EnigmaGrey

Support Team & Moderator
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Everything posted by EnigmaGrey

  1. EnigmaGrey

    Stop the server when restarting.

    As a hunch, try removing map_t.bin in the server's save file. Maybe it's failing due to a discrepancy between the erosion file and the gametime data? This'll likely affect mod connect that saves to gametime and it will reset the current date in-game, however. It's purely a hunch. Erosion will be present because it's saved as part of the chunk files.
  2. EnigmaGrey

    (MP) Bite won't heal

    Great, thanks everyone. Will take a look. For now, (using an admin account or the server console) you can just do /godmode "name" followed by /godmode "name" a second time to heal up anyone affected. It'll cure all injuries.
  3. EnigmaGrey

    Is there any way to replace vanilla textures? 

    Glad to hear it worked out.
  4. EnigmaGrey

    Flashlight isn't working properly \ Dark is way to dark

    Yes. It'll be removed in the next build. The downside is that leads to compatibility issues for some people, so much as the vehicles build, the current public build acts a milestone for anyone affected to fall back on.
  5. EnigmaGrey

    Upcoming Combat Changes is a bad Idea

    You proposed a tolerance system after I posted, by a good five hours. I never mentioned one. Deaf zombies are specifically the ones indoors. Zombies otherwise have varied attributes based on the world age on spawn, from what I last checked. Zombies are distracted by other sounds and items in the world. Sometimes those sounds are in inconvenient places, resulting in inconvenient actions by the zombies. With only a small portion of the map being able to be loaded into memory at any time, real zombies only have a limited number of paths to get to those areas and, sometimes, it'll be through your house. They wonder somewhat randomly around on top of that. A zombie spotting or hearing you from 15-20 tiles beggar belief. I don't think it's actually a "problem" that requires a solution.
  6. EnigmaGrey

    Is there any way to replace vanilla textures? 

    Hm, I think the problem might be not having them packed into the same texturesheets. Unsure of how to accomplish that in the newer tool. Here, I just unpacked the Tiles2x.pak file then inverted it. I then repacked it. I placed it in my workshop mod, in the directory /texturepacks/ and started the game. In Mods, I enabled the mod then shut the game down. Next time I launched it, it properly overwrote the original texture pack's data:
  7. EnigmaGrey

    (MP) Bite won't heal

    The complaints were not about bites. They were about scratches in the vanilla game. So no, we weren't aware of this and we didn't try to fix it.
  8. EnigmaGrey

    Is there any way to replace vanilla textures? 

    Give the textures an identical name and name the texture pack the same name as the vanilla textures. You can make and open texture packs in the mapping tool. Or you can use this: Put it in a mod. Enable that mod then restart the application. It should then just overwrite any identically named texture. *I've only done this with individual textures (fonts), but I can't imagine it'd be any different for texture packs.
  9. EnigmaGrey

    Old version.

    Ah, missed it. All good, then.
  10. EnigmaGrey

    Old version.

    I really should upload my old key files. Not sure it'll disable the check but you can always install PHP then make a doc with the word "success" in it. Add desura.com to the hosts file, pointing to 0.0.0.0 then it should read it as auth'd. Going by memory from 2011...
  11. EnigmaGrey

    Flashlight isn't working properly \ Dark is way to dark

    There are options to change how dark nights are in sandbox settings. There's also the weather debug panel, which should let you make it brighter and/or see the current values for reporting. Perhaps that'd help. I remain unconvinced that what I'm seeing in the above screenshot isn't just shaders being disabled. I get it if you had to turn them off for compatibility or performance, but the game is being designed around them at this point.
  12. EnigmaGrey

    Flashlight isn't working properly \ Dark is way to dark

    Do you have post-processing off, as Beard mentioned? The lighting shaders rely on it being on at this point. Some weather events will certainly down it out, but not usually to the point shown in the screenshot above after we capped their severity.
  13. EnigmaGrey

    Run time exception, first time map modding(Solved)

    Probably did not include Muldruagh/West Point when adding the map in-game or on your server? Pretty much all the error means is that that square doesn't exist.
  14. EnigmaGrey

    Most buildings have invisible walls...

