EnigmaGrey

Support Team & Moderator
  • Content count

    11813
  • Joined

  • Last visited

About EnigmaGrey

  • Rank
    [Nullified] Disgraced Ninja
  • Birthday 05/27/88

Profile Information

  • Gender
    Man
  1. Workshop "Failed To Update Result=8"

    I think it's just a limitation of Steam itself, not something TIS can alter.
  2. Muffled Scream

    You will be assimilated.
  3. Workshop "Failed To Update Result=8"

    Yeah, Steam won't let contributors update mods. It's a real PITA.
  4. Muffled Scream

    Howdy survivors. We’re approaching a point at which the Vehicles build (details on how to play here) is feeling increasingly fully-formed. On Monday we released Vehicles 29, which most importantly brought back some FPS lost to towns and around tall buildings – as well as getting our Mac/Linux players back into testing. Aspects of the build we’d like player feedback on, meanwhile, are the latest updates to where car keys spawn – and also how vehicles will now drift to a halt when the accelerator isn’t down, rather than it acting like an active brake. We also gave the dashboard’s heater a dual-purpose with air-conditioning – meaning that your character can find relief from the elements in both summer and winter months. Rules on sleep consistent with the rest of the game were also added to the mix – meaning that taking a nap in a car is just as dependent on pain and panic levels as anywhere else. In non-vehicle affairs, meanwhile, Vehicles 29 also added darkening to levels below player’s z height to help sense of depth between levels – saving many of our future construction enthusiast survivors from smashed-up limbs. NEXT UP We have Bitbaboon Steve’s map streaming optimizations running backstage, and they appear to be mixing in fairly nicely with ChrisW’s rendering improvements. We’ll give them a bit more of a test, and then they’ll likely be released alongside the stuff that EP, Connall, RJ and Yuri are beavering away on the upcoming Vehicle Build 30. Most likely due for release early next week, 30 will introduce new materials for those with Mechanic attributes: Mechanic skill books, different types of muffler to let you tinker with engine noise, new tools like lug wrenches that are required when you remove tires etc. We’re also doing our best to clear up confusion over car keys – who can get into what, and which car key starts up which car. As such if a player is near a car that they have the key for then from 30 onwards then a key icon will appear above their head – while keys both in inventories and in said icon will be colour coded to the colour of the vehicle itself. Keys inserted into the ignition will also now be visible on the dashboard – alongside a fancy new temperature gauge to show you whether you need to be wearing your big coat. Here’s a quick vid that covers much of the above. Future vehicle builds (at this point likely to be released as IWBUMS betas rather than in the current Vehicles beta slot) will also include Turbo’s work on mist, fog and snow [latest vid found here], as well as a map update that will fill in many of the more empty slices of countryside between our major towns with fields, tracks and farms that should complement vehicle exploration quite nicely. Yuri’s current task, meanwhile, is the physics collision work that needs adding to the system so that RJ can implement Artist Mash’s smashed up mailboxes, garbage cans and road signs. Also due for more immediate release in Build 30, meanwhile, are some fixes to longstanding tidy-up issues like the see-through MP chat window conflicting with snow (and, now, the upcoming fog), weirdness with syncing door locks in MP and pants that never get dirty. Connall, meanwhile, has also coded in the ability for modders to support 1x and 2x tiles in their mods. Previously, modders would have to choose whether to support 1x or 2x but not both – so hopefully this will be of help. Finally we’d also like to flag ShylokVakarian’s latest scientific study of PZ and loot house halls. Enquire within for details. Today’s rooftop skirmish from Savv. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.
  5. RELEASED: Vehicle Test 29

    Mind DMing me the files and the location you had trouble with? I'd like to try reproducing the crash.
  6. RELEASED: Vehicle Test 29

    Is the custom map available on Steam Workshop?
  7. Lua Method "loadSkinnedZomboidModel"

    I get that modders really want to get their 3D models into the game, but much of the current animation system is going to be replaced. It's buggy and unfun to work with it. It's not unlike issues modders experienced with the old NPC and GUI code that still ships with the game. It's there, but it's not it's not supported and can't be relied on. You'll probably have to wait for the animation update to happen unless one of the devs decides to add this functionality.
  8. Lua Method "loadSkinnedZomboidModel"

    Adding something that'll be removed and may break those things (if they have to be redone in the new system), isn't a great plan, either.
  9. Desura revival?

    E-mail them at accounts@projectzomboid.com explaining the situation. They'll help you out.
  10. Map problem

    Could certainly be an issue with the graphics card, assuming you both have similar specs. The texture size could be too large for the GMA to show it, but that'd be unusual. For static imagines like jpegs, it's usually OK.
  11. Vehicle test build 21 (black screen)

    The one on collision a different bug compared to the spontaneous blackscreen, so may not work.
  12. "Go to the install directory of the projectzomboid.app and right click it. You should see an option to view it as a folder. Go to Contents then find the plist file. Open it in Codeblocks (should just default to it on double click)..."

     

    name file please

  13. Vehicle test build 21 (black screen)

    Go to the install directory of the projectzomboid.app and right click it. You should see an option to view it as a folder. Go to Contents then find the plist file. Open it in Codeblocks (should just default to it on double click). Try changing the Xmx value to something like 2G instead of 768m.
  14. Vehicle test build 21 (black screen)

    Go to the install directory of the projectzomboid.app and right click it. You should see an option to view it as a folder. Go to Contents then find the plist file. Open it in Codeblocks (should just default to it on double click). Try changing the Xmx value to something like 2G instead of 768m.
  15. Map problem

    Hm. Looks like the textures are there. Try this: Open the Steam client Find Project Zomboid on the Games list Right click it and go into Properties On the Local Games tab, press the Verify button . . . If it finds any missing files, it'll download them for you.