Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. I’m having issues with the game, Project Zomboid. In Project Zomboid, I’m encountering a specific error. I’ve already uninstalled and reinstalled the game, but every time I launch it, the mouse stops working. How can I solve this problem?
  3. Today
  4. I got myself thraped on a roof one day and it got me thinking, maybe i could drop a dead corpse from the roof, and when the crowd go there to check it out, i'd run to the other side. Or even throw itens over a distance, to confuse them. then, i think .... were those zombies THAT persistent when they were alive? They would be good employees for a business company !
  5. I was wondering... does bathtubs work with 12 collectors ? I never survived long enough to test water collectors, but we pipe them on both sides when installing.
  6. Yep. like a small box near the door. In real life, alarms run with a battery, so even with a blackout they'd still work for a few weeks, or even months. Also, there are heat-sensitive detectors, so dead bodies wouldn't activate them.
  7. Btw , just for the record, im not againt modding,.... Thats how i feel. Perhaps, that's how i should have written. For exemple, vehicles. When i go on utube, i've seen people with an RV, driving around with a portable house, semitrucks that can carry almost my whole base in its back, etc. As a "vanilla" player, whenever i find a car with truck capacity of 160, i go nuts.
  8. Thanks, this is very unusual as it just seems to fail to load the game without any errors. To further investigate, can you share the latest “hs_err_pid” file found in your main game folder “Steam\steamapps\common\ProjectZomboid”? Additionally, do you perhaps have any controllers or joysticks connected to your PC?
  9. Neznajka

    Zaumby Thursday

    The new java and lua elements are nice additions for the game. Is it possible to improve support for varargs? The unpack function is in need of an update. Modern unpack can unpack a table that contains "nils", while currently we can not determine the size of the table to do this. On another note, if there is a way to improve performance by switching kahlua to another more modern lua version (or different scripting language) then that is also something that we're all looking for.
  10. Yesterday
  11. This has corrected the issue, thank you so much for the help over the past few days!
  12. We've sponsored, provided hosting & hardware for, and helped run MP servers before, but we don't do that now. We don't need any additional server hardware currently, don't have any plans to run official MP servers, and we're quite happy with our suppliers if we need any more servers than the ones we have, but thanks for the offer!
  13. Can you run the ProjectZomboid64.bat file again? A console window should show up with a lot of text, can you share a screenshot of that? It should contain error messages to help find out what the issue is.
  14. When i try to start the game, it says "Stop" and a few seconds later it stops running. What can i do to solve this? I tried running ProjectZomboid64.bat but i continue the same. My components are: AMD Ryzen 5 5600G with Radeon Graphics 3.90 GHz 8,00 GB (7,40 GB usable) Sistema operativo de 64 bits, procesador basado en x64 I have like 200 hours, so i can discard that the problem are my components (sorry if i wrote something incorrectly)
  15. Good day, My goal is to try and redo the cooking menu. It really sucks. For example, when you select "stew", you'll get multiple entries for the same ingredients. Making it tedious to scroll down to find the item you want to add. I was thinking that the first try would be to collate the items, e.g. rather than have 10 entries for Tomato Paste, we will have one entry, showing the stats such as qty, and other main factor/properties. The question is how do I intercept, for example, the "stew's" sub menu to collate all options/items? I've started to look at it in the following way: local function testPreFill(playerID, context, items) print("***### Pre Fill ###***") print("***### Item ###***") items = ISInventoryPane.getActualItems(items) for _,item in ipairs(items) do print("\t(" .. _ .. "): ", tostring(item:getType())) local tags = item:getTags() local size = tags:size() for i = 0, size - 1 do local tag = tags:get(i) print("\t\t ", tag) end end print("***### Context ###***") for i,v in ipairs(context) do print("\t(" .. i .. "): ", tostring(v)) end print("***###___###***") end Events.OnPreFillInventoryObjectContextMenu.Add(testPreFill)
  16. This makes the problem more clear, it seems to be a permission issue on your PC preventing the game to write in the User/Zomboid folder. You can fix this by moving the Zomboid location elsewhere. Try going to your Steam Library > Right click Project Zomboid > Properties > Set Launch Options > Type -cachedir=C:\Zomboid > Start the game
  17. It is likely not going to come in the near future. Though, does your app not allow using any of the default Controller buttons? In this case you should be able to use one of the R1 or L1 buttons to select the window and then use the X button to close it.
  18. this is the only error that appears but this mode has still worked normally
  19. Hello, I'm about to throw myself out of my first floor window, all because 3 mods that were working before after the world reset don't want to work anymore, my enemies are, Arsenal[26] GunFighter Mod [2.0], Brita's Weapon Pack , Inspect Weapon, brita's appears to be working correctly with inspect as well, but Arsenal[26] GunFighter Mod [2.0], this seems to be partly because the weapon parts that the mod provides do not apply to weapons, both used by inspect As for the manual (right button) I've already done everything here, please someone save me!! I was clicking on the image, for those who don't have the mod it should open a menu with the parts that can be applied to the weapon, but nothing happens and even dragging the weapon part doesn't apply. please someone save me!! :'(
  20. There is a new medium that we can play steam games on including this game. Using a Backbone controller and a certain app on playstore, we can use our phone to play zomboid. Only issue is that the controller can't do everything. For instance when trying to play one of the best multiplayer servers a pop up comes up that isn't able to be closed no matter where you press or what you try (see screenshot) touchscreen will simply highlight the "close" button, but not activate it. Is there a way we can get more touchscreen compatibility? 😇
  21. Last week
  22. The game no longer launches after I have done this, Steam shows it as running however it is not being displayed anywhere on either monitor. The alternative launcher also does not work.
