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  1. Today
  2. ats

    game wont launch

    the reliability monitor is saying that this is the same problem. maybe my gpu is broken? 11-11-24_17-52-22_DebugLog.txt
  3. # An error report file with more information is saved as: # C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\hs_err_pid15024.log Can you share that file here?
  4. Beard

    game wont launch

    Could you share the game logs again so I can confirm that the latest driver versions are installed? I would also suggest checking the Reliability monitor again to see if the error is the same or different.
  5. vek

    WhatZ Next

    We all know what the fan community will be doing during the Christmas and New Year holidays!)
  6. Yesterday
  7. ats

    game wont launch

    i finnaly got drivers re installed and nothing has changed. Any other ideas?
  8. Can you try launching the game using the "Alternate launch" option through Steam? If the game crashes again, could you share the game logs again after using the alternate launch?
  9. Beard

    Game doesn't launch

    Can you share the latest “hs_err_pid” file found in your main game folder “Steam\steamapps\common\ProjectZomboid”? And additionally, can you check the Windows Reliability monitor for any ProjectZomboid application crashes there? If you do find any, can you share a screenshot of the Technical Details section so we can check the errors that show up there? https://www.computerworld.com/article/3575353/troubleshooting-windows-10-with-reliability-monitor.html https://www.dell.com/support/kbdoc/sk-sk/000178177/how-to-use-windows-reliability-monitor-to-identify-software-issues
  10. Mistake a lot of people make so no biggie Just got to keep checking the injury daily Also Bed Rest + Nutrition helps a lot so staying in a "Fed" state ( green )
  11. Hello, I downloaded Project Zomboid from steam. The game launches correctly but when I try to start tutorial, solo, multiplayer or any game mode the game freezes at the start of the loading screen. Some of these situations, an error message pops up that the console.txt file would give further information about this issue. I don't have any mods. I deleted the mods file and multiplayer saves files. I reinstalled the game. I verified the integrity of the game files on steam. I tried with or without a VPN application. I updated all of my drivers. I changed the screen size, video graphics quality and other related features. These are my system information: AMD Ryzen 5 5600H with Radeon Graphics, 3301 Mhz, 6 Core, 12 Logical Processors 32GB RAM NVIDİA GeForce RYZ 3060 Laptop GPU I attached the console file from my latest trial. console.txt
  12. console.txt Yeah so when i try to launch the game it just does boot I have tried multiple ways to fix this issue but to no avail, hope you can help :>
  13. Last week
  14. This is more a storyline event simulator that is akin to an annotated map after NPCs drop. It would work along the lines of the annotated map even before NPCs drop, though;. I feel like the mechanics already exist. This pertains to radios and walkie talkies, and as i think about it, VCR/VHS events as well. Walkie talkie items, especially those found on Survivor type zombies, might still be active with commentary playing from survivors. The voice might tell you to go somewhere in much the same way as the maps do. I was imagining that after NPCs dropped they could actually communicate with the player, and you could tell them whattown you are in (ie misdirect them by saying youre in muldraugh instaed of march ridge) The same thing could happen to radios when you enter a room. The radio would be tuned to a specific random frequency that is playing content. This way the player can find both the script playing on the radio and the frequency. This mechanic already in place because of the randomization of emergency broadclast. There are HAM and radio enthusiast homes- if those homes had radio gear left on on so if you find it its running or if you power it up it will default to one of the interesting stations like a numbers station or broadcasts from orbit or something. Along the lines of the nightmare events, I thought of one that might happen if the player sleeps in a house with a powered TV. One night they might wake up to hearing it set to max volume and playing a VHS tape with a message on it- perhaps warning the player to "stay out of march ridge" or warning them to watch out because so and so can find them anywhere. Talk about creepy.
  15. Updated for clarity. I have custom keybind for: F1: Normal time F2: x2 F3: x3 F4: x4
  16. Version? - 41.78.16 (Steam) Singleplayer/Multiplayer? - Either Host or dedicated? - Not applicable Mods? - No mods Old or new save? - Either Reproduction steps: Get in a car. Drive into the Muldraugh rail yard. Attempt to drive past one of the innocent-looking light fixtures clearly positioned to the right of your vehicle. Map Coordinates Example (There are several in the railyard): 11727x10149x0
  17. I see. I didn't understand what was handled by steam and what was handled by theindiestone. Seems like an underdeveloped system by steam. Thanks.
  18. The problem with your solution is that Steam provides no way to download older versions of mods. Meaning cannot do your step 2 of the suggestion, since there is no place to download the older version. Once a mod update is pushed, Steam updates the mod files on their servers, then pushes the update to the clients, overwriting any old files, which is why there is no place to download the old versions as it has already been overwritten locally and on the Steam servers.
