area
- bank offers and exchange ledgers now show the sum total
- changed the way zombie bounties are reported to a halo note
- turning in paychecks or exchanging valuables is disabled on ATMs using currencies other than "primary"
- the "pay" context menu will show a selection of currencies to pay with (depending on sandbox option)
- separated "cash" internal currency name to bank account currency related name. primary currency works with "cash_primary", other currencies with "cash_currencyName", to allow for a true separation of the cash streams
- existing "cash" values in bank accounts will be migrated to "cash_primary" automatically
- uppercase currency names in bank accounts are converted and if needed migrated to lowercase currencies ("Cash" -> "cash")
- PARP.Commands.Currency:moveMoney now auto corrects "cash" to the new value "cash_primary"
- cars bought with /buy vehicle will remember their buyer's name (and show it in admin -> moddata context menu)
- if enabled, stuff bought from vending machines will be logged on a per user basis
- changed mountains of code to support "cash_primary". no guarantees i got it all though.
- server side code cleanup

Update: 15 Aug, 2022 @ 11:20am

Maintenance release for some assets.

PARPChat:
- changed restriction for /lightbulbs command