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EnigmaGrey

The Indie Stone
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Everything posted by EnigmaGrey

  1. Think of it like this: Mac was always a very small portion of the player base (maybe half a percentage?). Apple then split that small fraction into an even smaller number, between arm and intel. For many companies, Mac support wasn’t profitable enough to support dedicated devs, but releasing a x86 build didn’t require much additional work to pull off (depending on how the game was built, anyway), so why not do it. But the changes requited to get a native ARM build are fairly involved and require all third party libs we use to also support arm. Same thing for Metal vs OpenGL, albeit on top of the switch to ARM. That’s partially why Rosetta “just working” was such a boon to game developers, otherwise there’d be only a few hundred m1 native titles right now (ignoring Apple Arcade). For example, this list has 1440 games that will work to some extent on m1, but only 288 are native. The rest rely on emulation. It’ll likely be a very long time before everyone else catches up, assuming arm is the future. But, for now, Mac has been surpassed by Linux for gaming, and seems to continue to decline. Basically it’s the 90s in reverse: apple moved on from Power PC to x86, allowing for a huge number of games to be ported over “easily” but by extension wiped out the native powerpc games. (Emulation was very primitive back then, however.) https://www.applegamingwiki.com/wiki/M1_perfect_games_list
  2. Unfortunately, the future on M1 is not especially bright for Project Zomboid. Initially, we were quite excited to see that the game played well despite being virtualized (Rosetta), but subsequent updates on Apple’s side introduced a stutter when moving that we never could figure out.* Worse, Apple could pull OpenGL support at any time, as it was deprecated in 2016, and we don’t realistically have enough Mac users nor devs with Mac experience to do a complete rewrite in Metal, Apple’s replacement for OpenGL. I’m not saying that support for m1 can’t happen in the future, but we can’t make any promises. If the uncertainty is a concern and you’re past the cutoff for Steam’s automated refund system, you can still manually submit a support ticket to Steam. Just explain why and link this thread in the ticket. if you would rather not refund the game, a workaround might be using Mesa drivers on Mac (but you might have to compile it yourself). Another option is to dual boot linux, assuming the distro includes Mesa’s m1 driver, Ashai. Parallels (vm software on Mac, as Faalagoon mentioned above) might also work, but last time I tested it, I had quite a few errors related to openGL and it performed poorly. If parallels gets hardware acceleration, it might perform better. * for the stuttering, you could try turning off or lowering advanced settings like reflections/dynamic skybox in the game’s Options menu. They’re near the bottom.
  3. Trees block vision. Shoving a zombie onto/behind a tree therefore blocks your ability to see it.
  4. That’s right. LuteBoxes, macrotransfers, deal-c, sisään passé, expulsions. Jack up the price to $120 as befitting “early access.” Gotta catch em all.
  5. To say the least, we’re not going to get into copyright and trademark issues or licensing agreements with gun manufacturers. more guns will likely be added when we do update the system, but don’t expect true to reallife branding.
  6. EnigmaGrey

    Hmm, Upgradez

    Note that the hallway has windows and glass doors at its entrance, even if it’s not necessarily realistic that light would make it around the 90 degree corner and to the end of the hall. You can see how much darker it is in the starting room, so I don’t really get why the empty hallway is the focus. Either way, toning down the color filter will result in a darker hallway as there’d less luminescence over all.
  7. EnigmaGrey

