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Ask questions here concerning information at this site or at DG

Started by Jay, July 29, 2010, 03:22:39 PM

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fern

I can answer some of these but not all.

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Some "lang....dll" files can only be gotten by being a member of their site and some "lang....dll" files are not currently available. This ZTCDD site needs to be updated concerning download listings for "lang....dll" files. But most likely you already have all of the "lang....dll" files that you need. "lang....dll" do not do anything on their own. They only contain messages. When you download a ".ztd" from a site, the site should say which "lang....dll" you need, if any, and the mentioned "lang....dll" file would be available.

QuoteI dont have many of it, the ones thats been mentioned in the list, while I'm having the most of the custom user made items, for some reason guests are not using it.
You do not need the ZT Center.dll as its messages are also in the ZA03.dll The ones you really need are at ZooKeepers Lounge has 1, Tek has 5, Designers Guild has 5 as well. That covers most of what you need.
User made dll files do not control whether or not guests use the building. The contain the building names, tooltips, gift names, food/drink item names.
If a guest is not using a building then it is likely configured wrong (most have been fixed) or it is scenery only. Now most user made scenery will not be gawked at/looked at or photographed because to put the lines in that control that also causes any ucs file to crash when they try. If you can name a file you are having problems with I can test it for you. Or have a look at the Additional info here and see if it lists any problems.

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The disadvantage of having a guest hack like you did is then you will not be able to have other guest hacks, including the community guest hack that allows guests to sit on a number of user made benches.

QuoteI actually can, just need the code, the line where it is implemented and list of differences between original file, my file and the user made file, did that many times, game still works without any crashes.
Actually it will cause problems. The guest hack is very, very picky. If you have more than one ingame your guests will likely get stuck and then they get angry. I once found 200 guests stuck on one tile. And also stuck on benches. Also the community guest hack is soon to be updated as I have some new files coming that I have yet to finish that require it. Also there is more than one official guest hack ingame. With each expansion they overrode the previous one.
And there is not one line. There are lots of lines for each thing.
There is a big problem with a lot of hacks because many are in conflict with either other hacks or files. One of the things I have been working on as update info here is try to add the current dlls required and what conflicts there are.

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Microsoft (the owner of ZT), some sites, and some designers do not allow the files to be uploaded elsewhere.
Quote by any chance can I have it if you designers have those files too?  I'll be so happy!
Many of the files currently unavailable are in line for being fixed as they are older files. This site has permissions for some. Some will go to Tek. Some will go to the Guild. But there is no way I am releasing problem files to anywhere if they need fixing.
If you know a specific file you want there is a request thread at Tek which I keep an eye on and so do a couple of others.

Jay

Quote from: JayThe cSlowRate setting is what determines how fast the staff will walk. The higher the number, the faster they walk.
Quote from: vaultits not, for zookeepers, marine specialists and DRT base, there is different type of "line" determines that, no matter how much I changed that line, this two noobs (marine specialists and zookeepers) are ALWAYS walking on very slow speed.

Apparently you are not doing something correctly. I tested it and the zookeepers definitely went very fast. I extracted staff/keeper.ai from ZUPDATE1\staff4.ztd. I changed both "cSlowRate = 33" lines to "cSlowRate = 255". I zipped staff\keeper.ai into fasterZookeeperHackTest.ztd. I put fasterZookeeperHackTest.ztd into CC's dlupdate folder. I then tested in ZT. The zookeepers moved around almost 8 times faster than before. It took several seconds for them to get from one corner of the screen to another, whether it was moving around the zoo or moving around the exhibit. I then did another test. It does not make sense to have the slow speed being faster than the medium and fast speeds. So I changed the two cSlowRate lines to "cSlowRate = 300", the two cMediumRate lines to "cMediumRate = 300", and the two cFastRate lines to "cFastRate = 300". I also deleted 2 of the 3 "f = fPlayWithSound(feedc,feed_carn)" lines, 2 of the 3 "f = fPlayWithSound(feedh,feed_herb)" lines, and 3 of the 4 "f = fPlayWithSound(clean,rake)". That way when the zookeeper places food or rakes poo they would only do the animation one time instead of multiple times. I then zipped staff\keeper.ai into fasterZookeeperHackByJay.ztd, put fasterZookeeperHackByJay.ztd into CC's dlupdate folder, and tested in ZT. Again, everything worked as I expected. Of course those speeds are unrealistic. So you would have to decide what speed is best for you. The speed settings should also be changed in the ".ai" files for the other staff.


Quote from: vaultto make the game more enjoyable for my niece xD she loves to keep as many animals as she can in the cage, and the only problem so far is zookeeper's movement speed and animals pooping ratio, animals poop fast while zookeepers are being turtles about it.