  23. In the PZ player can face rain, snow, fog, blizzard, snowstorm and heavy rains. Almost all of those hinders player's ability to see and hear(like in real life). When the fog/heavy rain comes it is kinda dangerous to go outside, because it is much harder for you too see(fog+heavy rain), and it is harder for you to hear(heavy rain). It forces player to stay inside, which is from player's perspective very boring. But zombies aren't really affected in any shape/way/form by these. I think it would be really realistic if weather would affect zombies hearing and seeing range. It would allow: 1)Overall more realistic, fair and immersive experience. 2)A possibility for weaker characters to circumvent their hard situation For example: Player which is starving/dehydrated decides to take a run to the supermarket in the fog/heavy rain/blizzard, which would allow him to more safely get to his destination. Therefore allowing and encouraging mobility. The best solution which i found to this is: 1)Zombies which can be seen in the fog/blizzard, would be hidden 2)Zombies gain a debuff to their maximum sight range. -10 meters for heavy fog/blizzard -8 meters for heavy rain 3)Zombies gain a debuff to hearing range -50 percent for heavy rain -10 percent for bizzard I hope that would be added in some form later
  24. Thanks, this is fairly unusual, I would recommend you go to the Zomboid folder and delete everything there, including the Saves folder, though you can instead move that folder somewhere else if you have any old saves you want to keep around. After that, try verifying your game files. Steam Library > Right-click Project Zomboid > Properties > Local Files > Verify Local Files Then just try starting the game again, It should fix the Savefile error.
  25. I have attached both log files, as the compressed still did not have anything in it after trying to start several games. 16-04-24_01-15-18_DebugLog.txt 14-04-24_17-43-58_DebugLog.txt 14-04-24_18-02-15_DebugLog.txt 14-04-24_18-04-18_DebugLog.txt 14-04-24_18-08-16_DebugLog.txt 14-04-24_18-14-41_DebugLog.txt 14-04-24_18-18-04_DebugLog.txt 14-04-24_18-19-37_DebugLog.txt 14-04-24_18-24-48_DebugLog.txt 14-04-24_18-25-32_DebugLog.txt 14-04-24_18-28-19_DebugLog.txt 14-04-24_18-31-23_DebugLog.txt 14-04-24_18-36-49_DebugLog.txt 14-04-24_18-40-13_DebugLog.txt 14-04-24_19-09-53_DebugLog.txt 14-04-24_19-13-22_DebugLog.txt 15-04-24_12-07-45_DebugLog.txt 15-04-24_12-09-36_DebugLog.txt 15-04-24_12-10-26_DebugLog.txt 15-04-24_12-11-22_DebugLog.txt 15-04-24_12-14-18_DebugLog.txt 15-04-24_12-22-52_DebugLog.txt 15-04-24_12-27-22_DebugLog.txt 15-04-24_12-28-04_DebugLog.txt 15-04-24_15-01-59_DebugLog.txt 15-04-24_15-03-02_DebugLog.txt 15-04-24_15-03-52_DebugLog.txt 15-04-24_15-04-27_DebugLog.txt 15-04-24_15-08-39_DebugLog.txt 16-04-24_01-12-33_DebugLog.txt 16-04-24_01-13-20_DebugLog.txt 28-06-22_14-38-53_DebugLog.txt 28-06-22_15-51-45_client chat Bob.txt 28-06-22_15-51-56_ZombieSpawn.txt logs.zip
  26. I share a similar sort of viewpoint (less about 'cheating' and more about 'changes the experience'), however it is worth bearing in mind the devs intended for modding to be part of the game, otherwise they wouldn't have added LUA scripting. I'm also not a fan of the idea of having my own installation modded by a third party server, because if the server scene were to grow, there's a risk this could be exploited by bad faith actors, or alternatively, novice modders who simply accidentally implement code poorly. I know some might say the mods are limited in what they could do, but if you're able to perform a while loop and if statements, fork-bombs and perpetual resource loading traps are already a possibility. I don't exactly have the cunning of mind to 'break out of the sandbox', but just because most folks can't, doesn't mean smart folks can't. One merely only has to look at the Minecraft hacking scene to see the talent in programming some of them have. I already know Project Zomboid has people with 'sort of hacks', such as tools that automate experience grinding, and whilst I get those are out of frustration with the slow-grind mechanics, they're already entering that territory. This means mods have a two-way risk: A) Bad faith servers attempting to download mods that engage in some sort of foul play, and B) Bad faith users with installed mods that give unfair advantages over other players I personally think for servers, certified mods or some sort of vetting process/signature ought to be used. If a mod turns out to be bad faith, it is then very easy to revoke the certification if it turns out the mod is bad (bad actor bad, not bad quality bad). Client side hacking is harder to address as the client can spoof their file contents, any sort of hashes etc, and it requires server-side resources to 'keep tabs' for anomalies (I used to build a custom mod to detect hackers in Zombie Panic Source a very long time ago). I personally believe hacking originates from two things - either frustration with gameplay mechanics, which is fixable with tweaks to how the gameplay works (automation best works if a task is extremely repetitive, boring, or non-novel; so don't do this as a gameplay mechanic), or because there's some ulterior motive, such as profit (bot farming, E.G. Runescape), personal validation (E.G. cheating to win). Observant people will notice that highly competitive games will nearly always have far more hacks than cooperative or low-competition games, and games where you can translate items into money (whether legally or illegally) will nearly always be rife with bot farms.
  27. i personally feel that anything that is not officially released by the devs , is just a way to cheat the game
  1. Load more activity
×
×
  • Create New...