Project Zomboid

Project Zomboid

Dawn of the Zed
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Update: Nov 8, 2022 @ 6:32am

Fixed a significant bug that would result in a misconfigured layout.ini and an apparently "permanent" disappearance of the mini-map.

In addition to the aforementioned patch, I have included an antibug function that will undo any damage done to your layout.ini by a prior version of this mod, or alternatively by any mod that disabled your mini-map visibility in a vanilla-unfriendly manner.

Improved transitions between gamepad and keyboard-and-mouse mode. UI now stays in the state it was in before the transition.

Improved handling of post-connect and post-respawn UI hiding.

When your controller disconnects from your computer (which is not quite exactly the same moment as the game "disconnects" it) while your mouse is hidden, the mouse will automatically be revealed to make it easier to react with a mouse and keyboard.

Named the mini-map. Anyone who runs my mod can now check whether a UIElement is the minimap using the following function or its functional equivalent:

YourUtilities.isMiniMap = function(element)

-- Makes element name lowercase, then replaces spaces and hyphens with nothing (removing them).
-- Setting the result equal to a variable will automatically drop a secondary component of the
-- result that gets returned below. (I'm not sure what it means, but the unnecessary part of the
-- result was simply a 1 in testing for me. This will throw it away. The find line doesn't need it.)
local simplifiedElementName = string.lower(element:getUIName()):gsub("%s+", ""):gsub("%-+","")

-- :gsub("%s+", "") removes spaces from the string if it has any to remove and returns result.
local isMiniMap = string.find(simplifiedElementName, "minimap") ~= nil

return isMiniMap

end

Sorry couch-coopers, I still haven't had time to get to splitscreen while I squash ever conceivable buggy context and add every conceivable important feature, but I do plan to take a look at coop eventually!

Thanks to all who have been patient during this process, and I hope that the final product will make the rockiness of these first few days forgivable!

Update: Nov 6, 2022 @ 7:57am

Cleaned up code a bit. Added options that should improve default config for KBM users. Inventory & Loot can now remain visible when hiding UI for people who prefer to play with a pinned Inventory & Loot Menu.

Update: Nov 4, 2022 @ 2:21pm

Prevented a bug that could have occurred in rare circumstances and resulted in the cursor remaining hidden until relaunch.

Cleaned up code in preparation for a new feature for admins.

Update: Nov 3, 2022 @ 12:10pm

Patched an obscure bug that could be triggered by spamming the escape menu at the moment of respawning.

Update: Nov 3, 2022 @ 11:34am

Small QoL improvement for gamepad players: you can now keep your cursor hidden in the Main Menu and the Post-Death UI if you never touch a mouse while you play and would prefer not to see the cursor. Unfortunately, this is purely visual, so the cursor will still show you tooltips and such if it happens to be positioned right, even while it is invisible. This is a known issue I would like to circumvent, but currently this is the best solution I know.

Update: Nov 3, 2022 @ 10:13am

Fixed post-death UI hiding in the presence of mods that may reveal the UI again in the initial 2 seconds after you respawn.

Update: Nov 3, 2022 @ 9:15am

Eliminated a post-respawn bug that could leave the player stuck with an invisible UI.

Update: Nov 2, 2022 @ 10:15pm

Another attempt to patch the settings bug from hell.

Update: Nov 2, 2022 @ 9:53am

Added a line of code that should prevent a weird options update notification from appearing for keyboard users the first time they try to exit the Main Menu in the prior build.

Update: Nov 1, 2022 @ 12:14pm

Removed any possibility of ever inadvertently leaving the cursor in a visibility state that is disconnected from Mod Options when leaving the World Map. All hidden-mouse bugs are gone in the most unusual of circumstances.

In fixing this, for programmatic efficiency, I slightly adjusted how it works and thus the description for the option. Rather than toggling your cursor in your map, pressing the key will show the cursor if it has been hidden. If you reveal your cursor while your world map is open, your cursor will automatically disappear again when you close the map. The tooltip reflects this fact.

Since I have "perfected" adding and removing cursor visibility when entering menu or map as far as I know, automatically showing and hiding the cursor is now the default option for this mod when entering or exiting the main menu or the map with a hidden cursor.

Added some protective features to certain overwritten functions in order to ensure compatibility with unusual game activity from other mods; this mod is now compatible with over 400 mods.

The cursor now appears automatically when you enter the Main Menu with your keyboard while the cursor is hidden.

Worked desperately for many hours making a small handful of tiny but apparently crucial adjustments (including protecting inputs, delaying the UI hide slightly, and moving forward the loading of Mod Options slightly) in order to ensure that this mod is 100% compatible with over 400 mods, many of which are featured on a highly popular multiplayer server.

UNFORTUNATELY, to ensure compatibility with so many other mods, I had to REMOVE the ability to hide any mod options from the user. Therefore, the tooltip for Allow Players to Hide Halo Notes now makes it clear that disabling this feature serves as an OVERRIDE of the user's selected settings. The Mod Options tooltip for Hide Halo Notes If Possible has already long made it clear that admins can override this ability (also, the whole "if possible" should be a big hint to anyone who bothers with reading).

Finally, I created an enum-based option in Sandbox Settings for the map behavior to reflect that only one behavior can be selected at a time as default.

NOTE: Server settings WILL configure defaults properly IF you make a NEW SERVER. If you add this to an EXISTING SERVER, you must edit the sandbox options before you start the server. If you start the server, the default sandbox option configuration for this mod will be stored persistently somewhere, and I don't know how to change that using my code. However, you can use the admin function "/ReloadOptions" after changing sandbox options in order to change your server defaults on a live server.

I TRY, Y'ALL, I TRY.