With zookeepers moving a lot faster, the pooing might no longer be an issue. Anything that can make an animal unhappy can make the animal more likely to poo. So changing animal configuration could involve a lot of lines. The "Change" settings involve decreasing an animal's happiness. If you do change animal configuration, you might want to change the cCrowdHappinessChange setting to "cCrowdHappinessChange = 0" so that they do not become less happy from a lot of guests. Changing the cOtherAnimalSickChange setting to "cOtherAnimalSickChange = 0" would prevent them from becoming less happy if other animals in the exhibit become sick". Changing the cNumberMaxChange setting to "cNumberMaxChange = 0" would prevent them from becoming less happy if there are too many animals in the exhibit. Changing the cAngryHabitatChange setting to "cAngryHabitatChange = 0" and the cVeryAngryHabitatChange setting to "cVeryAngryHabitatChange = 0" would prevent them from becoming less happy if the exhibit is not suitable enough. You would have to decide if other "Change" settings matter in your case. Be sure to pay attention to "Change" lines versus "Chance" lines. Animals that can use tanks also have various "MurkyWater... Change" settings.

Although those settings prevent them from becoming less happy in those particular instances, that would not change Zookeeper Recommendations or exhibit suitability. So you might want to change other settings. cHungerIncrement and cKeeperFoodUnitsEaten are how fast an animal becomes hungry and how much they eat at a time. cCrowd is how many guests they can tolerate at a time. cNumberAnimalsMax is the maximum number of animals they can tolerate in their exhibit, including other species. cAnimalDensity is how many tiles of space each animal wants for themselves. I believe setting cDirtyIncrement to 0 would prevent an animal from pooing.


Quote from: vaultI dont have many of it, the ones thats been mentioned in the list, while I'm having the most of the custom user made items, for some reason guests are not using it.

The "lang....dll" files only contain messages. So not having one will not cause guests to not use a building. If the "lang....dll" is missing, the building will not have a name, a tooltip, or a guest thought. But guests will still use it. Therefore, if you have guests not using a building, it is a problem unrelated to "lang....dll" files. It could be a problem with the building's configuration, but it could also be a problem with the zoo, such as accidentally blocking the building's entrance.


Quote from: vaultI want the guests see the edge of the map

I believe the cSearchRadius setting in guests.ai is how far a guest can see. But I have not tested it. The number probably represents the number of half tiles in each direction.

vault

QuoteI also deleted 2 of the 3 "f = fPlayWithSound(feedc,feed_carn)" lines, 2 of the 3 "f = fPlayWithSound(feedh,feed_herb)" lines, and 3 of the 4 "f = fPlayWithSound(clean,rake)". That way when the zookeeper places food or rakes poo they would only do the animation one time instead of multiple times.

That works.

QuoteApparently you are not doing something correctly. I tested it and the zookeepers definitely went very fast. I extracted staff/keeper.ai from ZUPDATE1\staff4.ztd. I changed both "cSlowRate = 33" lines to "cSlowRate = 255"

That doesnt. For some reason and I don't know what causes this, both marine specialists and zookeepers does not moves any faster in my game. I extracted and changed EVERY keeper.ai in every folder I found, result is the same, no matter what I did they are not moving ANY faster. it works on tour guides and maintaneance workers, but this doesn't work for zookeepers and marine specialists for me. I swear this does not work for me.

QuoteThe "Change" settings involve decreasing an animal's happiness. If you do change animal configuration, you might want to change the cCrowdHappinessChange setting to "cCrowdHappinessChange = 0" so that they do not become less happy from a lot of guests.

That works too. THANKS A LOT for that.

QuoteI believe setting cDirtyIncrement to 0 would prevent an animal from pooing.
does higher number means longer time? or is it the threshold that determines the timing? or is it about the envorimental zoo keeper announce stuff? I'll look for it.

Fern:
QuoteActually it will cause problems. The guest hack is very, very picky. If you have more than one ingame your guests will likely get stuck and then they get angry. I once found 200 guests stuck on one tile. And also stuck on benches.

I know its very picky but I managed to combine 3 different guest hack in one file. (using this 3 file seperately causes conflict yes)
I know there is lots of lines, but if you compare those different files (original one + whatever you want to implement to) you'll see the changed lines are actually similar, sticking as much as possible to the original file allowed me to make this 3 different file to work as one. guests are not puking, walks faster, not getting much angry and not getting stuck at one place and I just managed to make them see about 50 tiles away too, I got a notification of "x animal looks overjoyed" from around 50 tiles.. I wonder what else I can change.

question: is it possible to change whole coding system of the game into python? or possibly add up some kind of AI about the in-game notification system, for example immediately goes to the exhibit if an animal is sick or unhappy or autosell animals if an exhibit passes a certain amount?

