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Posted
1 minute ago, VNDragonV2 said:

 

You can learn to merge mods yourself

 

 I somehow missed this. Thank you!

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  • 3 months later...
VNDragonV2
Posted

As I don't suppose Hawkkeye will be back to making more mods anytime soon... has anyone ever made a list of his mods? I want to strategically merge the mods so they can be used on rotation, since they already exceed the game's maximum limits on animals. 

  • 1 month later...
Hawkkeye666
Posted

So, I am back with releasing my stuff. Because of my work, I don´t have much free time, but I decided to give it a try and start working on ZT animals again. 

 

But first, I am going to answer all the people I more-or-less ignored during last year. 

On 7/25/2024 at 7:49 PM, Professor Paul said:

https://www.merriam-webster.com/dictionary/ungulate

 

Ungulate is a defunct catch all term that has no taxonomic validity these days.

Ungulate is both a taxonomical and a descriptive term, and it is not defunct at all. As taxonomical term it refers to a member of mirorder Euungulata (including cetaceans). As a descriptive term, it refers to any animal with hoofs, thus not having any phylogenetic implications. All current members of Euungulata are ungulates (in descriptive meaning), except cetaceans, and some unrelated extinct groups can be described in this manner too. I think it is quite obvious that in my packs I use ungulate as a descriptive term, because I released my cetaceans in a separate pack. 

 

Me calling elephants a ´near ungulates´ is because they belong to grandorder Paenungulata, not closely related to Euungulata (elephants are of course afrotherians), but with the name literally meaning ´nearly an ungulate´. 

 

 

Hawkkeye666
Posted
On 8/15/2024 at 7:46 AM, Goosifer said:

Blue Fang set a cap of around 2 GB memory using a linker flag called /LARGEADDRESSAWARE. It was probably necessary at the time because computers weren't that great, but technically they could have allowed it to go up to 3 GB if they really wanted to. The game is 32 bit so that's as high as you can probably force it to go...if it were 64 bit it can be much higher. More memory during execution = more files. Maybe someday it can be unlocked. Would be cool.

That´s sound like my problem. Can you tell me if there is any way how to overcome this limit and have more animals, if there is such possibility, please? 

 

On 9/8/2024 at 5:54 AM, Fern said:

Have you done this parrot for ZT1

new-caledonian-lorikeet

 

If this was done it might be a lovely addition - better than the current ones.

Pegasus

Nope, I haven´t made New Caledonian lorikeet. Too small, but I will maybe make it as a permanently flying bird in the future. 

 

  • Like 1
Hawkkeye666
Posted
On 1/1/2025 at 2:09 AM, VNDragonV2 said:

Look at me, complimenting you on Chunkingosaurus and Gigantspinosaurus at the early days of this thread only to use them for the first time at the end 2024. Honestly, they are everything I ever wish for.

I'm not willing to spend more than a day back in Zoo Tycoon given other things in life, but I ran a couple tests with big mixed exhibits. Mostly dinosaurs and fishes for now - I will get to the terrestrial mammals/birds at another time. Really appreciate how you took notes to make some animals compatible with Borsato's works too. The Nodosaurus looks surprisingly familiar? Was it the JWE model that was based on Borealopelta?

 

https://imgur.com/0Ss4Hww0Ss4Hww.jpeg
https://imgur.com/0Ss4Hww

I am excited the most about the Nemegt and Dinosaur Park assemblages since I have personal ties with them. Nemegt is still sorely missing a sauropod, but I can probably adjust the habitat preferences in the future to slot in Deinocheirus, Homalocephale, and the base Gallimimus for the full assemblage. It is interesting how the Dinosaur Park Formation (DPF) assemblage is split into a deciduous-dominated and a coniferous-dominated group. I would have preferred a lower DPF vs upper DPF myself, but alas.

Looks great! I always like to see my animals used in the game. 

 

I think nodosaurus was based on JWE boreapelta, but I am not 100 percent sure. Model import into ZT2 was done by Zoo Tycoon Thailand, so you can check them. 

On 1/5/2025 at 11:20 PM, YoungerPrinceLothric said:

I want to apologize for not posting screenshots and testing your mods for such a long time. A lot of changes happened in my personal life that made it very hard to put time aside for ZT. I'm looking forward to getting back into the swing of things this year.

Again, it´s ok. Real life has a priority. I hope everything is ok. 

 

On 2/3/2025 at 11:54 PM, VNDragonV2 said:

 

You can learn to merge mods yourself

 

I also wrote how to merge mods in this topic with screenshots, but I really don´t remember on which page it is. 