    Honestly never seen that before. Throttlekitty's suggestion might be the correct one if you have 2x textures turned off in Options. The 100 to 1000 thing is just a consequence of a map mod. The 2x textures for Farmoid thing is just because of Hydrocraft. Both should be safe to ignore.
  15. EnigmaGrey

    Indoors should have Ambient Light in the day

    Probably not, no. Since the game is purely 2D, there's no 3D geometry to draw sunlight or shadows from. it could be faked, but that'd probably be costly and call attention to this flaw. Would love to have seen the game with it, though. Seems rather hyperbolic. Though some days are darker than others, I've not had much trouble getting around houses during the day in the game. There are some little glitches here and there where if you click through furniture or are on the arbitrary boundary of a "room" (say a kitchen and a dining room in an open floor plan) that it gets appreciably dark, but it's usually sorted by moving slightly. Do you have post-processing turned off? That'll certainly make the game's lighting worse as of build 40.
  16. EnigmaGrey

    Sound Markers Pings

    As I said in the previous post, this would effectively make the fog of war pointless. Otherwise, I'm all for supporting aids for those with impairments. You can already see behind you with a range of 1 tile or so to mimic the ability to hear / turn your head, anyway.
  17. EnigmaGrey

    Silencer / Suppressor Mod

    What problems are you having specifically? If it's specifically getting it to work in MP, it's possible Steam is having workshop issues today. It'd really help to confirm if this is connected or not.
  18. EnigmaGrey

    Upcoming Combat Changes is a bad Idea

    1 and 2 are already there. Some zombies are slower than others, some zombies are distracted, some zombies are even deaf. Zombies almost always growl when they get close to the player. Giving away the zombies in the fog of War would make the fog of War pointless, however. 3 is a consequence of needing zombies to be smart enough to actually be a threat to the player and act as the antagonist in the game.
  19. EnigmaGrey

    Demo Ran Great, Full Game Low FPS

    Yeah, Beard, tells me I'm wrong, as well. Weird, it shows up fine on my Dell. The game should be installed in this directory: C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid It's the red and black circle if you don't see the extension. Right click on the ProjectZomboid64.exe instead. It should be there.
  20. EnigmaGrey

    Game just stops loading

    I take it that it only broke after installing a bunch of mods? Looks like your GPU has run out of buffers to store all the graphical elements in. Disabling the mods that should be all that's necessary to get it to work again.
  21. EnigmaGrey

    Upcoming Combat Changes is a bad Idea

    Reading too much into the blog post... the changes don't make it magically impossible to survive fighting more than 5 zombies for those that are smart enough to not just run into the center of the group. Come on. We're not daft.
  22. EnigmaGrey

    Demo Ran Great, Full Game Low FPS

    Yeah, it's more likely the game's using the Intel over the AMD GPU. For whatever reason, some computers fail to detect that it's a high-performance application. Right click on the Project Zomboid shortcut (Steam should have created this by default on install) on your Desktop. Then you can select which GPU the game will run on from the right-click menu. 32-bit is just for debugging at this point ( users were more likely to have working 32-bit drivers than 64-bit at one point, so it tended to be what I defaulted to when I tried to get the most basic information from people). It is the opposite of well-performing at this point. Don't use it. Hope it helps. Oh, almost forgot. Zooming out beyond 200% will pretty much universally tank the frame rate regardless of your settings ( it's basically forcing the game to sort and draw a lot more stuff). Because you played the demo, I imagine it's letting you go all the way up to 250%. You can uncheck them in Options. It might also explain the frame rate drops in your screenshot.
  23. EnigmaGrey

    Combat Renovations

    It's as easy to avoid as checking your six. Same as the current game. Armour will likely have to wait for another update. This one is overstuffed, as it is.
  24. EnigmaGrey

    Combat Renovations

    Eh, human bite force is about equivalent to a pit bull and around half that of a horse. Two animals that do a wonderful job biting through much thicker areas on humans (though some of that's just down to the shape of their teeth in the case of the pit bull and the size of their mouth in the case of the horse). A zombie going at your throat should be sufficient to damage those delicious, throbbing arteries on the front of one's neck (at the very least the facial artery). It can sneak up behind, grab your head, pull it back, and clamp down near where you'd feel your own pulse (the artery is apparently 2 cm below, well within the range of a human's jaw). Congratulations, you're the new Bub.
  25. EnigmaGrey

    Combat Renovations

    Not totally sure what this means, but there's really no "right" when it comes to something creative. It is whatever the artist or designer wants their creation to be. Naturally, even the developers and founders have differing views of how complex or simplistic systems should be in PZ and have to hash it out. That makes it pretty hard to resent anyone for having a different opinion, at least on the surface. The blacksmithing component was one of those things (only mentioned once in the blog here). Smelting any metal object (forks .etc) into an ingot then converting that into any other metal object, like bullets or a wall. It veered way too far towards the "simple." It didn't represent realistic blacksmithing. The work was done and we had to move on without revising it further, back then. It was honestly a pretty bad and stressful year in real life (also detailed to some extent in prior blogs of that year).