Jay

Quote from: JayApparently you are not doing something correctly. I tested it and the zookeepers definitely went very fast. I extracted staff/keeper.ai from ZUPDATE1\staff4.ztd. I changed both "cSlowRate = 33" lines to "cSlowRate = 255". I zipped staff\keeper.ai into fasterZookeeperHackTest.ztd. I put fasterZookeeperHackTest.ztd into CC's dlupdate folder. I then tested in ZT. The zookeepers moved around almost 8 times faster than before. It took several seconds for them to get from one corner of the screen to another, whether it was moving around the zoo or moving around the exhibit.
Quote from: vaultThat doesnt. For some reason and I don't know what causes this, both marine specialists and zookeepers does not moves any faster in my game. I extracted and changed EVERY keeper.ai in every folder I found, result is the same, no matter what I did they are not moving ANY faster. it works on tour guides and maintaneance workers, but this doesn't work for zookeepers and marine specialists for me. I swear this does not work for me.

I believe you when you say it is not working for you. But as I said, since it worked for me, apparently you are not doing something correctly. But I cannot tell you specifically what, and there are too many possibilities. You might be using some other zookeeper hack at the same time. Or you didn't use "staff/keeper.ai" for the modified file name. Or you are not putting the file in the proper place. Or you used "cslowrate" instead of cSlowRate". Or your various hacking is causing ZT to be confused. There are just too many possibilities to say. If you have a version of ZT without any other hacks and without any user made files and you do the test the same way I did, it will work.


Quote from: JayI believe setting cDirtyIncrement to 0 would prevent an animal from pooing.
Quote from: vaultdoes higher number means longer time? or is it the threshold that determines the timing? or is it about the envorimental zoo keeper announce stuff? I'll look for it.

I do not know how ZT works concerning animals and poo, since I never tested for it. The reason I believe setting cDirtyIncrement to 0 will prevent an animal from pooing is because at one time multiple people mentioned an older version of the Caribbean Flamingo did not poo and, when I looked at its configuration, it had cDirtyIncrement set to -20. All other animals at that time had cDirtyIncrement set to numbers greater than 0. But I never did testing to understand it in more detail. However, if I had to guess, I suspect that a higher number makes the animal poo sooner.


Quote from: vaultquestion: is it possible to change whole coding system of the game into python? or possibly add up some kind of AI about the in-game notification system, for example immediately goes to the exhibit if an animal is sick or unhappy or autosell animals if an exhibit passes a certain amount?

All of the AI logic is built into the zoo.exe program. So no, we cannot use scripting languages to change the AI. We can only influence the AI via configuration.

Saurillian

So, I went to this post here on ztcdd
http://www.ztcdd.org/DD/index.php?topic=11476.0
and it links to a google drive with all the files presumably from Khaydar's site. The problem I'm having is that the files don't give me an option to download them from google drive. I don't know if the files there are messed up or if this was never meant to link directly to google drive or what, but I'm curious about how to go about this. Hopefully this isn't broken and I am just being dumb as to how to download this, lol. Any help would be appreciated  :TY

Jay

Welcome to ZTCDD. :bye

Google drive has a number of limitations. It will not work at all in some browsers. In other browsers, one can download all the files in a single zip, but not download individual files. That is the approach I use. Supposedly in other browsers, individual files can be downloaded. I will explain what I do, and then I will explain how I believe it is supposed to work.

When I go to Khaydar's google drive, there is a "DOWNLOAD ALL" on the top right of my browser window. I click that. A message appears on the bottom right that google drive is putting the files in a zip. That takes several seconds. Then it says it is done. Several seconds after that, my browser opens its "Save As" window. I use that to save the zip. In this case, the zip is about 585 MB. So hopefully your internet service can support that. Mine does.

As for downloading individual files, the Dimetrodon is not available on its own. In the ZTCDD link you gave, it says "Part of the Walking With Zoo Tycoon - Paleozoic Pack". So on the google drive, you would click the word "Packs". That will show the Packs that are available. Move the mouse pointer over the symbol above the words "Walking With Zoo Tycoon - Paleozoic", but do not click anything. When the mouse pointer is moved over that symbol, a small icon appears slightly above it and to the left, which looks like a down arrow with a line under it. Clicking that small icon is supposed to download that file. For this file, clicking that small icon gives the message that it is too large for their antivirus to scan and it gives the choices to CANCEL or DOWNLOAD ANYWAY. In my case, though, clicking DOWNLOAD ANYWAY does not do anything. But maybe it will in your browser.

The google drive has another way to show and download files. There is an icon to the right of "DOWNLOAD ALL". Clicking that icon switches to "List Layout". When moving the mouse cursor over the words "Walking With Zoo Tycoon - Paleozoic" in List Layout, the word "Download" will appear to the right. Clicking that "Download" word is supposed to download the file. Again for this file, it gives the message that it is too large for their antivirus to scan and it gives the CANCEL and DOWNLOAD ANYWAY. And again for my browser, clicking DOWNLOAD ANYWAY does not do anything.

Good luck and happy Zoo Tycooning. :bigsmile