  19. It just proves my point: there should be an option to use the server mods. Since you can mess up your own mod files, causing the checksum check to fail, this should be the default, in my opinion. Why should the mods on the client have a say in whether the connection is successful or not? When I am connecting to a server, why would I want to use my local Workshop mods instead of the server mods for any reason other than caching (e.g., not having to re-download the server mods)? Sure, perform a checksum check, but if it fails, instead of refusing the connection: Try to find an older version of the mod that I have locally that matches the server's version of the mod. If nothing is found, download the version of the mod that the server is running and allow the connection. I’m not sure if Steam actually overwrites old mods or keeps them on an automatic update. If they overwrite, no old mod versions would be found in step 1 and we would go directly to step 2. Wouldn’t my suggestion be one way to solve it? If there is a solution that allows players to connect using the mod versions on the server, the servers wouldn’t be empty in this case. A week was just an example. In my situation, they restart the server every day. However, there are a lot of mods that get updated frequently, so I can play about 80% of the time I try to connect, which is OK, I guess. Yeah, I’m planning on trying this. I’ll let you know if it’s a good system. Best regards
  20. I think that most of the people, at least in this thread of comments, are focused on the experience and the gameplay. I have created a couple of mods. And one of the projects that attracted me the most and captivated my time and unfortunately ended my gaming experience. It was creating an NPC mod with Artificial Intelligence. The main current problem is that the game, which is written in LUA, does not allow an external connection by any means. Bridges have to be created between the game and the AI. Now, this AI will not run locally. In fact, very few do so at the moment and those that do are not very good. So we need to make requests to a website, it must leave its instructions in a txt and then another request arrives that collects that TXT and this process is constantly repeated. Also, if we want to use the API of any AI service, it has a cost. I think that is another thing that they have not considered. The free version is great but it only works for your browser and they collect your information to create profiles with your user, but when you want to give a more specific purpose to an AI you have to pay for it to work. Although in that case I lean towards using OpenSource and free models. But we can discuss that later. The next drawback is that the AI by itself does nothing. You create a "chat" button and then what? A new interface must be developed that allows you to write text to a specific character. But if you have many NPCs you need to define a way in which the windows can be managed for each NPC individually. Now if you want the NPC to do something you have to program that action because the AI only serves to talk. And even worse if you want the NPC to make its own decisions. Here we get into a really complex subject. (Just putting ChatGPT in is like putting a mannequin that is activated with a "talk" button.) Including an NPC is much more complex than it seems. If someone is trying it and has some advanced code we could share ideas. But I don't see it possible in the short term. (I hope I'm wrong) ah, este texto no fue echo con IA. Lo escribi tal como lo pense...
  21. Hello, I'm trying to connect to a server I was able to get on multiple times yesterday, but can't seem to connect to today. I keep getting stuck on 'Getting Server Info...'. Any help would be greatly appreciated Thanks Edit: Feel free to delete this. I restarted my computer and it works now
  22. Создаю сервер, с модами и без Выдает вот такой код: # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000000000000, pid=15024, tid=21032 # # JRE version: OpenJDK Runtime Environment Zulu17.30+15-CA (17.0.1+12) (build 17.0.1+12-LTS) # Java VM: OpenJDK 64-Bit Server VM Zulu17.30+15-CA (17.0.1+12-LTS, mixed mode, sharing, tiered, compressed oops, compressed class ptrs, g1 gc, windows-amd64) # Problematic frame: # C 0x0000000000000000 # # CreateCoredumpOnCrash turned off, no core file dumped # # An error report file with more information is saved as: # C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\hs_err_pid15024.log # # If you would like to submit a bug report, please visit: # http://www.azul.com/support/ # The crash happened outside the Java Virtual Machine in native code. # See problematic frame for where to report the bug. # src\tier0\threadtools.cpp (3573) : Assertion Failed: Illegal termination of worker thread 'SocketThread' src\tier0\threadtools.cpp (3573) : Assertion Failed: Illegal termination of worker thread 'SocketThread' C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid>PAUSE Для продолжения нажмите любую клавишу . . .
  23. Hello I have been thinking about how NPC interactions could be improved in Project Zomboid & wanted to see if others have similar ideas. Currently, NPCs seem a bit static & I feel adding features like dynamic relationships could make the game more immersive. For example, NPCs could develop friendships, rivalries, or animosities based on actions or shared experiences. Additionally, group behavior could be enhanced, with NPCs working together to defend safehouses or even raid other groups. Emotional reactions; like grief from losing a friend or joy from accomplishing a task, could help make interactions feel more genuine. I checked https://theindiestone.com/forums/index.php?/forum/17-general-splunk-discussions/ guide for reference . Finally; something like a voice chat or radio system for NPCs, even in a limited form, would make long-distance communication feel more real. I'd love to hear if anyone else feels the same or if these ideas are already being explored in future updates. Thank you !
  24. Thats great !
  25. Blake81

    WhatZ Next

    OMG! They actually gave an ETA(ish)!! HYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYPE!!!
  26. Fredpooh1

    WhatZ Next

    Excellent news, really looking forward to this.
  27. Thread for shitposting, have fun.
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