    Hmm, Upgradez

    As I understand it, it’s not possible. To get higher performance, we’ve moved from crawling individual tiles to having one large image stitched together. To get an effect like the old builds would require regenerating that larger image any time the player’s view changes, negating the performance increase. PZ, as its grown, has kind-of ended up as a case study for why the older 2D approaches died off at the turn of the millennium. They just don’t play well with modern 3-D graphics cards, and it gets worse the more complex the world gets.. Tinting options should be doable.
  8. Turning the map into a Garmin because you find a compass is just taking it too far. We’re fine with it being s trinket. At best, all it can reasonably be is a reminder for where north is for those new to isometric games. (Or for dead reckoning w a map that has coordinates … but you can largely do that already because your screen is a compass.)
  9. Compasses aren’t gps units. They just give bearing — in our case, the screen does this for you. I don’t think we need to make it even easier to navigate. The ingame map is already generous enough.
  10. edit: missed the post about rabbit stew. Makes a lot more sense as to why this would be a problem. I’ll leave the following up however in case it’s at all helpful and double check. ? What I think you’ve explained previously is … Level 7 cooking. Can of fresh corned beef starts at 720. It rots. Great. Now it’s 720 * 0.0386 … Whole 27 cal left that I can salvage thanks to the cooking skill. I split it into portions for some reason. Now it’s 9 cal. I gain 30% cal because of my cooking skill. Great. Now it’s 12.05 cal. Or 11.45. Or something close enough, because internally these numbers could be something like 0.3860000073909759521484375 due to the nature of floats. 0.3, 0.24, and 0.77 within the calc introduce further errors, compounding for a swing (in either direction) of around 1 cal. I assume that’s what you’re talking about as otherwise I don’t know how you could get to the point where you only have 11 cal left over. In this case, you’re not losing 710 cal. You never had it in this scenario because the food rotted. (Mind is without testing it in game. Will double check later.)
  11. Is it wild? Unless I’m misreading this, we have a loss of ~1 calorie after taking some numbers that a computer can’t accurately store as a float (like 0.1 or 0.3), doing things with them while cutting off or adding trailing digits, then displaying a further approximation of the result. It’s expected behaviour; sacrificing some accuracy for speed and the amount of space taken up in memory. This is a tradeoff that’s acceptable in games but not at a bank. You can read more about it here: https://en.m.wikipedia.org/wiki/Floating-point_arithmetic https://docs.python.org/3/tutorial/floatingpoint.html
  12. It’s just going to be a rounding between different number types and the division thereof or loss of precision when transitioning between Java and Lua. You can’t expect high precision with this sort of thing.
  13. Point stands. It doesn’t have any use or utility due to the fixed camera.
  14. Nothing in the included screenshot is being done by the game server. We can’t really help with docker images. We don’t create them, maintain them, or use them. Normally, these files are created on first launch. I assume the docker includes its own version so you can configure the server before launching it the first time, but this is not how the game usually works.
  15. If you’re using a Magic Keyboard, hold fn down then press f11.
  16. Outline is just distance. It doesn’t indicate timing and doesn’t predict success. Not a bug.
  17. Yeah, the first two clips make it look like it doesn't target the leading zombie if the spear's target falls onto the head of the nearest zombie. Not sure what's going on there or if it's a case of debug misleading us all. Either way, it feels wrong. In the third one, I think it's because you were turning from one zombie to another and started the shove too late / while trying to turn into the hit? What makes it hard to interpret these things after the fact is that the overlay isn't predictive in any way; it doesn't give cues to timing (purely distance) and I suspect in this scenario you probably have to swing a little earlier than you are (making up for the time to react and commit to the swing), as I think you're only reacting to it turning green and by then the zombie has gotten closer. Unless I'm mistaken, you also don't have multihit on, which makes fighting multiple zombies this way a very bad idea. I would suggest always kiting in these scenarios, especially with the spear and multiple zombies.
  18. If you download the latest version of lwjgl and it’s components, you can replace the game’s jars and dylibs with its contents. It at least works as a drop-in replacement on Windows. I can’t say if that will work for yours, specific issue, but hopefully it’ll I’ll get you started.
  19. As Beard says, whatever it is, doesn’t seem to be related to the linked thread. Your issue is 1704391705926> 0> [04-01-24 19:08:25.926] > ZNet: Connecting to 0. [04-01-24 19:08:25.926] LOG : Network , 1704391705926> 0> [04-01-24 19:08:25.926] > ZNet: Connection attempt failed because SteamID is invalid I’ve never seen that before. I have no idea why that would be the case. Since you’re playing on the Steam beta, all I can recommend, is reverting to the public build of steam, and seeing if the problem resolves itself. If it does not, then you likely have a configuration issue with your system. If it does resolve itself, then you’ll probably be best reporting the bug to Valve via the linked github.