 

  • Like 1
Hawkkeye666
Posted
On 5/27/2025 at 12:32 PM, VNDragonV2 said:

As I don't suppose Hawkkeye will be back to making more mods anytime soon... has anyone ever made a list of his mods? I want to strategically merge the mods so they can be used on rotation, since they already exceed the game's maximum limits on animals. 

Of course, I am not going to release new mods anymore. 

 

New version of kitties. Improved. Fresh. Reworked. 

kittiesreworked.jpg.d9b3b8663e4a17cd1c3877d30ecddfaa.jpg

Old animals: American lion, White Lion, Bobcat, African Golden Cat, Carpathian Lynx, Fishing Cat, Ocelot, Jaguarundi, Amur Leopard Cat, Andean Mountain Cat, European Wildcat, Leopard Cat, Manul, Bay Cat, Flat-Headed Cat, Sand Cat. 

New animals: Black-Footed Cat, Kodkod, African Wildcat, Asian Golden Cat, Canadian Lynx, Chinese Mountain Cat, Pantanal Cat, Siberian Lynx, Balkan Lynx, Turkestan Lynx, Jungle Cat.

 

Most of the old animals were reworked, made smaller/bigger to scale better with other animals, and sometimes reworked with crisper texture:  ocelot, European wildcat, sand cat, African golden cat, manul, bobcat, flat-headed cat. 

 

Compatibility:

white lion - mostly ingame lion

Siberian lynx - my Ussuri brown bear

sand car - mostly Borsato´s fennec fox

Turkestan lynx - ingame snow leopard

 

Enjoy! 

 

*** files removed 2025.12.25

 

screenshot of files removed:

 

SNAG-0010.png

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Posted
1 hour ago, Hawkkeye666 said:

That´s sound like my problem. Can you tell me if there is any way how to overcome this limit and have more animals, if there is such possibility, please? 

 

You can try patching the exe by flipping the flag in the binary header to use the full 4gb. It's a common thing to do in game modding, but you'd have to test it. It's possible Blue Fang didn't account for that much VRAM so there's always the possibility for undefined behavior. Here's a tool that does it automatically: https://ntcore.com/4gb-patch/. Just make sure to back up your exe first in case it get corrupted.

 

Anyway, in theory,  this should let you use more mods, but that's just a guess based on how the program seems to crash when it nears that size since it unpacks all mods in VRAM at boot time. Who knows if there are other limiters in the source code. I haven't tried any of this since 1) I don't really play the game 2) our OpenZT project will end up addressing this at some point anyway and 3) I figured someone else has tried this at some point in the last 22 years since it's common knowledge in other modding communities, so didn't think I'd be introducing anything novel. All this to say: let me know if it works lol.

 

If this works, anyone that wants all of your mods will need to patch their exe the same way.

  • Thanks 1
Posted
51 minutes ago, Hawkkeye666 said:

I am not going to release new mods anymore.

 

Oh really?

That means no new Ungulates pack? 🥲

Truly_happy
Posted

Sad to see you have to quit with modding, but it seems you've accomplished a lot!

 

thank-you-1428147-640.png

Hawkkeye666
Posted
2 hours ago, Goosifer said:

 

You can try patching the exe by flipping the flag in the binary header to use the full 4gb. It's a common thing to do in game modding, but you'd have to test it. It's possible Blue Fang didn't account for that much VRAM so there's always the possibility for undefined behavior. Here's a tool that does it automatically: https://ntcore.com/4gb-patch/. Just make sure to back up your exe first in case it get corrupted.

 

Anyway, in theory,  this should let you use more mods, but that's just a guess based on how the program seems to crash when it nears that size since it unpacks all mods in VRAM at boot time. Who knows if there are other limiters in the source code. I haven't tried any of this since 1) I don't really play the game 2) our OpenZT project will end up addressing this at some point anyway and 3) I figured someone else has tried this at some point in the last 22 years since it's common knowledge in other modding communities, so didn't think I'd be introducing anything novel. All this to say: let me know if it works lol.

 

If this works, anyone that wants all of your mods will need to patch their exe the same way.

Thanks! I am going to try it. Hope it works. 

1 hour ago, MarkBL20 said:

 

Oh really?

That means no new Ungulates pack? 🥲

 

11 minutes ago, Truly_happy said:

Sad to see you have to quit with modding, but it seems you've accomplished a lot!

 

thank-you-1428147-640.png

That was sarcasm. That´s why I wrote it on top of a post with new release (ok, rerelease to be technically correct). 

u7.jpg.21ed6336b55894c3b98dc34288525edc.jpg

7th ungulates pack is going to be the biggest. I still need to rework some animals (Mjmannella released great looking camelops model), and to finish both species of Caucasian turs. 

 

For people who play with new version of kitties, pay attention to Chinese mountain cat please. I remade a model for it, and also changed texture, so I am interested what you think about its look ingame.  

 

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