  20. I don't disgaree about moving everything into a single folder, it's just we end up wrecking about 8 years of content online about hosting servers; an absolute ton of it that we can't change. Server hosts (as in the big companies) also aren't fast to adapt / do not do regular research. We'd basically be breaking a lot to do it. That's not to say it won't happen at some point, but there are reasons it's left as-is. We'll discuss if it makes sense to make those changes now, given how long Build 42 has been in the works, but it might also be "one thing too many." --- For your crashes, your hardware looks good, honestly. I'm surprised you'd have unstabilities in your system. If you check Event Viewer, go to System, and then Filter by Error, you might be able to narrow it down. For example, I regularly got crashes with a newer Dell that had similar specs. It ended up being PCI-E related. At first, I thought it was issues with the NVMe, then the GPU, but it turned out to be a fault in the motherboard. You might get luckier though and find it's just a setting in Windows or a bad driver / USB device causing the problem. --- For the game itself: if you're starting the 32-bit version of the game, it looks like something is forcing the game to use only a maximum of 1024 MB. Go to the Start menu, find Control Panel, find System, then go to Advanced. Open System Environment Variables near the bottom. See if you have a JAVA_OPTIONS variable. If you do see it, delete it. (Chances are, if you installed an old version of MineCraft at some point, it came from there.) If this proves to exist, and you have crashes with the game/server, this might be why. I'll try and reproduce the issue with the admin character not getting deleted. The log does only mention deleting the _player folder, which is not enough. So it could well be a problem with the base game. Edit: I'm able to reproduce it. Probably the only thing you can do is edit the players.db (the one in the folder that does not end in _players) to remove the character's save manually. That means using a program like SQLLiteAdmin to look at the players data in the db. Alternatively, if you're resetting everyone's characters, deleting players.db should clear them all.
  21. You're hosting a server. Your SteamID is your username and name of the character. Your character's folder (the one that ends in _player) doesn't really matter, as the player data is sent from the players.db found in the server's folder. I don't know why the delete button isn't working for you, as it's easy to test and it seems to work fine for me. Did deleting the character work prior to renaming the server? If so, perhaps it's the use of Cyrillic characters in the folder name. It should otherwise just delete the character. It could also be one of the many, many mods you installed possibly interfering with this. If you upload the console.txt from %UserProfile%\Zomboid after trying to delete the character again, we can take a look and see if there's any obvious error. To move characters between two existing servers, you're going to have a lot of fun. You'll need to somehow the blob data from one players.db to another by using an SQLLite database editor, like SQLiteAdmin. It's not something that ever really comes up.
  22. It’s not possible for the new character to be linked to the old one. Each server exists entirely separately. Assuming you didn’t delete the original files, you change the name back to the original and you’re done or you rename the folder and settings to match the new name, as said above. if you did delete your original files or only partially migrated the files to a different computer, then I’m sorry to say that you made some bad assumptions about how things work. Next time make a complete backup of the entire zomboid folder instead. I don’t know what protection you’re talking about, otherwise. There’s nothing that prevents an admin account from creating a new user or adding/removing users from the db. I’ll be best to show me what you’re doing with a screenshot or video.
  23. You could just change the name back. It's not as though it does anything beyond changing the save folder of the game and the pre-pended name for the configs. And there's absolutely nothing stopping you from copying the data from /saves/multiplayer/whateverMyOldServerWasCalled to /saves/Multiplayer/NewServer or from renaming the old configs to match the new servername. It's purely an organizational thing for your local computer, for those that want to have multiple servers on the same machine.
  24. Yes, like I said: you'd at best get a month of free cooling (limited to night and/or only when food is in shadow). And no, we're not going to oversimplify it if we were to do it; that's not our MO. Pull the thread a bit more: excess heat doesn't cause food to spoil faster. Do you want that in exchange for having to put your food out at night only to take it in during the day to try and extend its life slightly? Better just to ask for root cellars and the like. Much higher ROI.
  25. I think you can imagine why that would be extremely tedious and ultimately pointless compared to just getting a generator and a fridge? Or doing the more sensible thing and just building a dedicated root cellar? The latter of which would avoid any performance impact or possible issues with trying to simulate the differences and temperatures when offloaded. Remember, the setting for the game is not very far from the deep south, and the coast, relatively speaking. This isn’t a cold place, even at night.
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